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17 | Check out the Info tab before you start! For more advanced info check the Docs/Guides tab! | ||||||||
18 | |||||||||
19 | Current Status: Mourn the retirement of Hassium | ||||||||
20 | Contact | ||||||||
21 | Visit our Site! | gflcorner.com | Other Analytics (Links) | ||||||
22 | Visit our Discord! | https://discord.gg/gfc | Dolls | Document | |||||
23 | Check our Youtube! | https://www.youtube.com/channel/UCHfZZPcVOYWfkQSa5rFJ6Ug | Fairies | Document | Website | ||||
24 | Donate to our Patreon ❤ | patreon.com/jdy204 | Enemy | Document | |||||
25 | Feedback/Requests visit our discord. | #guides-feedback | Mod Dolls | Document | Website | ||||
26 | |||||||||
27 | Sources & Additional Credits | Special Thanks to Big N and DMesse for suggestions! | |||||||
28 | Doll Portraits | Moegirl | All copyright of images and memes goes to their respective owners and creators. | ||||||
29 | Special Equipment Pics | gfl.zzzzz.kr | |||||||
30 | |||||||||
31 | Disclaimer: Do not take the analyses at face value, do some testing yourself if not certain. | ||||||||
32 | If there's an error or if you have any suggestions then contact us through our Discord. | ||||||||
33 | Latest Updates | ||||||||
34 | Date | Changes | |||||||
35 | Jan 20, 2024 | Analysed all non-ZLS dolls post-SS | |||||||
36 | Jan 20, 2024 | Added M327, P290, P10C, VP9 | |||||||
37 | Jan 20, 2024 | Added APC9K, Jatimatic | |||||||
38 | Jan 20, 2024 | Added AR-18, CMR-30, MSBS, VRB | |||||||
39 | Jan 20, 2024 | Added M110, Saiga 308 | |||||||
40 | Jan 20, 2024 | Added M240L, LAMG | |||||||
41 | Jan 20, 2024 | Added TPS | |||||||
42 | Jan 20, 2024 | Added non-EN dolls to Unanalysed | |||||||
43 | Jul 9, 2023 | Analysed all non-ZLS dolls on EN | |||||||
44 | Jul 9, 2023 | Added Rhino, PPQ, Colt Walker | |||||||
45 | Jul 9, 2023 | Added Sterling, Erma | |||||||
46 | Jul 9, 2023 | Added QBZ-191, SCAR-L | |||||||
47 | Jul 9, 2023 | Added TF-Q, SCAR-H | |||||||
48 | Jul 9, 2023 | Added LS26 | |||||||
49 | Jul 9, 2023 | Added SPAS-15, MK3A1, UTS-15 | |||||||
50 | Feb 7, 2023 | Added all remaining dolls to Unanalysed | |||||||
51 | Jan 1, 2023 | Added KH2002 and FARA 83 | |||||||
52 | Jan 1, 2023 | Added MG4 MOD | |||||||
53 | Dec 31, 2022 | Added XM3 MOD | |||||||
54 | Dec 30, 2022 | Added Makarov MOD | |||||||
55 | Dec 7, 2022 | Added RMB-93 MOD | |||||||
56 | Dec 6, 2022 | Added APC556 | |||||||
57 | Dec 6, 2022 | Added SP9 | |||||||
58 | Dec 6, 2022 | Added MG338 | |||||||
59 | Oct 27, 2022 | Added MPK, MPL | |||||||
60 | Oct 27, 2022 | Added A-545 | |||||||
61 | Sep 10, 2022 | Added ZiP .22 | |||||||
62 | Sep 10, 2022 | Added SCR | |||||||
63 | Sep 10, 2022 | Added Vigneron M2 | |||||||
64 | Aug 4, 2022 | Added Fedorov | |||||||
65 | Update Notes (Old) | ||||||||
66 | Date | Change Log | |||||||
67 | 25th October 2019 | - Added MP-443, HK21, Thunder, MP7, Honey Badger, CZ2000, Ballista, AK-12, AN-94, M4A1 MOD 3, AR-15 MOD 3 | |||||||
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69 | 31st Aug 2019 | - Added K31, SAR21 and Type 88 MG | |||||||
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71 | 24th Aug 2019 | - Added PX4 and P90 Analytics early | |||||||
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73 | 12th Aug 2019 | - VA-11 Collab Dolls, M1 Gepard - Minor color change and proofreading in half of analytics body text | |||||||
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76 | 4th July 2019 | Rewrite of multiple MG analytics to reflect Fairy and Enemy changes | |||||||
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81 | 12th June 2019 | Re-write of many lower rarity ARs, HGs, SMGs, RF,s given the context of new dolls arriving. (2star/3star), made their analysis longer and more in depth. Properly explaining their weaknesses further and leading new players to better options as the focus. Many thanks for this piece of feedback. Added more terms in Info tab. | |||||||
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86 | 3rd June 2019 | Now enters version 0.90α. EN almost caught up with all craftables in CN. | |||||||
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89 | 28th May 2019 | 9/9 dolls updated (Ak 5, Serdyukov, K2, Tac-50, K11, 64 Shiki, SPR A3G, Jericho) Index Updated (Mostly done) | |||||||
90 | |||||||||
91 | |||||||||
92 | 20th May 2019 | Fully reformatted Docs Section (Up to date with all dolls) | |||||||
93 | Reogranized it and added a few more documents and videos. | ||||||||
94 | 7th May 2019 ~ 17th May | New Guides added to Guides Section (WIP) New Documents made, Comprehensive Scope guide for MGs, as well as Log-in Reward Stats 2/? dolls updated (TMP, PP19 Bizon) | |||||||
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96 | |||||||||
97 | |||||||||
98 | Youtube channel officially made (Many thanks to our patreons) | ||||||||
99 | Link to new Document on MG Acc. | ||||||||
100 | Link to new document on total rewards from Log-in. | ||||||||
101 | 22th Apr 2019 | 5/5 dolls updated (DSR, KLIN, UMP40, F1, PzB39) | |||||||
