Table of Contents
Verily, thine enemies shall be smote!

Overview
- B2 Wind Supporter unit that is a jack-of-all trades.
- Has healing, damage and buffing in a single slot, making her a very versatile unit.
- Unlike other B2 DPS units that also buff, Nayuta doesn’t sacrifice buff power nor damage. She gets the best of both worlds and performs both excellently.
- Heal is good for passive boss DPS, but struggles to save you in a real pinch without supplemental help due to how it works.
- In spite of her support capabilities, similar to Little Mermaid, she has legitimate wind DPS, making her exceptional in Wind-weak content.
Should You Pull?
Yes. She is one of the most versatile units introduced so far. Her buffing power to allies may not be as strong as units like Crown, Bunny Ade (bAde) or Grave, but unlike them all, she has incredible DPS to make up for it, especially in synced content, or content that lacks deficit penalties. A unit that provides high damage, good buffing and acceptable healing will be relevant in all multi-team content, or as the main campaign B2 if the deficit isn’t incredibly high.
Now the question is, should she be prioritized over Liberalio? Generally speaking, yes. Even if you have the strongest B2 buffers in the game (i.e. Crown, Bunny Ade, Grave), Nayuta as a powerful support unit will see more general use compared to Liberalio, a unit that will primarily see use in Wind-weak content only, even if she has the power to be used in element-neutral content.
However, there is also the nuance where one could be severely lacking in Wind DPS units. Wind, like Water, has been lacking in readily available Wind DPS units that are incredibly powerful as well. One of the best Wind DPS and their dedicated buffer are collab-limited units, Scarlet: Black Shadow (SBS) is a 1% pilgrim unit, and Sakura: Bloom in Summer, has honestly been very disappointing. Noir’s DPS is only okay, even in the shotgun team.
I would personally try to obtain both. Both of them will be relevant for a long time for differing reasons. Nayuta will be a powerful B2 support unit to join teams in raids, and make most of the intercept bosses trivial/less stressful. Liberalio is already the strongest wind DPS, beating out SBS, and of course, combines with the now second best wind DPS to become an unstoppable force against Wind-weak content.
The most optimal thing to do would be to focus your pulls on what you need most while hoping the free pulls come through for you on the other. If you absolutely have to, use mileage on the ‘one you need less’ on the very last day. Both units are superlative enough where using mileage on them is warranted. Ideally, you only have to use mileage on one of them at most.
I wish you all good luck. Please, just settle on one copy and go. Remember, there are more units to consider in the future.
Newbie/Incomplete Box Section
Nayuta is a B2 Wind Supporter Unit that provides a lot in her kit at once. She can simultaneously heal, deal great damage and buff allies. Her S1 gives her healing and buffing power to all allies, and boosts the damage her burst does. S2 increases her personal DPS and increases her self-buffs over time, and is what triggers her buffs to all allies from S1.
Burst is what distinguishes her from other B2 units, where she changes her weapon into a very powerful sniper rifle. Its incredible base damage and procs from S1 make it a powerful DPS, even in element-neutral content, especially as this will happen every burst cycle. The damage will add up over the course of a fight against both bosses and regular enemies in campaign, as long as the deficit isn’t incredibly high.
Basic Information
- Skill 1: Hypocrisy
- Skill 2: Impermanence
- Burst: Asceticism
- Cooldown: 20s
- Rarity: SSR
- Burst: II
- Weapon: SMG
- Class: Supporter
- Element: Wind
- Manufacturer: Pilgrim
- Squad: Pioneer
- Weapon Name: Nirvana



The EN intern was sleeping, both Impermanence and Asceticism are spelled wrong. Also, wow, three skill cards! Don’t worry, it’s simpler than it looks.
Skill 1: Hypocrisy
Activates at the start of battle. Affects self.
Unchanging Heart: Gain Indomitability for 9 sec. Activates 1 time(s) during battle.
Activates when Memory Absorption takes effect. Affects all allies.
Damage dealt when attacking core ▲ 25.15% for 5 sec.
ATK ▲30.16% of caster’s ATK for 5 sec.
Equally shares HP recovery for 5 sec.
Activates when Memory Absorption takes effect. Affects self.
Recovers 25% of final max HP as HP.
