Tragodia’s Debut Redefines Crowd Control: Skills, Talents, and Pull Value | Arknights

Recently, Arknights released many incredibly strong operators, but Tragodia might just top them all by being a one-of-a-kind game-breaking ultimate Crowd-Control Ritualist Supporter. As if that was not enough, he applies the latest - and dare I say - strongest Elemental Injury, namely Nervous Impairment while also dealing huge damage. Read the guide below to learn more!

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About Tragodia

Tragodia is an alter version of good old Phantom - Fast-Redeploy Executor Specialist. Both of them are 6-stars but while Phantom gets less and less usage over past 5 years since he was released, Tragodia will most likely dominate usage rates for years to come. Tragodia is a second Ritualist Supporter after Virtuosa. This archetype has the same base range and similar stats to Decel Binder Supporters. Attacks in addition to Arts damage can also inflict Elemental Injury instead of slow. You could think that being Ritualist Supporter, Tragodia would need to partner with Primal Caster that would deal corresponding Elemental Damage after burst effect is triggered. Miss.Christine comes to mind as an only Nervous Impairment Primal Caster released so far, or maybe Mantra that will come to Global in a couple of months, but honestly Tragodia is doing more than fine on his own. In fact he can solo many bosses and trivialize a lot of content in Arknights thanks to his insane Crowd-Control and ability to trigger Nervous Impairment over and over again.

If there ever was a must-pull, Tragodia is definitely it, so grab your Orundum and pull to your heart's content, your roster will thank you for it. And if you are missing some pulls try using LootBar for discounted top ups.

* This guide assumes Tragodia max potential, elite 2, all skills M3

Talents

Talent 1: Mind Over Matter

Every time Tragodia attacks, he will deal 33% of ATK as Nervous Impairment to the target and 23% to enemies in 1.3 radius.

Talent 2: Descend into Dream

This talent will reduce by -16 ASPD of all enemies under burst effect of Nervous Impairment. Also when enemies within range perform normal attacks, they will get 70 Nervous Impairment which conveniently applies to invisible enemies too.

Potentials

P2 ✦✦✦✧✧ -1 DP cost

P3 ✦✦✦✦✦ improves first talent

P4 ✦✧✧✧✧ +23 ATK

P5 ✦✦✧✧✧ improves second talent

P6 ✦✦✦✧✧ -1 DP cost

P2 and P6 are generic DP reduction potentials, that work quite well for operator with relatively low cost. Not as impactful as DP reduction for Vanguards or Executor Specialists, but still nice to have especially in very hard content or stages with DP restrictions.

P4 and P5 are least impactful, small ATK stat boost changes almost nothing in how Tragodia operates, and lowering ASPD on enemies just means they will clear Paralysis stacks a little slower. Word of explanation on how Nervous Impairment works - when Elemental Injury circle fills completely, the burst will trigger, that instantly deals 1000 True Damage and applies 3 stacks of Paralysis. Each stack of Paralysis prevents one enemy attack, so the lower enemy ASPD the slower these stacks will get removed, so your operators will be safe for longer. It is more valuable on some very hard-hitting enemies like Elites, Leaders and Bosses, as they usually tend to have high damage per hit but low ASPD, so lowering ASPD by a percentage makes their attacks way slower compared to fast hitting enemies.

P3 on the other hand actually makes a big difference - it improves Mind Over Matter talent. If you bring your Tragodia to E2 level 90, module stage 3, and you own this potential, Tragodia's S3 will require 3 hits on a boss enemy to trigger Nervous Impairment instead of 4, while S1 will require one extra normal attack to do the same on regular enemies. For S2 this potential does not change a thing, but normal attacks now will trigger burst in only 9 hits on a boss enemy instead of 10. Regardless of whether you are going for your first, third or sixth copy of Tragodia, consider using LootBar, your wallet will thank you.

Skills

S1: Night Echoes

It's an offensive recovery skill that triggers automatically, good for lazy AFK strategies. When it triggers, deals 150% ATK Arts damage two times and binds for 3 seconds. Tragodia will hit enemies that are not under burst effect first. Bound enemies get 1.8x Nervous Impairment.

Tragodia skill 1 - Night Echoes

S2: Folie à Plusieurs

Skill with unlimited duration. Tragodia gets +35 ASPD, AoE radius of first talent increases to 1.5 tiles. Now Tragodia can deploy a cat on a ground tile with a range of a Phalanx Caster. All enemies in range, giving priority to elite, leader and boss enemies, will walk towards the cat, probably wanting to pet it;) for 10 seconds or until first enemy reaches it. Then the cat disappears slowing surrounding enemies for 6 seconds, dealing 150% of Tragodia's ATK as Arts damage and 25% ATK as Nervous Impairment every half of a second. Skill has 25 SP cost and cat has 25 seconds redeployment time, but redeployment timer starts as soon as you deploy it, so you can attract enemies from their pathing every 25 seconds or even more frequently if you have redeployment time reduction from Silverash. Cat can apply all of its effects to aerial enemies too.