102 | Up to date will all available dolls & upcoming confirmed dolls. Scrap list updated, Added UMP Exo review to Equip page. | ||||||||
103 | 20th Apr 2019 | Organized front page, added a patreon. | |||||||
104 | If you find the content useful, help us by donating money so we can keep the website alive (we're paying it all out of pocket ;~;) or buy us some crisps and coffee. We're running the site (at a loss) as well as maintaing every document for the love of the game so any help is appreciated! We have plans for even more content as well so stay tuned for that ❤. | ||||||||
105 | 14th Apr 2019 | 5/5 new dolls updated (CMS, MDR, 100 Shiki, XM8, K5) | |||||||
106 | |||||||||
107 | 6th Apr 2019 | Public GFC Discord up! Feel free to join & ask questions! | |||||||
108 | https://discord.gg/PC3y85Z | ||||||||
109 | 4th Apr 2019 | 1. Slight rework in Docs section 2. Equip template revision in progress 3. Added more documents in misc documentation We have a lot there, pls read! | |||||||
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113 | 30th Mar 2019 | 1. Reworked many dolls due to fairies 2. Downgraded some ratings and upgraded some due to community feedback (Mostly ARs and HGs) 3. Guides proofread, Auxilary Rooms section added. 4. Added new council member 5. New Shotguns Reviewed (169/170) Up to date with all available dolls *except M200 | |||||||
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120 | 26th Feb 2019 | 1. Added M200's details. Analysis to be updated | |||||||
121 | |||||||||
122 | 24th Feb 2019 | 1. Added entry for 5 new dolls, analytic to be added. 2. Added new council member. | |||||||
123 | |||||||||
124 | 6th Feb 2019 | 1. Implemented many new Guides | |||||||
125 | |||||||||
126 | 20th Jan 2019 | 1. Adding notes and memes columns back.(Soon TM) 2. Rework of outdated analytics are still underway. | |||||||
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129 | 19th Jan 2019 Changed version # to 0.87 | 1. Data transfer for new templates completed 2. Reworks for outdated analytics are still underway 3. Info and Concepts are seperated into 2 tabs 4. Extremely deep/long analytics are to be moved to guides tab 5. Misplaced skill icons are now fixed | |||||||
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135 | 18th Jan 2019 Changed version # to 0.86 | 1. New template done. 2. Begins transferring all data into new template. 3. Added upcoming dolls (160/165 Analytics Done) 4. Ongoing reworks on old analytics | |||||||
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139 | Up to 8th Jan 2019 Changed version # to 0.85 | 1. Added 13 analyses (158/160) (Up to date with all available dolls) 2. Revised Many AR/SMG Analyses due to feedback 3. Added SPEQ analyses in Equip Tab (WIP) 4. Moved Extra dolls to appropiate tabs & Scrap list Updated | |||||||
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143 | |||||||||
144 | oops lost the date | 1. Added 8 analyses ( 145/153 ) | |||||||
145 | |||||||||
146 | 12th Nov 2018 | 1. Rearranged/designed Front Page/Staff Tab/Doc Tab | |||||||
147 | |||||||||
148 | 11th Nov 2018 | 1. Added new dolls ( Contender, Ribey, Zas... ) 2. Added Important Documents tab | |||||||
149 | |||||||||
150 | 17th Oct 2018 | 1. Added Equipment Recommendation Tab | |||||||
151 | |||||||||
152 | 10th Oct 2018 | 1. Added 2 analyses ( 137/143 ) 2. Added collab dolls tab | |||||||
153 | |||||||||
154 | 6th Oct 2018 | 1. Added data of upcoming doll for EN 2. Added 13 analyses ( 135/143 ) | |||||||
155 | |||||||||
156 | 21st~24th Sept 2018 | 1. Reviewing and adding suggestions. 2. Added Scrap List and TL;DR columns (WIP) | |||||||
157 | |||||||||
158 | 20th Sept 2018 | 1. Added 26 analyses ( 122/139 ) 2. OBT | |||||||
159 | |||||||||
160 | 19th Sept 2018 | 1. Added 11 analyses ( 96/139 ) | |||||||
161 | |||||||||
162 | 18th Sept 2018 | 1. Added 6 analyses ( 85/139 ) 2. AR and SMG pros and cons checked and revised | |||||||
163 | |||||||||
164 | 17th Sept 2018 | 1. Added 15 analyses ( 79/139 ) | |||||||
165 | |||||||||
166 | 16th Sept 2018 | 1. Early access 2. Added 17 analyses ( 64/139 ) | |||||||
167 | |||||||||
168 | 15th Sept 2018 | 1. 34% Analyses done ( 47/139 ) 2. Most pros and cons done ( To be revised ) | |||||||
169 | |||||||||
170 | 8th Sept 2018 | 1. Project initiated | |||||||
171 | |||||||||
172 | |||||||||
173 | List of WIP Dolls: | ||||||||
174 | HG | SMG | RF | AR | MG | SG | |||
175 | --- | --- | --- | --- | --- | --- | |||
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A | B | C | D | E | F | G | H | I | J | K | |
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2 | General Introduction to Gun Types | ||||||||||
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4 | Use CTRL+F to help youself when looking for a doll. Thanks. | !Attention!: Currently some of the analytics might be wrong if they were made before new client (rof cap change from 108 to 116) | |||||||||
5 | Total Analyses Done: | Done | Total | 95% | |||||||
6 | 221 | 232 | |||||||||