Activates when attacking with Full Charge.
Affects all enemies if self is in Memory Incineration status.
Deals 150% of final ATK as damage.
Activates when enemy is the stage target. Affects the same enemy.
Deals 380.48% of final ATK as additional damage.
At the start of battle, Nayuta is unable to drop below 1 HP for 9 seconds. This gives her potential in PvP content if she happens to be targeted. Set her to slot 1 to maximize the chance of this happening.
Every time Nayuta gains a stack of her Skill 2, she buffs all allies with a core damage up buff, a 30.16% caster ATK buff, both for 5 seconds, and heals herself for 25% of her max HP, which is immediately distributed equally to all allies in the team since she also gains the ability to share her own HP recovery. Due to the fact that her Skill 2 gains a stack every 3 seconds, even after it reaches max stacks, these effects are effectively permanent after the first 3 seconds of combat pass.
When Nayuta unleashes an attack with her burst active, all enemies on the screen receive 150% of final ATK as damage. If the stage target (boss) is hit by this screenwide shockwave, even if they weren’t hit directly by the empowered basic attack, they are hit for an additional 380.48% final ATK. This makes Nayuta excellent against both bosses and regular campaign stages, especially if the deficit is not incredibly high.
Note: Despite being a heal, it is not a true heal in the same sense, and therefore, does not activate effects for allies that trigger upon the unit receiving a heal. (i.e. Crown’s Royal Attire, Asuka’s Competitiveness)
Skill 2: Impermanence
Activates every 3 sec. Affects self.
Memory Absorption: Hit rate ▲1.4%, stacks up to 30 time(s) and immune to stack count increase or decrease effects continuously.
This effect cannot be dispelled.
Affects when Memory Absorption takes effect. Affects self.
Additional effects triggered according to the stack count of Memory Absorption.
Previous effects trigger repeatedly.
Stage 1: If Memory Absorption exceeds 2 stacks.
ATK ▲15.2% continuously.
Stage 2: If Memory Absorption exceeds 10 stacks.
Attack Damage ▲20.27% continuously.
Stage 3: If Memory Absorption exceeds 30 stacks.
Core damage ▲21.05% continuously.
Every 3 seconds in combat, Nayuta gives herself a stack of Memory Absorption. Alongside triggering certain Skill 1 effects, she gives herself a continuously stacking hit rate buff. While this does matter for her default SMG outside of burst, it matters little for her weapon that she switches to mid-burst, as Sniper Rifles do not have weapon spread.
Unlike regular stacking effects, she is not able to gain these stacks through other stack generation mechanics. Allies such as Mica: Snow Buddy, Guilty nor Pepper using burst can’t help her gain stacks faster. She is also unable to lose nor have her stacks dispelled, but this is irrelevant for now, as no Rapture that we know of threatens stack mechanics. She is always guaranteed to maximize her stacks when 90 seconds pass.
Even after she obtains max stacks, she will keep generating stacks for the purposes of activating her S1 effects and not go past 30, so there is no need to worry about S1 buffs and heals to allies stopping after the 1:30 mark in a boss fight.
In spite of the relative unimportance of the hit rate, everything else she gains from gaining stacks is excellent. After 2 stacks (6 seconds pass), she gives herself +15.2% ATK until the end of combat. After 10 stacks (30 seconds pass), she gives herself +20.27% Attack Damage. After 30 stacks (90 seconds pass), she gives herself +21.05% core damage, which stacks with the core damage she gains from S1.
Due to the fact that the core damage increase is gained after 90 seconds pass, this makes it unusable in normal campaign maps, which only last 90 seconds at most. It’s unfortunate, because the overwhelming majority of regular enemies have a core to hit, where it could’ve shined. This also means that it is only active for the second half of a boss fight, which is 180 seconds at most.
Burst: Asceticism
Affects all allies.
Attack Damage ▲35.45% for 15 sec.
Affects all enemies.
Deals 645.33% of final ATK as Burst Skill Damage
Affects self.
Memory Incineration: Changes the weapon in use.
Charge time: Fixed at 1.8 sec.
Damage: 275.18% of final ATK
Full Charge damage: 250% of damage
Duration: 10 sec.
Bonus Effect: Unlimited ammunition for 10 sec.
