Glistening
At E2 Lv 1 · base potential
Deployed Vanguards recover HP while Myrtle stays on the field.
Vanguard4 ★Arknights · Global
Myrtle is a 4-star Vanguard who turns a safe opening into deployment points. Use S1 for faster DP generation and give her a blocker whenever enemies can reach her during the skill.
POWER INDEX
87/100Concentrates a lot of DP in one early slot. Openings with immediate pressure still need someone else to block.
View the rubric ↗Train this first
Train Support β for a faster DP opening. Stop at rank 7 until earlier deployment would change the stages you play.
Upgrade value
HighAcquisition priority
HighTraining difficulty
LowA low-cost opener who can turn an empty field into a full deployment. Her talent helps Vanguards recover while you set up.
She gives up her block during skill use. A fast enemy can walk straight through her tile.
Raise skill level 7 early. Prioritize S1 mastery when shaving seconds off the opening changes who you can deploy in time.
S1 · E0 Lv 1 · Train first
Put her behind the early blocker and trigger it as soon as a safe window opens. It turns her attack time into DP.
Manual · Charges by time
| Rank | SP cost | Initial SP | Duration |
|---|---|---|---|
| Rank 7 | 25 | 10 | 8 s |
| M1 | 24 | 11 | 8 s |
| M2 | 23 | 12 | 8 s |
| M3 | 22 | 13 | 8 s |
S2 · E1 Lv 1
Trades some DP tempo for nearby healing. Consider it when an early blocker needs help before a Medic can deploy.
Manual · Charges by time
| Rank | SP cost | Initial SP | Duration |
|---|---|---|---|
| Rank 7 | 27 | 7 | 16 s |
| M1 | 26 | 8 | 16 s |
| M2 | 25 | 9 | 16 s |
| M3 | 24 | 10 | 16 s |
At E2 Lv 1 · base potential
Deployed Vanguards recover HP while Myrtle stays on the field.
E2 Lv 40 · standard module
Place another blocker directly ahead of her for an extra block during the DP skill. Later stages increase her Vanguard regeneration.
Start with S1, Support β. At skill level 7 it costs 25 SP and starts with 10. At M3 it costs 22 and starts with 13, so the first activation takes nine seconds instead of 15 with normal SP recovery. It also delivers its DP over eight seconds.
Use S2 when a nearby blocker needs healing before a Medic can deploy. If the squad already survives the opening, S1 usually makes it easier to afford your frontline sooner.
Global game data · Original fan illustration · Terra Wiki kit reference ↗