7 | The Dolls are arranged according to Rarity > Index No. in-game | ||||||||||
8 | Glossary | ||||||||||
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10 | "FP" | Exodia | |||||||||
11 | "Firepower", a.k.a. Damage. | Reference to Yu-Gi-Oh in where you use 5 pieces of exodia (cards) to essentially win the match. In the context of GFL you essentially buff 1 gun as much as you can by way of 4 HG buffs so they output a lot of damage on their own, usually used only for cheap farming purposes. | |||||||||
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14 | "MS" | Bamboo | |||||||||
15 | "Movement Speed", aka Mobility. The speed at which a doll can move from one position to another mid-combat. (HGs have the highest MS, MGs have the lowest MS) | Another term for Nuke rifles ie. RFs with long ICD and function by way of a powerful skillshot on the enemy. (M99, NTW, Mosin Nagant etc.) | |||||||||
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18 | RoF | Bamboo PT2 | |||||||||
19 | Rate of Fire, Ie. how fast your dolls shoot. | Bamboo is a meme word that stems from Korean players. Bamboos are essentially the korean version of farmers pitchforks with flame torches, the kind that's supposed to "equalize" the field into fair freedom. | |||||||||
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22 | "SL" | Off tank | |||||||||
23 | "Skill Level". Example: "To get G11 to perform to a satisfying degree, she will only need to be SL9." | "Offensive Tank", generally the secondary tank placed on either tile 2 or 8. They will generally have an offensive skill such as Hand grenade, Molotov, or self buff. (ex. PPS43, Vector, SR3MP) | |||||||||
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26 | "ICD" | Main tank | |||||||||
27 | Shortform for Initial Cool down. | Generally the SMG taking the brunt of the damage, sitting on tile position 5. In general use these dolls have (Evasion buffing skills, Smoke or flashbang) and have stats that lean more towards evasion and health as they're not intended to do damage. | |||||||||
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30 | "Big 4" | Main tank PT2 | |||||||||
31 | MGs with the passive "Terminating Barrage" skill (M2HB, PK, Gr MG5) and PKP with her passive "Ultimatum" skill. | Refer to "Big 4"-section in Concepts Tab | Note this is just a general idea, there are some exceptions to this rule. Shield tanks are also applicable to the moniker and you can have multiple main tanks. This is a dumbed down explanation so don't extrapolate it too much further. | ||||||||
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34 | "LSC/HC/HPRO" | Gunboat | |||||||||
35 | Large Scale Construction is a term taken from the game Kancolle and players have sometimes used it to refer to Heavy Construction (ie. fairy crafting). HC is Heavy Construct and HPRO is Heavy Production, it's all the same. | A term used for a team composition, generally 4MG+1HG that's used in Singularity ranks. The composition is used to deal immense damage to escorts of typhoons while your HG (Generally Contender) deals damage to the typhoons once she's in range. | |||||||||
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38 | Scrap, Core, Link, Dismantle | Gunboat PT 2 | |||||||||
39 | Scrap = Dismantle, core similarly is also a term used for scrapping so don't get it confused with linking. Linking itself is the act of using cores or dupes of the same doll to increase a T-Doll's links. | The 4MGs used are generally the Big 4 all together. Gunboat itself is a reference to the real life equivalent which is a naval watercraft that carries multiple guns to bombard the enemy at the coastline. | |||||||||
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42 | CE, QR, QP, CR, FP | Hoxy | |||||||||
43 | CE = Combat Efficiency, pseudo efficiency metric in the game that's largely inaccurate, as it's easily inflated. QR= Quick Repair , CR = Combat Reports QP = Quick Production, FP = Friend Points | 혹시 (Hoxy) is a korean word with the literal meaning "perhaps". This was widely used to playfully mock players who don't have Five-SeveN as in KR her acquisition originally was through Cube+ and her rate of acquistion was ungodly low. | |||||||||
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46 | HOC | ||||||||||
47 | Heavy Ordnance Corps (WIP) | ||||||||||
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51 | Doll Classes | ||||||||||
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53 | HG ( Handgun ) | ||||||||||
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55 | ( 40/42 Analyses Done ) HGs mostly fit in the supportive role as buffers, with some outliers who can assume the tanking role (only at level 80, where they can equip Exoskeletons). Their max potential unfolds upon their skill activation. Most HGs are buffers, with some being capable of evasion tanking or even serving as DPS (CZ75). Buffers see a purpose in just about any team. For MGSG comps, FP and accuracy buffing HGs are preferred. In RFHG comps, they are used as buffers, with at least one HG serving as an evasion tank as well (most notably Welrod). HGs also allow for better navigation during night battles while on the field, giving the echeleon it's in additional field of view of one node. Any HG can suffice for that matter. A team only needs one to navigate well, and its level doesn't matter, so a level 1 HG is enough. Newbie warning: Investing in HGs as one of your very first doll(s) should be avoided until you have reliable means of attaining cores/established a relatively high leveled, self-sufficient team! | ||||||||||
