Wind Chimes

Guard

Wind Chimes

★★★★★

Yan

Ctier

Introduction

Wind Chimes is a 5-star character in Arknights. Wind Chimes's class is Guard. Faction: Yan.

On our Arknights tier list Wind Chimes is C tier, 198th of the 293 characters ranked, from where 6 current tier lists put Wind Chimes.

Is Wind Chimes good?

Wind Chimes carries the highest HP and ATK of any Guard, and she hits everything she's currently blocking at once. Longing for Home is a strong nuke that adds a Sanctuary buff and a stun when it goes off, and Mountain Traveler buffs her max HP with an ATK bonus while she's above half health.

She's a C on our list, mostly because she has no defenses whatsoever, the slowest attack interval of any Guard, and Longing for Home locks her out of attacking entirely until she unleashes it.

Strengths

  • Highest HP and ATK of any Guard
  • Hits every enemy she's blocking at once
  • Longing for Home adds Sanctuary and a stun
  • Mountain Traveler buffs max HP and ATK above half health

Weaknesses

  • No defenses at all
  • Slowest attack interval of any Guard
  • Blocks only two enemies
  • Longing for Home stops her from attacking until unleashed

Profile

Wind Chimes is a female Forte. Her birthday is April 7th, and she stands 175 cm tall. Wind Chimes is voiced by Vivian Lu in English, Hiromi Hirata in Japanese, and Cha Young-hee in Korean.

Background

CRU-X: "These are the only remaining towns and villages in the mountains.

I've marked them on the map. Generally, you can just follow the indicated order when delivering mail.

I've used different colors to mark each section; each corresponds to different road conditions and recommended modes of transportation—just a bit of advice from someone who's been doing this a while.

First, there's the part with the smoothest roads, where you can ride a bike.

Going downhill is exhilarating, but mind your speed.

No matter how good the mountain roads are, they're still bumpy; if your package gets jostled too much, it could fall apart.

It'd be almost impossible to find a letter and retrieve it if you lose it in the mountains, so be careful.

Next is the section you'll have to cover on foot.

Walking mountain paths isn't easy, but the most important thing is to race against the weather.

You'll need to read the skies. When clouds gather, you should walk faster; when it darkens, you should start running.

When it thunders, it'll be already too late to think about finding shelter.

Traveling in the rain can be dangerous. My horn, err...

I learned this the hard way. As for wild beasts or bandits, stay calm.

It's no big deal. I can handle them, and if you're taking over my route, you can too.

Finally, there are some special paths that are rarely used—I'm running out of space, so I'll write the rest on a separate sheet.

But I'll mention one here: the zip lines.

Don't be afraid; I've ridden them many times.

They're safe, even pleasant. You might come to enjoy them after a while."

"Oh, and one last thing I should write here—it's a small favor.

There are a few villages with hardly any young folks left, and I marked them on the map.

The elders there tend to be a bit stubborn, and some aren't very mobile, so please be patient and lend a hand if you can.

I thank you on their behalf. Truly.

I almost forgot the most important part: make sure to protect yourself against Oripathy!

Don't let the..."

The writing stops abruptly on the back of the map, filling every inch of the small piece of paper.

Wind Chimes had left it there after returning from a checkup at the doctor's.

Much time has passed since then, and Wind Chimes continued to walk those mountain paths year after year, but the old map remained lying on her desk.

One day, someone happened to flip it over and couldn't help but give a wry smile.

"This girl's so naive—she really hoped someone else would be willing to deliver mail all the way up to those remote mountain villages, just like she does."

"I'd say when the people are all gone, there won't be any need for another Messenger anyway."

"(Sigh) It's been so many years, and there are so many stories on these roads; no letters could capture them all."

"And the road is so long... no messenger could ever walk it all."

Stats

  • HP5,669
  • ATK1,438
  • DEF0
  • Effect RES0

At max level. Each bar is measured against the highest value in the Arknights roster.

Skills

4
  • Mountain Traveler

    Talent

    Max HP +5%, gain Vigor effect of +22% (+2%) ATK when HP is above 50%

  • ATK Up γ

    Skill · Manual · Auto recovery · Initial SP 15 · SP cost 30 · Duration 30s

    ATK +100%

    At Mastery 3

  • Longing for Home

    Skill · Manual · Auto recovery · Initial SP 10 · SP cost 25 · Duration 5s

    Stops attacking, gains 40% Sanctuary, ATK gradually increases to +50%. When skill expires, deals 230% ATK as Physical Damage to all ground enemies in front and Stun them for 1 sec Can manually deactivate skill (skill can be interrupted at any time)

    At Mastery 3

  • Hell and High Water

    Base Skill

    Hell and High Water: When this Operator is assigned to a Trading Post, Morale loss of Operators in the Trading Post -0.1, with an additional -0.01 for every 10 Worldly Plight Distant Letter: When this Operator is assigned to a Trading Post, Morale loss of Operators in the Trading Post -0.1, with an additional -0.02 for every 10 Worldly Plight

Art

Wind Chimes key art

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