Drake (Treasure)Information and Guide

Character
Introduction

Drake (Treasure) is a SSR rarity Burst
3
character from the Attacker class, who wields a Shotgun
Shotgun
weapon and belongs to the Fire
Fire
element. She's part of the Missilis
Missilis
faction. This character information showcase the Treasure version only.

A hero who yearns to be a villain. As a part of Matis, she has the special ability to detect radio waves with her body.

To learn more about Drake (Treasure) check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Drake (Treasure) check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Investment tips

Teams

Profile

Skills
Normal Attack

Normal Attack

Shotgun

Mode: Normal

Ammo: 9

Reload: 1.52s

■ Affects target enemy.

Deals 214.3% ATK as damage.

Deals 200% damage when attacking core.

Skill 1

Overcharge

Passive

Cooldown: -

Unlocks at: Phase 1

■ Activates when entering Full Burst. Affects all allies.

Hit Rate ▲ 20.09% for 10 sec.

ATK ▲ 11.85% for 10 sec.

■ Activates when entering Full Burst. Affects all allies with a Shotgun.

ATK ▲ 63.88% for 10 sec.

Max Ammunition Capacity ▲ 50.14% for 10 sec.

Skill 2

Thunder Bolt

Passive

Cooldown: -

Unlocks at: Phase 2

■ Activates after 10 normal attack(s). Affects 3 enemy unit(s) with the lowest remaining HP.

Deals 98.55% of final ATK as damage.

■ Activates after 5 normal attack(s). Affects 1 enemy unit(s) with the lowest remaining HP.

Deals 201.6% of final ATK as damage.

Burst

Drake Special

Active

Cooldown: 40s

Unlocks at: Phase 3

■ Affects enemies within attack range.

Deals 3009.6% of final ATK as damage.

■ Affects self.

Max Ammunition Capacity ▲ 72.18% for 10 sec.

Attack Damage ▲ 31.68% for 10 sec.

Specialties
Buffer
Voice Actors
ENG
Antonia Flynn
JPN
Sumire Uesaka
KR
Kim Yeon-woo
Gallery

Drake (Treasure) images aren't available yet. They will be added when the character is released.

Review

Review

Drake is back — a self-proclaimed villain, chaos lover, and the queen of mild inconvenience. She says she’s evil, but the worst thing she’s done this time is give the SG team a brand new fresh-from-the-oven package of some seriously strong buffs… which, of course, means now we all have to deal with their RNG-filled madness since they are even more meta than before. Not exactly world-ending — but definitely a kind of mischief that would fall in her area of expertise.

Can you give a brief summary about her changes?

Significant improvements! Especially in the support department. Drake has become a competent DPS and support unit with her Treasure, allowing her to deal respectable damage herself while also boosting her teammates' DMG (but only if they are Shotguns). Her Treasure grants her the ability to boost Shotgun allies' ATK and Max Ammo upon entering Full Burst as well as deal additional damage every 5 shots. Not only that, she now has a nuke — a whopping ~3,010% of final ATK as damage in a small area. Then, she grants herself a huge amount of ATK DMG for 10s. What more can you wish for?

Like all other Shotgun units in Shotgun team specifically, they are often outshone by other teams in content outside Raids, but when it comes to Raids, their performance is simply unmatched. The reason is that they have their own proprietary supports and do not fight over them unlike with Maids or Crown. This makes them a staple, something that all Solo Raiders must build to reach the highest level. And with Drake, their limits are pushed even higher.

Hence, our verdict is that she is an excellent unit for Solo Raids, as well as PvP to some extent like other Clip Shotguns. Although she (and the other shotgun units) are usable outside them, especially in Union Raids (as "fodder team for last hits since attempt is recovered"), they are often picked last in favor of units with higher peaks due to insanely high investment requirements by the unique Tove SG team.

Should I get her Favorite Item?

