Goddess of Victory Nikke Viper provides additional damage during monster stages, serving as a suitable choice when specific conditions.
Viper works for the Exotic Squad as a staff officer. She can control any person with her beautiful looks and clever words. Goddess of Victory Nikke Viper has a Clip Shotgun and is a Burst II Attacker. Because of this, she is a great burst energy maker and damage provider, but her kit isn’t very good.
Even though Goddess of Victory Nikke Viper seems weak on paper, she is actually a very strong unit. She makes up for what she lacks in gear by being an attacker shotgun unit. As a unit with a tri-clip mag, she does a lot of damage for a b2 spot and a lot of quick damage. She is a great pick for all special interception teams because of these two things.
When everyone thought “target” meant any enemy on the screen, her S1 looked so good on paper. Sad to say, “target” refers to the bosses you fight in Interception or the special enemy that shows up near the end of a story stage.
To make matters worse, the buff only lasts 10 seconds. This means that during boss fights, it’s almost useless because your team’s DPS will be low for the first few seconds. In normal stages, it will only turn on at the very end, where it doesn’t really matter.
The beginning of Viper’s S2 gives her a small boost to Hit Rate, but since she uses a Shotgun, it helps her at longer ranges. The second part is another skill that is very hard to understand, but here’s how it works. Goddess of Victory Nikke Viper will get the Vamp buff when you enter Full Burst.
This is like a reverse taunt, and enemies won’t be able to hit her with single-target skills for 10 seconds. There are, however, two major problems with this skill. Projectile attacks that are already flying toward Viper will hit her and take away the buff. Also, AOE attacks that hit the whole party will also hurt her and take away the buff.
Viper’s Burst isn’t very good either, like her other skills. She mostly hurts one enemy at a time, and if, by some chance, the random enemy seen in S1 is the “target” while the game is on auto, she will also lower its DEF. That way, you can aim her Burst and get the most out of it. Because of this, the skill is only useful on bosses and not in story stages. But why use Goddess of Victory Nikke Viper in those stages if all she brings is a 10-second ATK boost at the start of battle? We’re not sure.
Resilience Cube: Activates when entering battle. Max Ammunition Capacity 29.69%.
Wingman Cube: Activates when entering battle. Reload Speed 29.69%.
When it comes to campaign mode, Viper does not have anything really spectacular to speak about. In terms of plot, she is neither exceptional nor subpar. In some circumstances, if you do not have Rupee, Viper might be considered a sidegrade to Rupee. If you do not require Dolla for Critical Damage Reduction, Centi/Anis for burst generation versus mobs, or sustain, then she is a good choice for you. To put it simply, you should bring her in if you require additional damage during monster stages.
Arena teams can benefit from her burst generation because she is a clip reload shotgun. Aside from that, however, she does not provide much else except that, except for a respectable ST nuke. Providing that your team is able to burst first and the opponent bursts immediately after, she may be able to overlook one AoE wipe burst by the invincibility that she possesses as a passive from her skill 2 ability.
Simply due to the fact that she is able to deliver damage and generate a significant amount of burst energy, Goddess of Victory Nikke Viper is able to accommodate the B2 slot position for special interception. She doesn’t just do very well in GD; she also does quite well in other interceptions.
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