Yareli Prime
The Ghost Ship
Double-stacked Sea Snare vulnerability and a pistol crit passive, off the board
BUILD PERFORMANCE
Imported guide figures
Arsenal figures land at roughly 144% Strength, 155% Duration, 145% Range, 145% Efficiency, with 370 health, a 1073 shield pool, 105 armor and a 315 energy pool.
CONFIGURATION
8 equipped modsLoyal Merulina
Unpolarized slotAugment. Merulina follows you and auto-casts Sea Snares
Boreal's Hatred
Fast Deflection
Unpolarized slotStretch
Umbral Intensify
Unpolarized slotStreamline
Unpolarized slotPrimed Continuity
ARCANES
ABILITIES
Yareli PrimePASSIVE Yareli gains +200% Critical Chance for Secondary weapons when she has been moving for at least 1.5s.
Sea Snares
Form five water globules that seek out enemies and expand on contact, simultaneously damaging and immobilizing their victims. Enemies hit by the globules take increased damage from all sources.
Merulina
Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.
Aquablades
Tear through foes with a trio of orbiting aquatic blades.
Riptide
Drag enemies into a crushing maelstrom and then blow them away in a watery burst. Each enemy trapped in the vortex increases the burst's damage.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Loyal Merulina lets you keep normal footing while Merulina floats beside you like a pet, casting its own Sea Snares. Your Sea Snares and Merulina's stack multiplicatively, so a target caught in both takes a 9x hit at 200% Strength, as strong as a 400% Mirage's Eclipse. On top of that, moving gives your pistols a flat 200% crit chance. Double-tap 2 for a 4-second i-frame whenever you need it.
How it works
Max Efficiency is the point: at 175% Efficiency Merulina auto-casts Sea Snares every 0.5s instead of every 2s, and every cast costs about 6 energy.
Two overlapping Sea Snares multiply: at 200% Strength that is 3x times 3x for 9x, and Strength's effect is magnified through the stacking (300% Strength takes it to 16x).
Yareli's passive adds a flat 200% pistol crit chance while moving.
Playstyle
1.
Cast 1 (Sea Snares) whenever enemies are near.
2.
Double-tap 2 whenever shields break or you need cover for the 4s i-frame; keep Merulina up.
3.
Keep a subsumed buff on 3 up if you run one.
4.
Tap 4 (Riptide) occasionally to group.
Survivability
Merulina gating: double-tapping 2 with Loyal Merulina active gives the full 4s of invulnerability every time.
Fast Deflection plus Boreal's Hatred shorten the recharge delay so you come out of the i-frame with a shield buffer for a second gate.
Sea Snares also passively crowd-control.
Or just stay in Merulina with Adaptation for 99% DR in casual content.
Duration, Efficiency, Range, Strength
Efficiency is maxed and is the priority.
Duration is neutral-to-positive for a subsumed buff and Sea Snare linger.
Range only for Riptide grouping (Sea Snares' base 30m is plenty).
Strength boosts the Sea Snare vulnerability, magnified hard by the stacking.
The mods
Umbral Intensify is the Strength.
Streamline is the Efficiency toward the 175% threshold (with Seismic Bond or Fleeting Expertise filling the rest).
Primed Continuity holds Duration.
Fast Deflection, Boreal's Hatred are the passive-gate package.
Energy Nexus is a small but now-meaningful energy trickle.
Stretch is Riptide range.
Flexible slots
Energy Nexus flexes for Archon Stretch, a Dethcube, or a violet Equilibrium shard.
More Strength or Duration in the flex.
Do not add a cast-speed shard if you run Madurai Power Transfer, or the i-frame can cancel itself.
Helminth
Pick one.
Subsume over Aquablades (3).
- Roar to double-dip DoTs.
- Xata's Whisper for raw damage, headshots and Thrax.
- Nourish for viral and energy.
- Shock with Shock Trooper for an electric add.
- Silence or Omamori for an even lazier survival layer.
Arcanes
Arcane Precision for a large pistol headshot buff, Molt Augmented for Strength.
Arcane Pistoleer or Velocity as swaps.
Focus
Any.
Corrosive Projection aura already covers armour.
Avoid a cast-speed shard with Madurai.
Weapon synergy
High-base-crit secondaries to use the Critical Flow passive: Dual Toxocyst Incarnon, Furis Incarnon, Prisma Angstrum Incarnon, Sicarus Prime Incarnon.
Low-crit options (Kompressa, Kuva Nukor) work through Secondary Enervate or raw strength.
Furax Wraith Incarnon as a holstered combo melee.
Staying alive
The 4s Merulina gate plus the shield buffer plus Sea Snare crowd control.
It fails only if a very high cast speed cancels the i-frame, and to knockdowns Merulina does not block (bring Primed Sure Footed).
Energy
Max Efficiency makes casts nearly free; Energy Nexus plus orbs cover it.
Where it struggles
Entirely weapon-carried.
Bosses need the gun.
Knockdowns slip through Merulina.
Variants
An ultra-comfort Seismic Bond plus Nourish endurance build.
A Gloom tank Merulina Guardian board build.
An Aquablade-spam DPS build.
Strengths and weaknesses
Strong: one of the biggest damage multipliers in the game, a flat pistol crit passive, a reliable 4s panic i-frame, cheap forma.
Weak: does no damage itself, boss-blind, knockdown-vulnerable, cast-speed quirk.
Who runs this
Players who have a favourite secondary and want a frame that makes it hit 9 to 16 times harder while keeping them alive.