As a Guardian Defender, Hung's primary role is to tank incoming damage and provide support to allies, often through healing. However, unlike traditional healing defenders like Gummy or Nearl, Hung's mechanics have a unique twist that demands a nuanced understanding. In the ever-evolving meta of Arknights in 2025, understanding these nuances is key to leveraging Hung's full potential. At maximum promotion (Elite 2) and trust, Hung boasts solid HP, ATK, and DEF for a 5-star unit. His innate RES (Arts Resistance) of 10 is a notable advantage, as not all defenders possess this, allowing him to mitigate a small but significant portion of Arts damage. His block count is 2 by default, increasing to 3 at Elite 1, making him a reliable blocker for multiple enemies. Hung's potential upgrades further enhance his utility: * Potential 2 & 6: Reduce DP cost, making him easier to deploy earlier in a stage. * Potential 3: Reduces redeployment time, which can be crucial for helidrop strategies. * Potential 4: Increases his DEF, boosting his survivability. * Potential 5: Improves his talent, "Gatekeeper". Hung's talent, "Gatekeeper," initially increases his DEF by a certain percentage. At Elite 2, it gains a powerful additional effect: if a ranged operator is deployed on an elevated tile directly behind Hung, that operator receives significantly increased healing. This unique synergy encourages specific positioning and team compositions, opening up interesting strategic possibilities. For example, placing a powerful ranged DPS like an Artilleryman Sniper or a Caster behind him can turn them into self-sustaining powerhouses, lessening the burden on dedicated medics. Hung features two primary skills, both with defensive SP recovery, meaning they charge when Hung takes damage. This mechanic is often a point of contention and requires careful stage planning. 1. Skill 1: Treatment Countermeasure (S1) * This skill, when activated, causes Hung's next attack to heal a nearby allied unit for a portion of his ATK. * While seemingly straightforward, its defensive SP recovery means Hung needs to be actively taking hits for the skill to charge quickly. Community perception often labels this skill as "underwhelming" or "bad" compared to his S2, especially before his module. Post-module, it can be an "okay general skill" due to improved defensive stats, even surpassing Cuora's off-skill defense in some cases. It's a defensive-charge skill, similar to Gummy's, meaning it doesn't require HP to fall below 50% to activate, offering more control than some other healing defenders. 2. Skill 2: Medical Mode Countermeasure (S2) * This is generally considered Hung's signature and more impactful skill. Upon activation, Hung increases his ATK and DEF, stops attacking enemies, and focuses on healing allied units within his range. Crucially, healed targets also gain 1 skill point (SP). His attack interval increases during this time. * Strategic Applications of S2: * Helidrop Tank: This skill makes Hung an excellent helidrop tank in certain scenarios. Deploying him at Master Skill 3 (M3) allows him to immediately establish a strong defensive presence. If he can tank the initial onslaught, he can often stall enemies for the skill's duration, offering a niche but safe choice on harder stages. His defense on S2 can even be higher than Vulcan's S1, with a faster activation time. * Sustained Lane Holding: While he "loses massively to [Cuora's] raw bulk on skill," he gains continuous healing and, importantly, the ability to generate SP for allies. This SP generation, though limited (around 10 SP over the skill's duration to a single target), can be valuable for high-impact skills of nearby operators. This is particularly effective in situations where "SP on def" (Skill Point generation on being hit) can be reliably abused, such as in certain Contingency Contract (CC) maps. * Synergy with Ranged DPS: Combined with his E2 talent, S2 further amplifies the healing received by a ranged operator positioned behind him, turning that operator into an incredibly resilient force. Imagine a powerful Caster or a high-damage Sniper effectively becoming unkillable while Hung holds the line, constantly topping up their health. Hung's Operator Module, the "GUA-Y Module: Popular Sitcom Tapes," significantly enhances his survivability and further refines his role. * Module Benefits: The module reduces damage taken by Hung by 15% and increases his maximum HP and DEF. Upgrading the module further boosts his "Gatekeeper" talent's DEF buff. * Impact: This module transforms Hung, making him a more reliable tank. The 15% damage reduction, combined with his already strong defensive stats, means he takes "net less damage + higher HP" compared to some other popular defenders even with higher raw DEF values like Cuora, making him an even more potent stall unit. While some players initially considered his module "nothing" due to his already excellent defensive stats, the damage reduction provides substantial resilience, especially against multi-hitting enemies or in prolonged engagements. This makes the investment, particularly to Module Rank 2, more justifiable for players looking to push his defensive capabilities. Beyond the battlefield, Hung contributes significantly to Rhodes Island's infrastructure: * Skillful Craftsman: When assigned to the Workshop, he increases the byproduct rate for material processing by 50%. This is a standard but valuable base skill for resource optimization. * Adamantly Easygoing: When assigned to the Control Center, he helps operators (including himself) recover morale per hour. This effect is further amplified for other Lee's Detective Agency operators present, stacking with similar base skills. This highlights his supportive nature even in the base.