Yes! Especially if you already have her at 2★ (one of the requirements for Treasure). Her impact in Solo Raids is very real, and unless ShiftUp toys with us by releasing new Shotgun units that fill their elements better, Drake remains a top pick not only in Fire but across multiple elements. For players without a complete roster or who don't want to invest in PvP, obtaining Drake's Treasure will also allow you to use her in your PvP squad, improving your overall CP and strengthening your attack/defense. Two-in-one-investments for everybody!

Worth chasing dupes from Mileage Shop? Probably yes but save if you are already getting a decent rank. Only get those dupes if you are using her in the right team and you think that some extra damage can net you the rank you want. She has her role... and her place. She will die someday but won't be replaced soon.

Worth 200 Gold Mileage? Nah, not really. They are too valuable. Save them for limited/anniversary units. Try to luck her out of Ordinary Banner (or maybe Molds).

Usage Analysis and Tier List

Campaign (LD) - B | Campaign (HD) - B

Drake's Treasure does not offer much improvement as a DPS in Campaign. Long-range engagements are not particularly suited to shotguns. They lack consistent damage and the burst gen needed to cycle fast (due to low hit rate). Thankfully, Drake has a redeeming passive trait that allows her to boost the team's Hit Rate and ATK and a new S2 effect that helps improve her damage consistency. Her stronger nuke often comes handy too. Sadly, the changes are still not enough to push her back to meta when it comes to Campaign, but they do make her quite usable for Missilis Tribe Tower, if need be.

Her inconsistency is much more pronounced in higher deficits where it's kill or be killed. Unless you are pairing her with other shotguns, which by itself is already a less optimal play, there is no reason for deploying her. Sure, she can be a good buffer filler, but why not use Maxwell or Rei Ayanami instead? High accuracy weapons are more effective in Campaign.

Bossing - SS

Meta, in the sense that she has her spot as a generic support for SG Team alongside or replacing Bunny Soda (depending on element) and as a key DPS against Fire-Weak. She can also replace BiS units if you don't have them built. For example, in the Raid against Massive Object Q, a perfectly built Guilty + Noir would edge out Drake + Noir. However, who builds Guilty just for one single Raid? If you can just go with Drake + Noir and save months of resources while taking only a small damage loss, your account will be in a much healthier state!

You will see Drake being used a lot in multiple Solo Raids across multiple elements as long as ShiftUp doesn't do anything to powercreep her/make SGs ineffective by making the boss unsuitable for them. In Union Raids, you can use her alongside other SGs as a fodder team to take down a boss with low HP, saving your key units for when you have to consume your real attempts.

PVP - S

We mentioned earlier that Drake's nuke is counterable, and that's true, you won't get a lot of mileage out of her in the highest ranks. However, for beginners competing against others with incomplete rosters, that nuke can be mega useful. That aside, Drake offers 3 distinct benefits that other units don't:

  • Burst Gen: Clip SGs have always had good burst gen despite being counterable by Scarlet/Jackal. Even then, Drake still manages to push that limit a bit further thanks to her Skill 2, giving an extra tick of burst gen!

  • Good Consistent Damage: Shotguns have always been known for good damage inside and outside Full Burst. They can start pressuring immediately from the first second of the battle. On Attack, she can be used to gun down unprotected P1 fast (which can break a defense team's Burst Chain), and on defense, to pressure P5 especially if Wind due to elemental advantage. Full SG teams have been used situationally to counter vulnerable team compositions. Since she is Fire, units like Noah are susceptible to dying against an invested Drake.

  • ATK Buff: Drake's S1 boosts the whole team's ATK. On top of it being more effective on SGs, ATK buff is never bad, and you should not refuse "more" damage.

Important Note: Notwithstanding all the good things above, you need to know that by unlocking Drake's Improved S1 (Phase 1), you will no longer be able to pair Drake with our loved, adorable, chubby, Twinkle Tri Star, Anis: Sparkling Summer (if she is Bursting) because SAnis doesn't want Max Ammo. This can be a huge drawback and disables the usage of certain teams permanently.

