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Omega Sentinel

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Tier List

Villain, Global, Tech, Support, Orchis

Arena★ ★ ★ ★ ★
Alliance War Offense★ ★ ★ ★ ★
Alliance War Defense★ ★ ★ ★ ★
Blitz/Real-Time Arena★ ★ ★ ★ ★
Raid★ ★ ★ ★ ★
Dark Dimension★ ★ ★ ★ ★
Cosmic Crucible★ ★ ★ ★ ★

Iso-8

Omega Sentinel, as a support character, will benefit most from having either Skirmisher or Healer Iso Class. All of her abilities have some form of healing, either directly or through Regens, so Healer might be the best option, but in Raids and with the full Orchis team, she might be better as a Skirmisher because Scientist Supreme can be a great Healer (although you can switch them around and have Scientist as a Skirm and Omega as a Healer later on).

Skirmisher will also help Omega Sentinel apply the negative effects (Stun) with her Ultimate, and that Iso choice can make a difference since, at low stars, her Focus might not be enough.

T4 Priority

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – In Raids, if Omega Sentinel doesn’t have Ability Block, she and all Orchis characters cannot gain Slow. Additionally, her Passive attack will deal double the damage to the most injured enemy in Raids. This is an essential upgrade, and while Orchis can already be very fast in Raids, this will make them even better, meaning that after the initial turns, it is entirely possible that your enemies won’t get any other turns, and this will make clearing the nodes a breeze.

Ultimate – will increase the duration of Stun she will apply to 2 turns (instead of 1). This is incredibly useful since she will apply Stun to all Tech and Mutant targets (only in Raids), meaning that a ton of enemies will be immobilized for 2 turns, so even on big punch-ups in raids, this team can perform very well.

Special – will also apply Ability Block to the primary target and will increase the healing she provides to her Orchis allies. The Ability Block will be useful outside of Raids, so it is a good upgrade for that reason.

Basic will apply Regen to all Orchis allies for 2 turns(instead of 1), but this ability can be ignored since she can already provide plenty of healing with her other abilities, and her Special has a short cooldown so we will have enough healing.

Infographics

omega sentinel +

Theory-Craft

Karima Shapandar was a dedicated Indian police officer when she was captured by the mutant-hunting organization Bastion and transformed against her will into Omega Sentinel, a deadly human-Sentinel hybrid. Her body was cybernetically enhanced with advanced technology, granting her superhuman strength, durability, and the ability to interface with and control other machines. Omega Sentinel became one of the Orchis organization’s top lieutenants, leading their sinister battle against Mutantkind.

Omega Sentinel is an amazing support character; she can heal her allies with all of her abilities, she has a Revive mechanic that has a high chance of bringing her back if she dies, she can protect her Orchis team from Slow and further support them with positive effect like Speed Up and Defense Up, and, on top of all that, she also has a strong controlling ability – her Ultimate will apply Stun for 2 turns to all Tech and Mutant enemies (only in Raids)

Basic – Omega Beatdown

This ability will hit the primary target and then will rebound chain to 3 adjacent targets dealing damage (+30% bonus damage in Raids). After that, Omega will apply Regeneration to self and all Orchis allies.

This attack is Unavoidable, counterattack breaks this chain.

Similar to her Orchis allies, her basic is Unavoidable, which is a great thing. Having a chain attack that can hit up to 4 targets on a Basic Ability is also pretty rare, meaning that she can do some decent damage, although he won’t be using her Basic as often because her Special is on a low cooldown.

Safety Attack (Iso-8/Assist/Counterattack)

Works nearly identically to the Basic, with the only exception that she will hit only the primary target. This is also unavoidable.

Special – Cyborg Assault

Energy Cost – 3/3

This attack will hit the primary target, dealing damage, and applying Ability Block to them. Then, Omega will apply Defense Up and Speed Up to all Tech allies and Regeneration to all Orchis allies.
In Raids, she will apply Defense Up, Speed Up, and Offense Up to self and Orchis allies, all for 2 turns.

Furthermore, she will heal self and all allies for 15% of her Max Health. Additionally, she will also heal self and all Orchis allies for another 10%.

This is a strong supportive ability that Omega can use fairly often so while the 25% heal she can provide to Orchis might not look as substantial compared to some other raid teams, she will be able to do it more often. Sometimes even in a row if she gains bonus ability energy from Scientist Supreme.

Ultimate – Nano-Blast

Energy Cost – 5/5

This ability will hit all enemies twice, dealing piercing damage. It will also apply Stun for 2 turns to all Mutant and Tech enemies (only in Raids). Outside of Raids, she applies Stun to 2 random Mutant or Tech enemies.

Additionally, this ability will also heal Omega and all her allies for 15% of her Max Health. Orchis allies will get an additional 15% heal (for a total of 30%)

This is an amazing ability in Raids because of the control it can provide. Granted, Orchis Raid has a low of Mutant and Tech enemies, so it will be much more effective there, and there is a potential that a future Raid will avoid using as many Mutant and Tech enemies on their Tech nodes, therefore rendering the Orchis team less effective, but they can’t avoid using those characters altogether, so the Orchis team should be able to hold their value for at least one year.

Passive – Living Sentinel

On Turn and on each summoned Tech ally’s turn, Omega Sentinel will heal self and each Orchis ally by 10% of her Max Health. If that ally has full Health, she will instead provide them with a 10% Barrier.

This might not happen as often since minions can easily die, but over the whole duration of the battle, this healing mechanic will provide a huge amount of support to Orchis allies.

On the enemy Turn end, Omega will passively attack the most injured enemy (similar to Gambit). In Raids, this attack will deal double the damage.

On Death, Omega has a 30% chance to Revive with 30% Max Health. In Raids, this is further improved. For each summoned Tech ally, she will gain +35% Revive Chance with an additional +10% Max Health. So even if she has 2 summoned Tech allies she will Revive nearly every time.

In Raids, Omega Sentinel prevents enemies from applying Slow to Orchis, as long as Omega doesn’t have Ability Block on her. If Omega has 4 or more Orchis allies, enemy characters cannot gain Defense Up.

Additionally, in Raids, Omega will lower the Max Barrier enemies can gain by 20%.

Conclusion

Omega Sentinel is an amazing support character for her Orchis team in Raids, but her usefulness doesn’t end there. She will have less control outside of Raids, but she can still Stun 2 random Mutant or Tech enemies, and her healing won’t be impeded in any way.

Moreover, she can heal all allies, not only her team, and she can even apply Speed Up to Tech allies, so her plug-and-play potential isn’t bad. She will still have the 30% Revive chance, which won’t be as impactful as it is in Raids but can still come in handy.

The Orchis team can function perfectly well without Omega Sentinel; they can clear all of the Tech nodes in Orchis Raids on the highest difficulties just by using Mysterio as a 5th. This can devalue Omega Sentinel a little, but she will still improve the team and will allow for more reliable clears and simming, so we can avoid using Power Cores or spending to unlock her, but once we get her FTP, it’s still a good idea to work on her at least a little bit.

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