When Nayuta uses her Burst, she buffs all allies with a good attack damage buff and she will also perform a screenwipe attack that hits pretty hard. This burst skill damage contributes heavily to wave clear in normal maps, and additional DPS against bosses.
Finally, she changes her weapon to a very powerful ‘Sniper Rifle’ with up to 275.18% final ATK as its base damage, a 250% base charge damage multiplier, a fixed 1.8 second charge time, and infinite ammo for 10 seconds. Despite being a ‘Sniper Rifle’, she maintains her close-mid effective range that SMG provides, meaning she gets a +30% additional damage bonus against close-mid range targets, not long range ones.
On top of its incredible base damage, full charges activating the last parts of S1 make it an incredible DPS tool. All regular enemies in a stage will each take 150% final ATK as damage. A stage’s boss in particular will take (275.18% x 250% base charge damage = 687.95%) + 150% + 380.48% = 1218.43% final ATK every 1.8 seconds. This is incredible on its own, but when you consider that this is on a 20 second cooldown, it’s just ridiculous how much damage Nayuta can output as a B2 unit over the course of a fight.
Due to the fixed 1.8s charge time and a 10 second duration, she will only perform 5 of these powerful attacks at most with every usage of her burst. She cannot release an uncharged version of this attack, so don’t try it. She will also immediately release the attack even if it is not on a target, trying to hold the charge shot past 1.8s is pointless. She will return to her default SMG when the buff duration times out, leaving any charge without 1.8s left to charge it wasted.
Fixed charge time means that she isn’t affected by charge speed OLs nor buffs from allies, which is unfortunate. However, this also means that she is unaffected by charge speed debuffs, making her effective against Thermite β, a boss that is infamous for neutering SR and RL units with a near-permanent -300% charge speed debuff.
Infinite ammo may seem pointless, as she is only capable of shooting 5 shots at most with every usage of full burst. However, it opens up the potential for an incredibly broken team composition with Miranda (Treasure) [TMiranda], if you are willing to prepare for it!
Campaign
As a campaign unit, Nayuta will be incredible. She has so much packed into her kit. She deals incredible damage, she heals units, she buffs units, she is an excellent unit to have for your campaign team. Even though her buffing power isn’t as high as bAde, Crown nor Grave (for Piercing units), Nayuta’s personal DPS is more than capable of making up for it. Besides, her buffing power is more than acceptable.
In stages with normal enemies, her S1 effect will help the main DPS units get rid of lesser mobs faster, while her heal will keep the team alive against passive damage dealt by enemies over the course of the fight. Her burst packs a punch against normal enemies as well, and against the stage boss, they’ll take a lot of damage, making the takedown of bosses significantly easier.
Due to her heal being based on HP distribution, any heal Nayuta receives from other sources will be split up and distributed equally to allies. If the rest of your team needs lots of healing in a pinch for certain stages, heals from units such as Helm (Treasure) [THelm], Maid Anchor, Blanc, Quiry, all of it can work great in keeping the team alive.
Something to note is that while Nayuta has incredible base damage, like any other DPS-focused unit, outside of elemental advantage, her damage falls off in campaign if the deficit is very high. While her buffing power will always remain relevant, the biggest reason to use her over more dedicated support units is her DPS. Once power deficit in campaign hits around 35% or higher, Nayuta’s DPS against neutral targets becomes less reliable, compared to giving dedicated DPS units more power.
Arena
Nayuta seems incredible for Arena on paper. She has a 9 second indomitability at the start of every combat, and her burst hits hard, both its Burst Skill damage portion and its weapon change, giving Nayuta incredibly strong auto attacks against the main target, and dealing residual damage to the rest of the team.
However, she begins as an SMG, one of the worst weapon archetypes to use in PvP. Since her indomitability lacks a taunt as well, there’s no surefire way of hoping she’ll take the brunt of the damage at the start, other than putting her in slot 1 and hoping it remains that way. She definitely has good potential in PvP, if she is given supplemental burst gen to make up for her lack thereof.
Special/Anomaly Interception | Union Raid | Solo Raid
Nayuta wil see great use against any boss. If power deficits reducing her stats doom her otherwise incredible DPS, imagine her in content where there’s no such penalties.