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67 | SMG ( Submachine Gun ) | ||||||||||
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69 | ( 42/43 Analyses Done ) SMGs fall into two different categories. Main tanks and off-tanks (Offensive/Off-hand tanks). Their ratings are determined by how well they perform in their predispostioned role, as well as how well they synergize with ARs. The roles SMGs serve can be distinguished by their skills, with main tanks having defensive ones, such as smoke grenades, flashbangs, force shields, self-evasion buffs, etc, while off-tanks carry offensive grenades such as molotovs, frag grenades, or even full on DPS self-buffs. | ||||||||||
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77 | RF ( Rifle ) | ||||||||||
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79 | ( 41/42 Analyses Done ) RFs fall into two categories, self-buffers and Nukers (a.k.a Bamboos), with self-buffers having more sustained DPS and being more suited for general content, whereas Nukers focus more on boss killing. Their ability to equip AP ammo allows them to deal with armored units reliably, being the premier choice for such endeavors. They are generally paired with HGs to maximize offset stat insufficiency/further increase their potential. | ||||||||||
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87 | AR ( Assault Rifle ) | ||||||||||
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89 | ( 49/51 Analyses Done ) The bread and butter of the game. ARs are the go-to DPS for the whole game, no matter if it's early, mid or late game. They are always useful. ARs are categorized into two roles, being self-buffing DPS and naders (with M16A1 and Ribeyrolls being exceptions to this 'rule'). Whether it is for day or night, from mobs to bosses, general vespids to scouts, a properly built AR squad can sweep the entire floor with them. | ||||||||||
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97 | MG ( Machine Gun ) | ||||||||||
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99 | ( 25/25 Analyses Done ) Costing an arm and a leg just to keep up with their ammo costs, MGs answer with unparalleled burst damage. MGs' unique mechanics require them to reload after a certain amount of shots. The number of shots can be boosted by the ammo box equipment. Their RoF stat is also fixed, only being tied to their reload speed and nothing more. Armed with the ability to equip armor piercing rounds as well, they can double on armor slaying duty. Do note that most MGs have sub-par accuracy and might need either an accessory to boost it or a buffer. | ||||||||||
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107 | SG ( Shotgun ) | ||||||||||
108 | |||||||||||
109 | ( 15/16 Analyses Done ) SGs are armor tanks, which means they are capable of tanking any damage that is low but rapid fire, in which case they'd actually do better than SMGs or HGs. Traditional SGs do not rely on evasion (except for Super-Shorty and "maybe" KSG, even with their evasion buff, their evasion is still too low to be sufficient), which means they will actually do worse than SMGs or HGs when it comes to boss fights. This is due to bosses dealing far too much damage for their armor stat to assure their safety. Their uniqueness is also pronounced for being the only ones who can buff MGs, with the exact buffs they need most of the time. However, SGs are only obtainable from Heavy Production which requires high resource investment and some blessing from RNGesus. They are in no way noob-friendly and should be ignored early-game. They're definitely a worthwhile investment later on when you can stabilize your resource gain. It's important to note that they will cost you a tremendous amount of resources as well, much like MGs, except they use more rations than ammo. Different from others, you should be grateful for whatever shotgun you get. Not all SGs are very extraordinary, but they are not easy to come by. | ||||||||||
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120 | *More to be added about SGs with offensive skills | ||||||||||
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122 | Extra Rarity (HG/SMG/RF/AR/MG/SG) | ||||||||||
123 | |||||||||||