With this in mind, we decided to place her in S, equal to Noir, which also has her own distinct advantages. They are not meta in the sense that, without them, you will be bulldozed — but rather, situational picks for the right occasion.

Kit Analysis

Skill 1

Phase 1 - This skill unlocks after you have attached an appropriate SR 15 Doll + completed all the prerequisites.

Her Treasure increases the amount of Hit Rate▲ given to all allies upon entering Full Burst and grants additional ATK▲ and Max Ammo▲, which is an absolute game changer.

  • The Hit Rate▲ is rather trivial for non-SG units, but for SG units and especially when they are stacked with other Hit Rate buffs, the more prominent their effect becomes. After a certain %, all shots will become a laser beam, meaning that Shotguns will have the same accuracy as MG, but you don't have to reach that point. In fact, getting AR-like hit accuracy is sufficient.

  • The ATK▲ is an absolute game changer because ATK is always a good buff, regardless of how diluted it is (and that applies to other offensive buff types too). With more damage from your BSoda, Noir, Leona, or maybe the next new SG, you can rest assured that she will change your team for the good.

  • The Max Ammo▲ has a much lesser impact compared to the ATK▲, but that's because most people look for Max Ammo▲ OLs and use Tove anyway. It also doesn't recharge ammo automatically. However, it still gives increased uptime, which boosts damage, especially with PrivM (if your reload timing is perfect).

### Watch Out For Placements!

Pairing Drake Treasure with Noir or Bunny Alice can be revolutionary. They reload the team's ammo depending on how much Max Ammo they have, which synergizes with Drake's Max Ammo▲. To benefit from this, place Drake anywhere on the left side of Noir/Bunny Alice because skills that trigger at the same time will activate from left to right.

Skill 2

Phase 2 - This skill unlocks after you have collected 50 matching Favorite Item(s) material.

Drake's old Skill 2 was meh. Luckily, it received an upgrade, though it is still not as big as Skill 1 and Burst Skill. Whenever Drake lands 5 normal attacks, she deals ~201% of final ATK as additional damage to the enemy with the lowest remaining HP. With each normal attack dealing a maximum of 214.3% if each pellet hits ignoring core, the 201% is no more than just 18-19% of her normal attacks' damage. Hey, that's still a decent buff!

One good thing about this S2 is that it still triggers regardless of how many pellets hit. Thus, in long range battles where Drake simply cannot reach the target, S2 will likely deal more damage than her basic attacks.

Burst Skill

Phase 3 - This skill unlocks after you have collected another 110 matching Favorite Item(s) material.

Incoming tactical nuke! Drake's Burst Skill now deals a whopping ~3,010% of final ATK as additional damage in a small area (note: you can miss [and AI loves missing], so you might want to manually aim this one). That's a lot, way more than Guillotine's (discounting S2 effect). In Raid, this is often equal to more or less a dozen basic attacks (~8 seconds), depending on whether the enemy has core.

Do note that it is NOT affected by 0.5× Full Burst Multiplier, 0.3× Damage Distance, and the buffs in the second part of this skill.

In PvP, while single-target Burst Skills are often less favored than wipes due to their tauntable nature, they can still be useful, especially if they target the NIKKE with the highest ATK (see: HelmTr). However, Drake's doesn't do that. Instead, it aims at whoever she's shooting, which can be cheesed with immune/indomitability. So, it's a good nuke and definitely can change the tide of the match but counterable.

Investments

Gear Investments

Since she is a DPS or sub-DPS, you will want to full OL her. Like other DPS, gear level is also important, but only upgrade those that give ATK growth.

As for the lines, go for Elemental Damage, ATK, and Max Ammo first. Elemental allows her to leave a stronger impact on Fire-Weak Raids (focus on ELE if you are solely preparing for that), ATK allows her to universally deal more damage, and Max Ammo (ideally at least 1) allows her to shoot more, thus increasing overall output. You don't need that much Max Ammo because you are pairing her with Tove. Critical Rate and Damage are also good for low accuracy weapons and synergize well with her usual CRIT-based squad. Hit Rate allows her to land more pellets and core shots, which may improve damage. You don't need 12/12, though — manage your resources well.