Nayuta in raids will be one of the main wind DPS units to use against wind weak bosses. Players that are at incredible levels will have no problem surviving the damage and maximizing team DPS against a union raid boss. In solo raid, Nayuta will be one of the top B2 support units to use against any boss for the foreseeable future, thanks to her high personal damage and high buffing power to allies. Against wind-weak bosses, she will effectively be a secondary, or even primary DPS.
Due to the incredible base power of her burst autos, supplemental damage to bosses and infinite ammo in particular, Nayuta is capable to take advantage of TMiranda’s critical rate buff. This allows Nayuta to unleash devastating critical hits in every single burst cycle if you build for it. How feasible this is for the average player is an entirely different story.

The last portion of TMiranda’s S2. Default crit rate of 15% + 85.42% = 100% Guaranteed crit chance
Since Nayuta is a support unit, and TMiranda only gives the critical rate increase boost to the allied unit on the team to the highest ATK, it is inherently difficult to get this setup going. ATK buffs are more effective on Attacker Units compared to Supporter units thanks to their higher base ATK.
It also doesn’t help that a lot of B3 units give themselves some sort of ATK buff when they use burst, minimizing the number of options of B3 units that can enable Nayuta to make use of TMiranda’s Critical Rate buff. The best type of units Nayuta needs to have as B3 units for this setup to work are ones that also buff her and do not exclusively buff themselves. The second best type of B3 units are ones that lack any sort of self-ATK buff when entering burst or when using their own burst.
What makes it harder for long-time players is that a lot of the best units to use are more than likely very built, or at least, have a ton of core levels over Nayuta. Higher core levels give the unit more base ATK for ATK buffs to be more effective with. The only selfish ATK buff Nayuta has is from S2, a +15% ATK buff, which on its own, is not enough to bridge the gap without some significant investment in Nayuta and lesser investment for the B3 units. (in particular, they would have to ‘dodge’ ATK OLs to maximize the chance of it working)
Helm (Treasure) (THelm) in particular is more than likely built by the majority of the playerbase, due to her superlative utility and damage potential. However, for players that either don’t have any or some of the units shown above built, or whales that can just increase their Nayuta’s Core Power easily, it’s worth considering to turn Nayuta into one of the main DPS units in a Wind-weak raid.
If you aren’t able to make use of it right away, don’t worry! Nayuta is perfectly fine being a supplemental DPS as well. She works excellently as is without needing a special team to support her. However, it’s good to be aware of the potential Nayuta can have.
What makes Nayuta so powerful with this tactic in particular, compared to other units that make use of it, is that Nayuta is a 20s B2 unit, whereas the typical unit that makes use of TMiranda’s critical rate buff is a 40s B3. This means Nayuta gets to make great use of it on every single burst cycle in the fight, instead of every other burst cycle, so it’s worth considering for the future if you can’t do it now.
NOTE: As TMiranda has no cooldown of her own, a secondary unit to provide cooldown is also necessary for the team setup; I used D: Killer Wife.

Imagine if I could do it with better units… but the best options are all core max for me!!

Strengths
- Good, effectively permanent buffing power to allies.
- Strong, constant screen size damage from S1 helps chip away or downright destroys regular enemies in campaign, especially when combined with the damage portion of burst.
- Incredible DPS to make up for her ‘lesser’ buff power.
- Passive healing is good enough to render chip damage from enemies and bosses fairly harmless.
- Scales hard with investment.
- 9 second indomitability guarantees usage in PvP
- Has potential to be one of the most powerful wind DPS as of this writing, with the right setup and the right units to support her.
- Does not care about charge speed debuffs, making her good against certain enemies that can reduce it massively.
Weaknesses
- Her ‘heal’ is unable to trigger effects that activate based on healing received.
- Her heal on its own can’t save you from dire situations. 5% max HP every 3 seconds is good, but against devastating attacks, it’s just too slow.
- It takes her halfway into a boss fight to reach maximum personal buffs. This point is less relevant against bosses without a core.
- Fixed charge speed means she can’t benefit from charge speed OLs, nor buffs.
- Will need supplemental burst gen if used in PvP, due to her mediocre default weapon for the setting.
- Unlike most supports, she actually needs investment to work well, which can be an issue if low on resources.