124 | ( 8/8 Analyses Done ) Emphasis on the "rarity" part. Extra dolls are associated with dolls exclusive to collaboration events. They may only come once (not entirely confirmed, though the probability of seeing any reruns of them is very slim as not even the older servers has had them . CN has had only one rerun of a collab event). What extra dolls of a specific type specialize in is already covered above. The dolls themselves however come with rather unique quirks that may bring a very intruiging playstyle to the table. It should be noted however, some collab dolls have a niche use which could serve to make them obsolete. Inquiring into their abilities and drawbacks in the Extra tab is heavily recommended. | ||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | Unanalysed Purgatory | MOD Gallery | |||||||||||||
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10 | HG | ||||||||||||||
11 | Tae | MP-443 | PPK | Type 92 | K5 | ||||||||||
12 | Note | KH2002 if she stole the stats of the entire team. Not Recommended. | Strongest FP down, free FP up for allies. Recommended. | Mod1 becomes superior Five-seveN. Mod skill difficult to use higher buffs (per group, not link). Recommended. | Forced targeting + potential FP debuff. Still bad tiles/skill 1. Optional. | Better buffs, with elite and/or high threat enemies present providing additional buffs to the team. Highly Recommended. | |||||||||
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20 | SMG | ||||||||||||||
21 | Lily | Type 82 | Owen | PPSh-41 | G36c | Suomi | Type 100 | ||||||||
22 | Note | Limited slow effect. Niche. | Grenadier SMG with potential for immense HP shields. Optional. | Duplicates leader stats. Optional. | 5SMG skill. Horrible. Not Recommended. | Potentially 28 seconds of true immunity to all damage. Immunity decreases per battle. Highly Recommended. | Fat HP shield, damage reduction, self-cleanse, % current HP damage, applies debuffs, gives self additional stacking HP shields. HIGHLY Recommended. | Immune to 1(one) instance of damage every skill activation AFTER skill1 shield breaks. lol lmao | |||||||
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29 | RF | ||||||||||||||
30 | Sakura | QBU-191 | Boys' AT | Gepard M1 | OBR | Lee-Enfield | Kar98k | ||||||||
31 | Note | Deals 10% current HP and stuns all units (including self and allied) in front and behind her. Selfbuff if she is hit. Who thinks of this? Not Recommended. | Crit Damage buffing Support RF. Still a support RF. Not Recommended. | Odd pierce skill, primarily anti-armor. Not Recommended. | Permanent mini-IWS buff when not using nuke, can execute enemies below 30% hp. Optional. | Highest FP targeting, stack-based additional damage ignoring armor + HP shields. Recommended. | Easily the best self-buff RF. Selfbuff or ally buff on tiles depending on leader. Highly Recommended. | Two critting nukes with the ability to double each shots damage. Powercreeps Grape. Highly Recommended. | |||||||
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38 | AR | ||||||||||||||
39 | Ai | Junko | HK433 | Beowulf | CM901 | AK-15 | AN-94 | XM8 | Ribeyrolles | Type 56-1 | |||||
40 | Note | 6icd almost-grenade that can hit herself. Not Recommended. | Cope P22-esque skill on the wrong class and is hardly viable at that. Not Recommended. | Mediocre generalist/grenadier hybrid. Not Recommended. | Poor single-target selfbuff. Not Recommended. | Buff steal/strong selfbuff. Optional. | x25/50 linksplash nuke with highest fp targeting. Highly Recommended. | AK-12's speq. Mod 1 stats are good. Optional. | Specific enemy buff cleanse, 6icd grenade. Debuffs enemies and has single unit DoT. Optional. | Reflecting buffs between AR/SMGs. ARs gain stacking FP/Acc, SMGs gain stacking damage reduction. Highly Recommended. | Critting nade with damage scaling inversely with HP. Very funny potential for insane damage. Niche. | ||||
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47 | MG | ||||||||||||||
48 | Yuugiri | FM24 | MG15 | MG3 | M1919A4 | ||||||||||
49 | Note | MG with AoE, strong armor tile, godawful tile shape. Optional. | Ramping additive damage. Recommended. | Skill hits 6 times per second at a 1.5x multiplier. Recommended. | Pierce HP shields and selfbuff Acc/Crit damage. Requires nightspeq. Night MGSG usage, but is selfish. Outclassed by rearline nova buff with superior MGs. Optional. | Closest targetiong, knockback + stun potential, new tag (huge) with damage amplification application. Niche/ Recommended. | |||||||||
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55 | |||||||||||||||
56 | SG | ||||||||||||||
57 | Saki | Stevens M520 | Stevens M620 | DP-12 | |||||||||||
58 | Note | SG with FP down. Niche. | Immense HP shield generation, FP down application. Highly Recommended. | Damage Reduction + FP buffs, Reload buffs for MGs. Recommended. | Knockback on reload, reloading buffs RoF + massive armor + massive HP shield. Highly Recommended. | ||||||||||
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65 | yeah i said i wasnt going to do analysis but that was actually a ruse you all fell for it |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | ||
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1 | Name | Statistics | Pros | Cons | Analysis | Notes | Memes | ||||||||||||||||||||||||||||||||