Fun tip: you can place a cat so that enemies walk towards it and then use AoE DPS skill like Lemuen's S3 to deal massive damage to all of them effectively deleting them from the map. Another fun thing to do is to place Tragodia on one side of Yu's wall of fire and cat on the other side and watch how it applies burn to all the enemies in range.

Tragodia skill 2 - Folie à Plusieurs

S3: Le Théâtre du Vide

While S2 is a very unique Crowd-Control skill, S3 is a pinnacle of perma-stalling. Tragodia's range expands like Virtuosa's or Suzuran's S3, ATK increases to 225% and he will target enemies without burst effect first. Enemies that already got Nervous Impairment from Tragodia once while his skill was active will get 10% of his ATK as Nervous Impairment per second going forward. Each time the burst effect triggers on enemy, a cage will get summoned on its position even if the tile is not deployable. It works for flying enemies too. If there are multiple enemies on the same tile and all of them get Nervous Impairment, summoned cage will have block count equal to those enemies. Even if enemy has 3 block, cage will adapt and block anyway. To destroy the cage enemies need to damage it 3 times which is very hard as they get 3 stacks of Paralysis each time they get burst effect and also their ASPD is lowered by Tragodia's talent. With each new burst cage will get refreshed or resummoned. Also the burst effect will last half the time - which is a great thing as Tragodia will trigger it way more often and each instance will do massive damage, as well as apply Paralysis and refresh cages. The cages will stay on the field, blocking, until destroyed or until Tragodia leaves the field.

Fun tip: For perma-stalling you can use fast-redeploys to block e.g. boss, after the cage has been destroyed and Tragodia's skill is not active anymore. They will block for as long as boss has Paralysis stacks, and once they are gone will take a hit or two before getting replaced with another fast-redeploy - if necessary - until Tragodia's skill is ready for perma-stalling again.

Tragodia skill 3 - Le Théâtre du Vide

Skill Priority

S2 - Folie à Plusieurs ✦✦✦

This skill is definitely worth M3, mastery gains are significant - more ASPD, more Arts damage and bigger percentage of ATK contributing to elemental injury help with triggering Nervous Impairment.

S3 - Le Théâtre du Vide ✦✦✧

Significant breakpoint is on M1, because normal enemies will gain Nervous Impairment in 2 hits instead of 3. Other than that, small ATK gain and initial waiting time for first skill activation, there is no reason to M2 or M3 this skill unless you want to minmax Tragodia's damage.

S1 - Night Echoes ✦✧✧

There is not much reason to use this skill over S2 and S3, but in case you still want to use it, at M3 SP cost will get reduced to 2 and being Offensive Recovery skill, it is a huge upgrade.

Modules

RIT-X: Heart of Tragodia

For now Lemuen has one module albeit very impactful one.

Stage 1 ✦✦✦

HP +125, ATK +30 and Tragodia will deal 18% more Nervous Impairment to to elite and leader (also boss) enemies. This stage is a must-have, very significant improvement to how many attacks Tragodia needs to perform to trigger burst effect. Helps with every skill.

Stage 2 ✦✧✧

HP +165, ATK +37, improves second talent to debuffing enemies with -17 ASPD and increases Nervous Impairment on enemy attacks to 80. Upgrade to this stage only if you are willing to spend a lot of resources on small gains.

Stage 3 ✦✧✧

HP +200, ATK +42, improves second talent further, now giving enemies -20 ASPD and 90 Nervous Impairment when they attack. Sam situation as with stage 2, a luxury upgrade with a very steep cost.

Base skills

Reflection in the Mirror (E0)

When in Factory, EXP production +20% and morale drain -0.25.

The Play's Actor - replaces first base skill (E2)

When in Factory, EXP production +35% and morale drain -0.25.

Although as a single operator Tragodia at E2 gives highest boost to EXP production of all operators along with FEater (also 35%), that is not the only way to utilize him in the base. Together with Vermeil and Miss.Christine (if you invest in their E2s), they form the second most productive EXP team currently in the game (+101% productivity).

So how valuable is Tragodia for your account - should you pull?

Definitely YES!

There are truly only a couple of operators that are must-pulls and Tragodia is one of them. He breaks the game mechanics with his Crowd-Control to the ridiculous extent trivializing most of the regular, endgame and even extremely difficult content. He is featured in many world records for lowest operator count in stages as well as fastest clears or 1p relays. Make yourself a favor and spend all your Originium and Headhunting Permits, even Originite Primes if you have to in order to guarantee him and don't wait a year for a rerun. If you still fall short on your pulls, check out Arknights Top Ups at LootBar.

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Valid period: January 8, 2025, 12:55 PM – February 28, 2026, 12:00 AM