Summer Mary – review and ratings


This is an early review for Summer Mary, so her rating can change in the future as we will able to do more testing.


  • Rarity: SSR
  • Burst: I
  • Weapon: Sniper Rifle
  • Class: Supporter
  • Element: Water
  • Manufacturer: Tetra
  • Squad: Seraphim


Skill 1 – Seaside Sunshine

■ Affects all allies. Activates when entering Full Burst.

Effect changes according to the number of activation time(s).

Previous effects trigger repeatedly:

Once: Recovers 1.05% of caster’s final Max HP every 1 sec for 5 sec.

Twice: Recovers 3.69% of caster’s final Max HP every 1 sec for 5 sec.

Three times: Recovers 6.86% of caster’s final Max HP every 1 sec for 5 sec.

Summer Mary Skill 1 heals for a lot, but it only reaches its full potential later in more prolonged battles – as during the first Full Burst window you will only get the 1% heal. Still, considering Summer Mary’s purpose is to shine in Raids, the skill works perfectly there.

Skill 2 – Waves Kiss The Feet

■ Activates when using Burst Skill. Affects all Water Code allies.

Effect changes according to the number of activation time(s).

Previous effects trigger repeatedly:

Once: Damage as strong element ▲ 20.85% for 3 sec.

Twice: Damage as strong element ▲ 13.88% for 5 sec.

Three times: Damage as strong element ▲ 8.36% for 10 sec.

Summer Mary Skill 2 affects only Water allies, which is a bit of a bummer. It seems that the trend to create characters who can only support certain elements continues and NIKKE is heading toward the place where Destiny Child is – that is only mono-elemental teams used against bosses.

Still, the damage boost you get from the skill is pretty significant, but similar to Skill 1, the first trigger is pretty terrible as it lasts only for 3 seconds. This further cements that Summer Mary is made to be used in Raids as in Raids, battles usually last much longer compared to Story.

Also, it’s important to know, this skill will only activate when Summer Mary uses her Burst.

Burst – Tranquil Waters

Cooldown – 20 seconds

■ Affects all Water Code allies.

ATK ▲ 23.23% for 3 sec.

■ Affects all allies.

Recovers 27.87% of the caster’s final Max HP for 10 sec.

Summer Mary Burst has a 20-second cooldown, which makes her easy to slot into various teams, but the skill has a few big issues.

While the second part of it affects all allies and will heal them for a pretty decent amount, the first part of the skill will only affect Water allies. To make things worse, the ATK buff provided to Water allies only lasts for 3 seconds.


Summer Mary is a Raid-focused character who is a hybrid of a healer and a buffer – with her healer side being the stronger one. Much stronger one. And that’s how you should actually treat and use her – as a healer. The biggest issue with mono-elemental teams in NIKKE at the moment is that while there is some good synergy already, the game doesn’t force you to use them – you can easily do all raids and bosses with hybrid teams by bringing certain important characters to clear them. Also, even if you wanted to use Summer Mary in a full Water team, she competes with Dorothy for the Burst I spot, and let’s not kid ourselves, that battle is a lost one – though you can actually try to run Dorothy in another team and make Summer Mary your main B1.

Though since the healing part of Summer Mary’s kit is tied to her Skill 1 which activates during Full Burst, you don’t need to use her as your main Burst I character and instead use her in the secondary position – so in 2-1-2 formation. This means she’s a competitor to Rapunzel who often is used in that spot – which fits nicely as both are Healers. If you want to compare the two, Rapunzel heals for less, but brings the resurrection mechanic which comes in clutch against some bosses, while Summer Mary’s healing is all she does – but she does it best.

Overall this is kinda funny that you’re only using her Skill 1 when she’s the secondary Burst I character and she’s still strong enough to compete with the best Healers out there.


  • Tons of healing,
  • 20-second Burst makes her flexible and allows you to run her as your main Burst I without any issues,
  • Or you can just run her as your secondary Burst I and abuse the healing – and she still shines,
  • Great offensive support for mono-water teams…


  • But you don’t really need to run mono-water teams at the moment and there are no great Burst III water attackers to make it possible (we have to wait to check how Summer Neon performs),
  • Takes a while to reach the full potential with how her Skill work, which makes her weaker in Story,
  • If you use her as secondary Burst I, healing is all she does,
  • The duration on the Burst ATK buff is just 3 seconds,
  • Sniper Rifle wielder so her burst generation is underwhelming.


  • Story – A
  • Bossing – SS
  • PVP – S

Should you pull?

It’s hard to tell. She’s definitely one of the strongest Healers in the game at the moment and in the future, she might be the backbone of mono-water teams, but if you already have Rapunzel or other strong healers, pulling her just for that isn’t really needed. Especially if you’re a F2P player and not serious about Union Raid/Solo Raid.

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