2 | Additional Info | "Acc and Eva Skill" | Crit Rate | 20% | Mobility | 15 | Recent Edits | Added M327, P290, P10C, VP9 (Jan 20, 2024) | |||||||||||||||||||||||||||||||
3 | "Frame Data" | Targets randomly, will not switch until target is killed. | Added Rhino, PPQ, Colt Walker (Jul 09, 2023) | ||||||||||||||||||||||||||||||||||||
4 | Added Makarov MOD (Dec 30, 2022) | ||||||||||||||||||||||||||||||||||||||
5 | Added ZiP .22 (Sep 10, 2022) | ||||||||||||||||||||||||||||||||||||||
6 | Python (NO. 4) ★★★★★ | Accessories | ○ Excellent FP tile buff and coverage ○ Good bonus crit rate tile ○ High damage output with proper buffing | ○ Poor performance if used improperly ○ Require heavy investment on both herself and her teammates | |||||||||||||||||||||||||||||||||||
7 | Magazine | Python is a HG that exhibits the unique property of reflecting buffs she obtains from any source (read: any source that includes Talent procs from fairies) onto allies that are standing on her tiles. Embrace of the Fearless can reflect any unique buff up to 3 times regardless of the original multiplier. Whether it's a minor 4% RoF buff from Carcano M1891 or a powerful 25% buff from M950A, Python will return 6% RoF buff if she receives them. The active component of Python's skill also triggers her passive, allowing her to buff her teammates through buffing herself. The self-buff only has a 100% chance of proccing at Skill Level 10, so it is generally recommended to max out her skill for consistency. The best way to use Python is to take advantage of her passive and therefore the most common compositions that you see will consist of 2 or more HGs to reflect their buffs. A mix of buffs such as those provided by SAAMod's Skill 2 and similar are some of the best ways to proc multiple avenues of buffs at once. As such, Python's preferred teams are either 5HGs (where her team and herself take advantage of this reflection mechanic), and RFHGs (where buffs are a very hot commodity anyway that getting more will almost never hurt you). Pink Python comp is also enabled with Python's introduction, capitalizing the constant buffing from Carcano M1891 and the buff reflection of Python. When paired with ValMod, Python can provide nearly constant uptime on ValMod's Skill 2, letting her both shred through evasive targets as well as equip a VFL at night. A future mod for M500 can generate a constantly refreshing HP shield on a Python-centric team. As a DPS unit, Python is often used as the centerpiece of many HG-centric compositions. Python's active turns her into a veritable damage dealer and can quickly outstrip conventional DPS units if given the chance. Note that Python will require some RoF buffs in order to maintain six stacks of her Active for any amount of her time, as her base RoF is too low to let this happen. Take care that HG-centric comps are mostly used for showing off or farming specific maps and should not be taken into difficult situations. As a regular buffer, the more irregularly timed buff sources she receives, like certain talents and skills, the more Python contributes to pre-skill DPS. On the other hand, she is less used on conventional teams that lack such sources. While her tiles are good, other buffers generally perform better in those compositions due to their skill instantly activating rather than waiting for shots to go off, making her a decent pick as a generalist option. However, because of the powerful combos and dolls that revolve around her unique abilities, she is ultimately Highly Recommended. | |||||||||||||||||||||||||||||||||||||
8 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
9 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
10 | 40 | 81 | 82 | 49 | 350 | ||||||||||||||||||||||||||||||||||
11 | Crit Rate 40% | ||||||||||||||||||||||||||||||||||||||
12 | Buffs All Types Damage 30% Crit Rate 20% | ||||||||||||||||||||||||||||||||||||||
13 | |||||||||||||||||||||||||||||||||||||||
14 | |||||||||||||||||||||||||||||||||||||||
15 | Embrace of the Fearless: Passive: Whenever Python receives damage/rate of fire/evasion/ accuracy/crit rate (including Fairies) skill buffs, increase the corresponding stats of allies on her tiles by 6%/6%/30%/30%/12% for 3s. Active: The next six attacks will have a 100% chance of increasing self damage by 30% for 5s. Max 6 stacks. | ||||||||||||||||||||||||||||||||||||||
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25 | |||||||||||||||||||||||||||||||||||||||
26 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
27 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
28 | Grizzly (NO. 96) ★★★★★ | Accessories | ○ Excellent FP skill buff ○ Excellent FP tile buff and good coverage ○ Bonus evasion tile buff ○ Very high base HP | ○ Low base evasion | "Good work everyone! Commander, you too as well!" | ||||||||||||||||||||||||||||||||||
