Talent 1: Can deploy up to 3 Grzmot Mines (Can store up to 4); The first enemy that steps on a Grzmot Mine will trigger its effect. When retreated, triggers a Grzmot Mine on this unit's position once Talent 2: Has a 30% chance to deal 150% of ATK as Physical damage when attacking; Chance increases to 100% against targets affected by Grzmot Mine Skill 3 (M3): Passive Effect: When a trap is triggered, all surrounding targets are Slowed and inflicted with 35% Fragile for 7 seconds Active Effect: Attack Interval shortens, ATK +90%, and prioritizes attacking enemies affected by Grzmot Mines Skill activation grants 40 bullets and the skill ends when all bullets are used (Can manually deactivate skill); Gain 2 traps when skill ends
TRP-Δ Module: New trait This unit can also be deployed on Melee tiles; Traps can also be deployed on Ranged tiles Talent 2 improved Has a 50% chance to deal 170% of ATK as Physical damage when attacking; Chance increases to 100% against targets affected by Grzmot Mine
@MiMuMo It is not at all common knowledge, so I think it's just only appropriate to bring this interaction to attention now that we have a proper use case. Most normally neither get to deploy on ground tiles nor have good reasons be blocking due to the inherent squishiness of ranged Ops. Also, melee Ops with range still prioritise enemies they are currently blocking, even in the case of Hookmasters who can innately be placed on ranged tiles or Instructors with certain Modules. The ranged option that makes sense to be blocking is Phalanx, but they are true AoE, so that doesn't provide any useful indication either. We don't really get much practical application of this interaction until Ela, but it would be a helpful tip on her, so that's worth a deliberate mention/reminder.
@@hotenyspecialist are operators that have “unique” play styles that are different from other class, the “unique” part of Ela is that she can be deploy on ground tiles unlike other snipers
From what I see her mines is focused on crowd-control to make her deal damage, quite different from what I thought it would be. I thought she's just gonna straight up powercreep Doro's mine. But I guess not
@@scyi.3665I think it's just a different philosophy. one mostly deals damage through traps, other uses traps to deal more damage. both are still true to what trapmaster is
This batch of R6s is weird if you ask me. One trapmaster but use trap to assist her sniperblood One dollkeeper but reversed lol One guard that only heal And one guard that needs high ground to set up explosive (good thing we dont have friendly fire lol)
WTF, why is she allowed to deal so much damage against high def targets like that? Damage is physical right? Surtr levels of damage + crowd control. Damn.
Surprisingly Ela's module can now deploy at melee tile which got me interesting to get her when i have enough saving pulls for her and her team i must get her in next future
I think I'll skip it as it seems to be single target damage oriented like Typhon and Ray and Typhon I already have and Ray is a must have for me. A bit of wasted potential in my opinion, as she could have been more focused on trap damage like Dorothy. Maybe HG didn't decide to powercreep her so quickly.
They’re being very true to the collab. In Rainbow Six Siege Ela’s traps don’t damage. They’re mainly for info/stunning the enemy so you have the advantage in a gunfight. Making them do damage would not reflect the character. Other R6 operators have similar limitations, like Some only being able to use abilities 2-3 times per deployment similar to their finite uses in game. Would have ruined it for me personally if they decided to not make their R6 abilities closely correlate to their Arknights one’s. When you do a collab with an fps game in which Gunplay is intentionally the main method of killing, most of the abilities are going to boil down to shooting. With the Destiny collab we’ll hopefully see some diverse abilities and less pure gunplay as they have more of a magic system in there.
Talent 1:
Can deploy up to 3 Grzmot Mines (Can store up to 4); The first enemy that steps on a Grzmot Mine will trigger its effect. When retreated, triggers a Grzmot Mine on this unit's position once
Talent 2:
Has a 30% chance to deal 150% of ATK as Physical damage when attacking; Chance increases to 100% against targets affected by Grzmot Mine
Skill 3 (M3):
Passive Effect: When a trap is triggered, all surrounding targets are Slowed and inflicted with 35% Fragile for 7 seconds
Active Effect: Attack Interval shortens, ATK +90%, and prioritizes attacking enemies affected by Grzmot Mines
Skill activation grants 40 bullets and the skill ends when all bullets are used (Can manually deactivate skill); Gain 2 traps when skill ends
TRP-Δ Module:
New trait
This unit can also be deployed on Melee tiles; Traps can also be deployed on Ranged tiles
Talent 2 improved
Has a 50% chance to deal 170% of ATK as Physical damage when attacking; Chance increases to 100% against targets affected by Grzmot Mine
@@MineMoontoo OP 😮
That sync at 0:37
4:09 died so fast they didn't even debuff her xD
1:04 Where did Shaw come from? 😂
My notification 🤣
@@MineMoon next level notification
@@MineMoon lmao 😂😂😂
2:46
Ash: Let's show them what we can do!
Ela: I got this!
Yeah, girls you got them fr fr
Ela is basically the second coming of Ash, with cool mines! Ironically enough her s3 works similarly to Ash s2 too.