  • Essential: -

  • Ideal: Max Ammo ×1, ELE ×4, ATK ×4.

  • Passable: Max Ammo ×3, CRIT Rate ×3, CRIT DMG ×3, Hit Rate ×3

  • Priority: High

Skill Investments

Drake scales pretty well on certain skills, but you don't need to full-send on her. It is tempting and is definitely something necessary at the highest level, but you might get more mileage by saving them for your other units.

  • Skill 1: 7~10

    • Gives a huge ATK and considerable Hit Rate buff to all Shotgun allies. You definitely want those. High priority.

  • Skill 2: 4~7

    • More damage from Drake. We don't really see much incentive in upgrading this skill beyond 7, but feel free to upgrade to 10 to squeeze out the last bits of damage.

  • Burst Skill:4/7/10

    • Only important if you are using her Burst Skill — and especially if the run you're replicating uses it. Otherwise, leave at 1 or 3~4 for CP padding.

    • Improves nuke damage and follow-up damage after Burst, maybe valuable in PvE and PvP.

    • Too expensive to upgrade beyond 7. However, if you have extra materials that you do not have need for, you want to max out this skill as well. Useless if she is not Bursting, however.

Cube Investments

Bastion generally pairs best with Shotgun units due to synergy with Tove, Noir, and Bunny Alice (if applicable). It also helps ensure they are able to shoot an entire Full Burst.

A close-second alternative and sometimes not even inferior depending on team investments and composition. Might be better if your Resilience has a significantly higher level compared to Bastion.

If there are boss parts, and they last a long time (e.g. Crystal Chamber), Drake can make use of the Destruction Cube to enhance her DPS capabilities.

Doll Investments

You will SR 15 her anyways to unlock her Favorite Item. :)

Review
Pros

  • Provides a huge ATK buff to all Shotgun allies.

  • Provides decent Max Ammo buffs to self and to all SGs.

  • Improved value of Hit Rate buff means more core hits against certain bosses.

  • Has an insanely high damage small area nuke in her new Burst Skill.

  • Provides herself with Attack Damage buffs during her Burst, making her a DPS/Support hybrid.

  • Provides slightly higher Burst Generation with her Skill 2.

  • Can be used as an off-burst or in-burst; Phase 2 or Phase 3 both are fine for Drake (ideally P3 if she is Bursting).

  • Improves the SG team’s standing in the meta.

Cons

  • Ammo buffs do not refill ammo automatically, so they are hard to utilize by SG teams unless the team has Noir or B.Alice.

  • Her high damage nuke can often miss targets unless it is manually placed.

  • Still no major improvement in performance for Campaign stages.

  • Costly to build since she requires an SR15 SR doll.

  • Restricted to the SG team for best potential.

  • Feeds into Scarlet and Jackal in PvP since she is an SG unit.

  • When you control her, you will feel how annoying her burst aiming is.

  • Succeeds in being a Villain — forcing us to play the RNG-filled SG team for Solo Raid if competitive. Wait, shouldn’t that be a pro?

Ratings
B

Story (low deficit)

B

Story (high deficit)

S

Bossing

S

PVP

Investment Tips

Skill Investment

Here's the explanation for all the numbers and colors used in the guide:

  • 10/5/7 means upgrading Skill 1 to lvl 10, Skill 2 to lvl 5, and Burst Skill to lvl 7,
  • Yellow means the immediate investment when u get the unit. There are 3 reasons for this:
    • If the unit is Meta or High Priority, it will have a starting investment of more than 1/1/1 (such as 4/4/4) depending on what the unit provides.
    • If the unit is Medium or Low Priority, 1/1/1 will be mentioned, meaning no immediate investment is required, and you can invest in this character if you need to use it according to the priority listed.
    • If we deem that a unit does not have usable skills to be meta for any gamemode, no investment will be mentioned.
  • Blue means minimum investment to take advantage of the Nikke's skills. There are 2 reasons for this:
    • Sometimes, minimum investments are breakpoints such as for Noir or SAnis.
    • Sometimes, minimum investments are just the ideal way to progress to upgrade that unit, before moving on to Recommended and High.
  • Red means recommended investment for F2P players,
  • Purple means maximum recommended investment, in order to get the best out of the unit. You should only try to reach these investments if you have a surplus of Skill Books leftover.

