General Use [Loyal Merulina] based Weapon Platform [Yareli] build for steel path and endurance, with a focus on using secondary weapons WITHOUT riding Merulina.
[Loyal Merulina] augment is the focus of this build because it allows you to have normal frame mobility while benefiting from damage reduction and status immunity (but not complete knockdown immunity). [Loyal Merulina] also has a unique effect where Merulina follows you around like a companion and automatically casts unique instances of Sea Snares. The important factor is that Sea Snares cast manually by 1 and cast automatically by [Loyal Merulina] stack multiplicatively. For example at 200% strength, Sea Snares has a 300% damage vulnerability which equates to a 3x damage multiplier to all damage on affected enemies. A single enemy affected by BOTH instances of Sea Snares therefore takes a 3 x 3 = 9x damage multiplier, which is equivalent to Eclipse on a [Mirage] running 400% strength.
In essence, [Yareli] has one of the strongest damage buffs in the games when double stacked while also providing a passive bonus 200% critical chance to pistols while moving (which is additive to mods like [Pistol Gambit]).
SURVIVABILITY
Immortality for Endurance: Merulina Gating + Shield Gating
[Loyal Merulina] allows you to gain 4s of invulnerability EVERY TIME you double tap 2. Normally if you double tap while on the board without the augment, you only have about 1s of i-frame. If you double tap while Loyal Merulina is active, you will deactivate and reactivate instantly giving the full 4s i-frame. If you [Double Tap] while Loyal Merulina is not active, the activation animation will prevent you from cancelling immediately and you will gain the full 4s i-frame too. Note, having a very high cast speed can sometimes cause the activation animation to speed up so fast that double tapping 2 can cancel your iframes compeltely.
This means you can basically survive to level cap by just consistently double tapping 2. You can reduce the frequency of needing to do this by adding additional survivability factors such as passive shield gating. For example, slotting [Fast Deflection] allows you to start regenerating shields after 2.2s rather than 4s, meaning if shields break and you immediately double tap 2, you will start regenerating shields again during the i-frames. Once you are vulnerable again, you will therefore have a reasonable amount of shields equating to another 1 to 2s of shield gate as a safety net, rather than potentially coming out with 0 or only a tiny amount of shield e.g. 0.33s gate. Adding Boreal's Hatred is optional and increases the max possible shield gate from 1.7s to almost 2.5s adding another 0.8s potential i-frame to your safety nets.
Furthermore, Sea Snares provide passive crowd control by lifting and disabling enemies which reduces the frequency you taking damage.
Tanking for Casual/Base Steel Path
Having Merulina active gives 90% damage reduction. You can add [Adaptation] to make this 99% damage reduction and even add more shields, health or armor to further improve EHP. This is a very valid playstyle if you prefer less overall button pressing and just staying in Merulina forever.
ALTERNATIVE BUILDS
ULTRA COMFORT ENDURANCE:
For endurance with seismic bond and nourish over 3, I would run this build:
https://overframe.gg/build/844675/
LAZY TANK [Merulina Guardian]:
If you like riding the board for speedrunning base steel path missions you can use a Gloom tank Merulina Guardian variant:
https://overframe.gg/build/844680/
SURGING AQUABLADE DPS:
If you want to actually utilise her Aquablades to deal DPS, use surging aquablades to spam projectiles while riding merulina.
https://overframe.gg/build/844754/
PLAYSTYLE
- Cast 1 whenever enemies are nearby
- [Double Tap] 2 whenever shields break or whenever you need protection for 4s immortality, and try to keep Merulina up at all times
- If you have something subsumed over 3, keep that up as needed
- Occasionally tap 4 to group enemies if needed
STAT BREAKDOWN
DURATION
At least neutral to positive duration is useful for letting Sea Snares bubbles linger a bit, Aquablades (if you use it) and if you have a helminth ability (e.g. Nourish, [Xata]'s Whisper, Roar e.t.c). Duration has no effect on Merulina and no real effect on Riptide since it doesn't really group new enemies after the initial 2s grouping duration.
EFFICIENCY
Maximum efficiency is required to maximise the frequency that [Loyal Merulina] casts it's own Sea Snares. At 175% efficiency it will cast Sea Snares once every 0.5s, while at 100% efficiency it will cast every 2s. Having high efficiency also means all abilities are very cheap to cast (Sea Snares and Merulina only cost 6.25 energy), and [Yareli] has a very high base energy pool meaning you don't even need [Flow]. Gaining a single energy orb will provide enough energy for 4 casts of Sea Snares or Merulina.
175% efficiency can be hit in a number of ways:
Rank 4 Fleeting Expertise (50%) + Rank 4 Streamline (25%) - this saves you 10% duration penalty
Rank 4 Fleeting Expertise (50%) + Seismic Bond (30%) - this saves you 10% duration penalty and a mod slot on frame, but relies on your companion being alive dealing damage while you are on Merulina
Rank 5 Fleeting Expertise (60%) + Boreal's Hatred (15%) - this has max duration penalty but also gives extra shield which increases max shield gate from 1.7s to 2.2s, also extra damage reduction while jumping (stacks with merulina to give 92% DR).
Rank 5 Streamline (30%) + Boreal's Hatred (15%) + Seismic Bond (30%) - this has no duration penalty but even more heavily relies on your companion being alive
Small sources of energy regeneration that are usually pretty negligible have a much higher impact on Yareli's economy if running max efficiency. For example, energy Nexus generates 3 energy/s, Archon Stretch generates 2 energy/s (can be activated via companions) and Primary Exhilarate gives 3.6 energy/s. If every 10s you can generate 50 energy, this is enough for 8 casts of Sea Snares/Merulina. You can play around with how much energy source you require depending on how often you cast Riptide too. If you use Riptide sparingly you might be able to sustain [Yareli] by just picking up energy orbs from getting kills (or boost it via Dethcube). If you cast very frequently you might want to slot Energy Nexus +/- [Archon Stretch].