29 | Magazine | Grizzly is a solid FP HG that can fit into just about any team. She often competes with SAA and Mk23 for having the same role as an FP buffer, but her combined FP tile buff and skill wins out in most situations, only losing to Mk23 at night. Her tile formation fits her nicely in position 4, buffing FP for the backliners while improving the survivability of the main tank with her sizeable evasion buff. Grizzly is often used in ARSMGs as the buffer, especially at night, where HGs are mandatory and armored enemies are abundant. Her skill synergizes well with the high ROF nature of most ARs and can stack with their own offensive skills. Take G11, for example. Both Grizzly and G11 have the same initial cooldown (6s). With both Grizzly's tiles and skill buffing damage, G11's already powerful skill can be amplified further, making for a potent combo. With her flexibility and the relatively high demand in FP buffers and HGs in general, Grizzly is very much highly recommended. | IDW NYAAAAAAA | ||||||||||||||||||||||||||||||||||||
30 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
31 | DMG | ACC | EVA | ROF | HP | still hasn't got her own bike | |||||||||||||||||||||||||||||||||
32 | 38 | 51 | 66 | 54 | 430 | ||||||||||||||||||||||||||||||||||
33 | |||||||||||||||||||||||||||||||||||||||
34 | Buffs All Types Damage 30% Evasion 20% | IDW hell survivor | |||||||||||||||||||||||||||||||||||||
35 | |||||||||||||||||||||||||||||||||||||||
36 | |||||||||||||||||||||||||||||||||||||||
37 | Fire Command: Increase all allies' damage by 25% for 8s. | Fun fact: Based on a 1911 | |||||||||||||||||||||||||||||||||||||
38 | |||||||||||||||||||||||||||||||||||||||
39 | |||||||||||||||||||||||||||||||||||||||
40 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
41 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
42 | M950A (Calico) (NO. 97) ★★★★★ | Accessories | ○ Excellent RoF skill buff ○ Excellent RoF tile buff ○ Bonus accuracy tile buff ○ High base HP | ○ Low base evasion ○ Awkward tile placement forcing her to be at the front | "Because I was there, right?" | ||||||||||||||||||||||||||||||||||
43 | Magazine | Calico is a HG with unmatched ROF buffs. With a combination of her tiles and skill, she can buff upward 62.5% ROF, enough to bring a T-Doll with 72 ROF to the cap. Other ROF-buffing competitors such as Stechkin and Five-SeveN cannot surpass her. Her budget version Astra is usable for the role, but doesn't perform nearly as well. This makes Calico a highly wanted HG. Due to her incredible ROF buff, she is best paired with RFs who need ROF the most. While she can be paired with ARs, their naturally high ROF often means she may cause them to overcap, wasting her buffing potential. Calico's downside is her tile coverage. Coupled with her low evasion, this makes her a liability, as she takes away the main tank slot of the team without being a tank herself. It is advisable to swap her in battle with a better tank, usually at 8. However, even with her low base evasion, buffs from Grizzly can push her up to Welrod's level of evasion (assuming they're both maxed in everyway), making the swap unneeded (though if you do retreat kiting, Welrod should be the first to draw the aggro and retreat as Calico's skill is much more important and needs to be activated before retreating). Highly recommended. | seaweed hair | ||||||||||||||||||||||||||||||||||||
44 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
45 | DMG | ACC | EVA | ROF | HP | has same hairstyle with | |||||||||||||||||||||||||||||||||
46 | 30 | 55 | 68 | 72 | 380 | Scarecrow | |||||||||||||||||||||||||||||||||
47 | |||||||||||||||||||||||||||||||||||||||
48 | Buffs All Types Rate of Fire 30% Accuracy 50% | has triangle love between | |||||||||||||||||||||||||||||||||||||
49 | her, NTW, and Thunder | ||||||||||||||||||||||||||||||||||||||
50 | |||||||||||||||||||||||||||||||||||||||
51 | Assault Command: Increase all allies' rate of fire by 25% (MOD 1 28%) for 8s. | *pats Batty* - Zero | |||||||||||||||||||||||||||||||||||||
52 | |||||||||||||||||||||||||||||||||||||||
53 | Astra on steroids | ||||||||||||||||||||||||||||||||||||||
54 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
55 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
56 | M950A (MOD 3) ★★★★★★ | Accessories | ○ Unique Skill 2 utility ○ Peerless RoF skill buff ○ Peerless RoF tile buff ○ Decent tiles layout ○ Above-average survivability | ○ Hard to dupe due to FCC requirement ○ Skill 2 effect depends on a factor you cannot always control | |||||||||||||||||||||||||||||||||||