More info:

  • The skill investment list below features a lot of Level 4 and 7 because they are easier to understand. Any higher levels will cost a new type of resource.
  • However, you may choose to upgrade to Level 5 if you need a stronger effect instead of 4, as the increase in Blue Manual cost from Level 4 to 5 is still low. The leap only starts from Level 6 onward.
  • There is also a leap from Level 3 to 4, so if you want to save a tiny bit of Blue Manuals, then leave at 3 instead of 4.
Gear Investment

This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.

For OL targets and order of acquisition, we decided to divide the target effects into several categories.

  • Essential: With all gear combined, your unit must have the roll(s) prescribed as a minimum requirement. Example: Charge Speed on Alice. You cannot compromise on these rolls.
  • Ideal: These rolls will improve your unit's performance significantly. Aim for 2 lines of Essential/Ideal per gear for maximum performance and the best Return on Investment (ROI). If you get 3, you are lucky. You can choose to only have 1 as well to save materials. Example: Elemental Damage on Scarlet.
  • Passable: Low-priority line that has either limited value or the impact is not as strong as other rolls. Should this show up as a bonus together with a better line, you can choose to keep them. Example: Charge Speed on Red Hood.

Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.

Additional tips:

  • Priority (PvE/PvP) isn't necessarily lower than Priority (Universal), which has no tag/label. It just indicates that this unit performs only in select types of content.
  • If a suggested effect has the number ×2 next to it, that means you should get the effect on at least 2 gear. The same idea applies to other numbers.
  • Focus on obtaining Essential(s) then you can start worrying about optimizing your rolls. Units require these to function, and the impact is too massive to ignore.
  • If a unit has no Essential(s), that means their performance is not that dependent on OL, but they can still benefit from good effects.
  • Remember that this is just a recommendation list, and attaining perfection is impossible. You will have to make some compromise, pick whichever rolls you desire the most, and conserve as much material as possible.
Cube Investment
PVE
  • Bastion Cube

    Bastion Cube

  • Resilience Cube

    Resilience Cube

  • Destruction Cube

    Destruction Cube

  • Wingman Cube

    Wingman Cube

PVP
  • Wingman Cube

    Quantum Cube

  • Bastion Cube

    Bastion Cube

  • Resilience Cube

    Resilience Cube

Bastion generally pairs best with Shotgun units due to synergy with Tove, Noir, and Bunny Alice (if applicable). It also helps ensure they are able to shoot an entire Full Burst. A close-second alternative and sometimes not even inferior depending on team investments and composition. Might be better if your Resilience has a significantly higher level compared to Bastion.

Teams

Teams
Team 22

SG Team ft. DrakeT

Mode: Union / Solo Raids || Element: Water

Characters
Tove
Viper (Treasure)
Soda: Twinkling Bunny
Leona
Drake (Treasure)
About the team

This Brilliant SG Team is a classic that can deal the most damage without using Blanc-Noir or Tia-Naga. Here, Drake can be used as Off-Burst as well as the Main Burst, depending on whether she is Phase 2 or Phase 3 Treasure.
If a healer is needed, replace Viper Treasure with a healer (if it is Fire-Weak) or Drake/Soda: Twinkling Bunny (if it is Electric-Weak) or, better yet, change the team entirely and use our other recommended teams.