Rating
| Category | Rating |
|---|---|
| Overall | SSS |
| Story | SS |
| Bosses | SSS |
| Arena | S |
Recommended Cubes
This is certainly a new sight. Since Nayuta doesn’t actually need ammo, and rarely needs to reload because her burst just refills her ammo when it ends, and her default weapon isn’t what she wants to use to deal DPS anyway, Nayuta can make great use of both the Destruction and Onslaught Cube.
Against bosses with parts, Destruction Cube is the way to go. The bonus damage to her autoattacks mid-burst receiving an additional +32% damage when hitting a part is ridiculous. There is also the Onslaught Cube, which provides Charge Damage instead. This is perfect to use against bosses and content that lacks parts to hit. Due to the high base value of her auto attack mid-burst, the charge damage cube is more impactful than it looks.
However, I’m sure you’re all aware that anything that isn’t Bastion or Resilience has been deprioritized, due to the value Bastion and especially Resilience have for so many units. For that reason, you should still use the one that will provide her with the highest elemental damage.
Over time, you should build up Destruction or Onslaught, though I’d lean towards Destruction, as most bosses overall still have parts, despite what solo raids in 2025 have told us. Destruction cube in particular will help a ton vs Anomaly Intercept, where every boss has parts to destroy.
Doll Priority
Since she will see use in a lot of content, whether bossing, campaign, likely PvP, the priority for doll is highest, Nayuta definitely deserves a doll ASAP. She does a lot for the team she joins within a single slot, making her personal DPS higher and slightly increasing her healing and increasing survivability are all good bonuses from equipping a Doll on her.
Expected Skill Priority
| Nikke | Budget Skill Investments | Recommended Skill Investments | Skill Priority | Notes | Investment Priority |
|---|---|---|---|---|---|
| Nayuta | Skill 1: 7 Skill 2: 4 Burst: 7 | Skill 1: 10 Skill 2: 7 Burst: 10 | S1 > S2 | Skill 1 is where her buffs, heal and supplemental damage comes from. This is a must max, Skill 2 only improves Nayuta’s personal DPS and stats. Its trigger effects for S1 don’t get any faster with more levels. If using Nayuta with Miranda, it should be maxed to maximize her self ATK buff. Burst is the primary reason to use Nayuta over other conventional support units. Her supplemental DPS, especially against Wind Weak, is downright incredible. | Highest |
Overload Gear Priority
Gear Priority = Head > Gloves > Chest > Boots
| Attribute (Sub-Stat) | Priority | Recommended | Notes |
|---|---|---|---|
| Increase Element Damage Dealt | ★★★★★ | 4x | Wanted for Union Raids and Solo Raid content. |
| Increase Hit Rate | ☆☆☆☆☆ | 0x | — |
| Increase Max Ammunition Capacity | ☆☆☆☆☆ | 0x | Due to how her burst works, ammo is useless for Nayuta. |
| Increase ATK | ★★★★★ | 4x | Simply more damage. It also helps a ton in boosting Nayuta’s ATK if using her with TMiranda, to ensure she receives Miranda’s buff. |
| Increase Charge Damage | ★★★★☆ | 1 – 2x | Due to the high base damage of Nayuta’s base attack mid burst, charge damage actually makes a significant impact. |
| Increase Charge Speed | ☆☆☆☆☆ | 0x | Her fixed charge speed makes this OL useless for her. |
| Increase Critical Rate | ★★★☆☆ | 1 – 2x | Due to ammo being useless for her, those lines can go elsewhere. Critical rate is the least helpful of the three, but it still helps. If using her with Miranda, it is useless. |
| Increase Critical Damage | ★★★★☆ | 1 – 4x | Anything to help with more raw damage is best for a unit that makes no use of ammo OLs. Try to aim for 4x if you’re using Nayuta alongside TMiranda. |
| Increase DEF | ☆☆☆☆☆ | 0x | — |



















And those bouncing assets!
So according to this rating she is only one tier above Delta: Ninja Thief at campaign then.
Seems like an interesting take.
I definitely overrated Delta’s defensive capabilities, that’s my bad. A permanent taunt tank that can actually live is pretty useful til it isn’t.
I’ll adjust her rating soon. Planning on something with the tier list first.