Thought so as well, making Ash mechanics straight up spammable.
@@tryarie1970 I dunno if that's fucked up or funny.
However, unlike Ash stun, the enemies can't have debuff immunity (unless some gimmick included)
8:51 I love how she will still follow normal targeting priority despite already blocking an enemy.
peak game design fr
That's how all ranged operators work when placed on the ground...
@MiMuMo It is not at all common knowledge, so I think it's just only appropriate to bring this interaction to attention now that we have a proper use case. Most normally neither get to deploy on ground tiles nor have good reasons be blocking due to the inherent squishiness of ranged Ops. Also, melee Ops with range still prioritise enemies they are currently blocking, even in the case of Hookmasters who can innately be placed on ranged tiles or Instructors with certain Modules. The ranged option that makes sense to be blocking is Phalanx, but they are true AoE, so that doesn't provide any useful indication either. We don't really get much practical application of this interaction until Ela, but it would be a helpful tip on her, so that's worth a deliberate mention/reminder.
Ah yes, "Specialist"
Specialized in sniper duty
She really is Special
Is there a reason for that? I mean, that’s a sniper for me. Any R6 lore?
@@hotenyspecialist are operators that have “unique” play styles that are different from other class, the “unique” part of Ela is that she can be deploy on ground tiles unlike other snipers
@@contentinsert2831 No it's because she is a trapmaster and that's a branch from specialists, trapmasters can deploy, well, traps.
Oh, dang. I never thought of deactivating Ela S3 immediately for more traps. Daaamn
From what I see her mines is focused on crowd-control to make her deal damage, quite different from what I thought it would be.
I thought she's just gonna straight up powercreep Doro's mine. But I guess not
Yup she plays like a sniper, Dorothy is still for real trapmaster purposes
@@scyi.3665I think it's just a different philosophy. one mostly deals damage through traps, other uses traps to deal more damage. both are still true to what trapmaster is
This batch of R6s is weird if you ask me.
One trapmaster but use trap to assist her sniperblood
One dollkeeper but reversed lol
One guard that only heal
And one guard that needs high ground to set up explosive (good thing we dont have friendly fire lol)
Fuze is sad because he can't teamkill
What a crazy damage... She's just trapmaster---
The BGM....very nostalgic....
When the best Sniper is a Specialist:
poor hammer guy,he's been floating for his entire life 😂
Ooh that brother's floating in the air
Trapmaster btw
i was like "this sounds like toram online" then i checked the description
I think the same, she does damage thanks to her grenades and her grenades are very limited making her look more like a sniper than a specialits
GUNS FTW
罠の管理が必要だけど強力な狙撃だな。
I think her s2 is cooler tbh
Her s3 is basically ash s2 without the stun condition
Yeah, Ela is basically a glorified sniper. At least S2 has some uniqueness to her.
Can you do S2 showcase?
Ash is OP xD
Thanks for video, very informative.
WTF, why is she allowed to deal so much damage against high def targets like that? Damage is physical right?
Surtr levels of damage + crowd control. Damn.
Who mix the sound why i feel the sync in bullet and music or did i just hallucinate ?
7:51 Toram BGM, Is Nostalgic🐢🫠
Cool
No wonder i hear some familiar beats, it's from Toram Online!
That ain't slow them down that'll kill em 😂😂😂
basically Ash Skill 2 but just heavier?
Should've make her normal sniper, but with summon like pozemka😊
So when is this character coming to global?
can she be deploy on ground tile and top tile?
90 pity?
120, but they gave 20 free pulls
@@shironeko3457 oh nice
Masih aktif toram kah puh
Surprisingly Ela's module can now deploy at melee tile which got me interesting to get her when i have enough saving pulls for her and her team i must get her in next future
trapmaster, huh?
Toram tcuy
I think I'll skip it as it seems to be single target damage oriented like Typhon and Ray and Typhon I already have and Ray is a must have for me. A bit of wasted potential in my opinion, as she could have been more focused on trap damage like Dorothy. Maybe HG didn't decide to powercreep her so quickly.
Doro still the best "trap"master fr
Tbf, she offers more support than those two, giving THRM-EXs anywhere you want on the map plus a slow is great for your other DPS as well
They’re being very true to the collab. In Rainbow Six Siege Ela’s traps don’t damage. They’re mainly for info/stunning the enemy so you have the advantage in a gunfight. Making them do damage would not reflect the character.
Other R6 operators have similar limitations, like Some only being able to use abilities 2-3 times per deployment similar to their finite uses in game. Would have ruined it for me personally if they decided to not make their R6 abilities closely correlate to their Arknights one’s.
When you do a collab with an fps game in which Gunplay is intentionally the main method of killing, most of the abilities are going to boil down to shooting.
With the Destiny collab we’ll hopefully see some diverse abilities and less pure gunplay as they have more of a magic system in there.
i think you still need to get her tbh i mean she was a collab character,we lucky that we got ta 2nd collab