Substitutions

-

Team 23

Another SG Team ft. DrakeT

Mode: Union / Solo Raids || Element: All

Characters
Tove
Blanc
Soda: Twinkling Bunny
Drake (Treasure)
Noir
About the team

This team shines in Wind Weak and potentially Iron/Fire Weak. In this team, we run Noir as a DPS and as an ammo support to recharge the whole team's ammo (possibly to the point of infinite shooting) as well as boost their overall ATK. This team also comes with Damage Taken and unparalleled teamwide healing. Depending on the circumstances (i.e. whether Hit Rate is more important), Drake's or Noir's Burst Skill might be used.

Substitutions

Guilty can replace Soda: Sparkling Bunny.

Team 24

Yet Another SG Team ft. DrakeT

Mode: Union / Solo Raids || Element: All

Characters
Tia
Tove
Naga
Soda: Twinkling Bunny
Drake (Treasure)
About the team

This team shines best against Iron Weak or Fire Weak. In this team, we use Tia Naga to overcharge Soda: Twinkling Bunny and Drake, allowing them to deal more damage. If they can consistently land Core shots (thanks to high Hit Rate▲ OL), their effectiveness will manifold.

Substitutions

-

Team 25

YET ANOTHER SG TEAM feat. DrakeT

Mode: Union / Solo Raids || Element: Electric

Characters
Tove
Naga
Privaty: Unkind Maid
Soda: Twinkling Bunny
Drake (Treasure)
About the team

This team, similar to the previous team, uses Naga, but throws away Tia. This way, both Privaty: Unkind Maid and Naga are accommodated as Electric DPS, the team has healing, and now both Soda: Twinkling Bunny as well as Drake are seen gunning down the Boss!

Substitutions

-

Team 26

Not an SG Team ft. DrakeT

Mode: Tribe Tower || Element: All

Characters
Tia
Liter
Naga
Ein
Drake (Treasure)
About the team

Syuen-sponsored section. Missilis Tower can benefit a lot from Drake’s Treasure since she has an SR 15 Doll and at least 2 Limit Breaks. Increasing Combat Power can allow us to beat stages in a much easier fashion.

Substitutions

Laplace (Treasure) and Maxwell can replace Ein

Team 165

Run It Down ft. 5 SGs

Mode: PVP || Element: All

Characters
Drake (Treasure)
Sugar
Noir
Soda: Twinkling Bunny
Viper (Treasure)
About the team

This is a team for ATK only. The idea behind this team is that you counter a defensive team without proper P1 protection, i.e. to undo their Burst Chain or simply just to kill them before they can retaliate. No, this team cannot reach Full Burst, but who needs that if the enemy is already dead? Alternatively, you can use Pepper/Viper or any other B1/B2 as deemed necessary if you do need Full Burst. Or use Makima if you counter SG teams alike (defending SG hits P5).
You can slot in Anis: Sparkling Summer and Privaty: Unkind Maid and replace any of the SGs above if they are more invested. You can also use Laplace (Treasure) because she also hurts right off the bat, not to mention the splash. Ultimately, investments (and element counters) determine damage dealt, and CP is important for avoiding stat penalty from CP deficit. Do pay attention to Burst Gen (if you are planning to Full Burst with this team).

Substitutions

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Team 166

2RL - A Threat to be Reckoned With

Mode: PVP || Element: All

Characters
Scarlet
Trina
Drake (Treasure)
Pepper
Jackal
About the team

A classic nuke team, but this time with new units running the show! Scarlet gets buffed by Trina, while Pepper softens the Highest ATK unit. Scarlet, Drake (Treasure), and Pepper will also provide immense frontline pressure, making this a very hard to deal with team without using important, high tier units.

Substitutions

-

Team 167

3RL - Nuke Assist

Mode: PVP || Element: All

Characters
Privaty: Unkind Maid
Blanc
Drake (Treasure)
Red Hood
Jackal
About the team

A classic nuke team, where Drake (Treasure) is there to simply provide Burst Generation and slight buffs. Using Maiden or Maid-Priv as main B3 will allow them to deal insane damage once they reach full Burst thanks to Drake (Treasure)’s buffs to SGs.

Substitutions

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