RANGE
Range is only required for the grouping radius of Riptide which starts at a pretty large starting radius of 15m, so having 145 to 175 is decent enough giving 22m to 26m. Compare this to other grouping abilities like Coil Horizon which only has a base radius of 12m and requires 200 range to hit 24m grouping. If you don't care much for Riptide's grouping you can just run neutral range. Sea Snares already has an extremely high base range of 30m and range has no effect on Merulina or Aquablades so you really don't need to invest much into range. [Archon Stretch] is OPTIONAL since it can be activated by a companion running electric damage (e.g. [Arc Coil] [Diriga], [Synergized Prospectus] Hound, [Coolant Leak] Sentinel)
STRENGTH
Strength affects Sea Snare's damage vulnerability but is only additive to the base 200% by the formula (200% + current strength% over 100%). This means the overall effect of strength on a single Sea Snares instance is not as large as other buff abilities. For example 200% strength increases a single Sea Snares multiplier from 200% to 300% which is a 1.5x increase, while 300% strength increases it by 2x. However, if you consider Sea Snare stacking from [Loyal Merulina], then the effect of strength does become MUCH more magnified. For example at 200% strength, we go from 4x total multiplier to 9x total multiplier (which is a 2.25x increase), while at 300% strength we go from 4x multiplier to 16x (which is a 4x increase).
AURA
Very flexible depending on preference.
- Growing Power fits the default polarity and gives more strength upon dealing status with a weapon
- [Corrosive Projection] requires changing the polarity or using Omni forma, but gives the highest technical DPS boost against armored enemies
EXILUS
Very flexible depending on preference.
- Power drift for more strength
- Proton pulse for more mobility
- [Primed Sure Footed] to prevent knockdowns in between casts or downtime of Merulina. Note that Merulina doesn't completely block all knockdowns in the game.
FLEXIBLE OPTIONS
- [Energy Nexus]: gives passive energy regen but is flexible if you have Archon Stretch, Dethcube, Primary Exhilarate, equilibrium shard or other options
- [Fast Deflection]: allows you to start regenerating shields before the merulina gate time is up which effectively extends the total available i-frames upon double tapping 2. Could even add Vigilante Vigor to this if you like
- More Strength: more sea snares damage buff
- More Duration: better upkeep of a helminth or aquablades
ARCANES
Flexible depending on weapon and preference
- Molt Augmented: gives up to 60% str after 250 kills
- Arcane Camisado: can be activated by loyal merulina but pretty inconsistent and is used up after every cast of sea snares
- Arcane Precision: big damage boost to pistols after headshot
- Arcane Pistoleer: adds ammo efficiency to pistols after headshot
- Arcane Velocity: gives more fire rate
ARCHON SHARDS
Shards are quite flexible and up to personal preference on [Yareli] since she doesn't REALLY require anything specific:
2 to 4 Crimson Strength Shards helps maximise Sea Snare vulnerability and helps any buff subsumes as well
2 to 4 Topaz Secondary Crit Chance shards are also optional to maximise secondary weapon crit chance but this is additive to the Critical [Flow] passive and crit chance mods
2 Parkour Velocity optional for mobility
A single Violet [Equilibrium] shard could be helpful for energy sustain without using a mod slot
NOTE: If you run Madurai with Power Transfer which gives cast speed, do NOT add a cast speed shard because casting too fast can make a [Double Tap] of 2 while it is off immediately cancel merulina and lose the 4s iframe
HELMINTH
Subsume over 3 as Aquablades is pretty useless without fully building for it
DAMAGE (If you want to further maximise your DPS):
- Roar: double dips damage over time effects such as heat, electric, toxin, blast, gas
- [Xata]'s Whisper: good for raw damage particularly with headshots (double dips headshot multi 3x3=9) and against thrax (1.5x effectiveness against overguard and another 1.5x effectiveness against Thrax faction)
- Nourish: adds free viral to weapons boosting raw elemental damage, can proc viral for up to 4.25x multiplier, and also boosts energy economy
- Shock (with Shock Trooper augment): boosts raw electric damage and electric status DPS (additive to electric damage mods)
- Airburst (with [Airburst Rounds]): groups and also can boost secondary damage by up to 500%
SURVIVABILITY (if you want an even more chill time with surviving):
- Silence: enemies entering silence range get stunned for 2s, and silence turns off all special abilities including eximus, thrax and acolytes
- Omamori: has a 50% chance to block damage and regenerate shields
ARSENAL
High Base Crit Pistols
To take full advantage of Yareli's Critical Flow passive we can use mainly secondary weapons with decent base critical chance.
Low Base Crit Pistols
Certain secondary weapons with low critical chance dont really benefit from Critical [Flow] passive, but can still make use of Secondary Enervate to crits or are simply strong without crit in their own right, for example Yareli's signature weapon Kompressa.
[Furax Wraith]
[Furax Wraith] Incarnon is a great melee weapon that can be used to nuke maps with melee influence but can also run an Amalgam mod that passively boosts secondary fire rate by 45%. It also has an evolution that stores combo on holster meaning you can build to x12 and keep it whenever you swap back to pistol making it the perfect accompanying weapon for pistol platform Yareli.
https://overframe.gg/build/465849/furax-wraith/thunder-punch-electric-influence-nuke-furax-wraith/