57 | Magazine | M950A MOD is a commander's dream generalist RFHG RoF buffer. At MOD I, her tiles and base stats have greatly improved. The increased Evasion and HP significantly bolsters Calico MOD's ability to tank incoming damage, pushing her well above the average 5★. Her second skill, "Soul Live!”, is a unique 2-part skill, with effects that vary based on the current battle's location - more specifically, which faction controls it. On a friendly node, this skill will activate an AoE slow effect that also reduces enemy Evasion, giving your echelon more time to deal damage to incoming enemies before they get in range to attack. On a non-friendly node (including neutral battles such as Theater), this effect will give your T-Dolls a significant movement speed buff and minor RoF buff at the start of combat. Because every doll's speed is increased by an amount that brings them to HG-level, this effect gives the commander excellent flexibility to rearrange T-Dolls mid-fight, and therefore indirectly increasing the overall survivability of the echelon by making it easier to kite and dodge AoE attacks. In an average battle, the effective DPS contribution added by Calico MOD is 10-25% greater then her pre-mod self. The tile improvement also makes her placement a lot more flexible than before - she can now be placed on 8 or 2 and still buff an RF, or buff both RFs in an echelon containing HS2000. Calico MOD is a mod that every commander should consider investing into, due to her unique skillset and unparalleled RoF supporting ability. As the strongest RoF-buffing HG to date that is made far more flexible by her Neural Upgrade, Calico MOD will see frequent use now and in the future and is Highly Recommended. If you wish to dupe mod M950A, MOD II is the stopping point - otherwise, you will not have enough Fire Control Cores. | |||||||||||||||||||||||||||||||||||||
58 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
59 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
60 | 33 | 57 | 77 | 72 | 400 | ||||||||||||||||||||||||||||||||||
61 | (+3) | (+2) | (+9) | (+20) | |||||||||||||||||||||||||||||||||||
62 | |||||||||||||||||||||||||||||||||||||||
63 | Buffs All Types Rate of Fire 32% Accuracy 60% | ||||||||||||||||||||||||||||||||||||||
64 | |||||||||||||||||||||||||||||||||||||||
65 | |||||||||||||||||||||||||||||||||||||||
66 | Soul Live!: When fighting an enemy on a friendly-controlled node, generate a slowing field 4 units ahead of the echelon. This slowing field reduces enemy evasion and move speed by 30% for 6s. When starting a battle on a non-friendly-controlled node, raise all units' rate of fire by 5% for 5s. At the same time, increase SMG/RF/AR/MG/SG move speed by 3/8/5/11/9 points for 60s. | ||||||||||||||||||||||||||||||||||||||
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76 | Passive | ||||||||||||||||||||||||||||||||||||||
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78 | Welrod (NO. 114) ★★★★★ | Accessories | ○ Excellent FP/RoF tile buff and coverage ○ High base HP ○ High base evasion | ○ Defensive skill scales worse with harder contents due to long cooldown or sure-hit attacks | "With a desire of victory and will of sacrifice, only then we'll be able to take action." | ○ Crit rate 40%
○ Effective evasion buff of 81% | TLDR: Debuffing enemies | ||||||||||||||||||||||||||||||||
79 | Magazine | Welrod is a 5★ defensive HG once revered as one of the most versatile HGs. Boasting strong tanking stats (for a HG), good tile buff and an accuracy debuff, she was the designated "tank" in RFHG. However, her time in the spotlight is over with the appearance of enemies far too strong for a flimsy HG to tank alongside many anti-evasion mechanics they bring. Welrod has above average HG and evasion for a HG. Coupled with her 45% accuracy debuff (effectively a team-wide 81% evasion buff), Welrod is capable of taking on some pressure by herself or greatly improving the survivability of another tank. Her tile buff wastes nothing on pointless stats, buffing both FP and RoF. Unfortunately, Welrod is lackluster against new factions. Evasion tanking is easily bypassed by enemies such as Doppelsoldners. Being an old and outdated defensive HG, Welrod also has no offensive team buff to aid the team. Newer defensive HGs such as HS2000 and Viking MOD bring both their own defensive skills and a bonus offensive team buff to help the team out. Without aiding the team directly, Welrod ends up being a dead-weight in battles where her accuracy debuff is ineffective. Although there is no doubt that Welrod can still be effective against older contents, new contents are constantly pushing evasion tanking away. It is hard to justify running Welrod as there is little chance of evasion tanking ever making a comeback. She is niche and optional. | works better than buffing | ||||||||||||||||||||||||||||||||||||
80 | T-Doll Equipment | evade, which has diminishing | |||||||||||||||||||||||||||||||||||||
81 | DMG | ACC | EVA | ROF | HP | returns. | |||||||||||||||||||||||||||||||||
82 | 28 | 71 | 90 | 52 | 400 | Voiced by Asami Imai | |||||||||||||||||||||||||||||||||
83 | Crit Rate 40% | aaaaaahhh!~ - Zero | |||||||||||||||||||||||||||||||||||||
84 | Buffs All Types Damage 20%, Rate of Fire 16% | ||||||||||||||||||||||||||||||||||||||
85 | |||||||||||||||||||||||||||||||||||||||
86 | |||||||||||||||||||||||||||||||||||||||
87 | Precision Suppression: Reduce all enemy accuracy by 45% (Mod 1 and damage by 15%) for 6s. (Mod 1 When the "Special Ops Bag" is equipped, gain the following passive skill: Increase self rate of fire by 30% and reduce the damage taken from her current target by 30%.) | ||||||||||||||||||||||||||||||||||||||
88 | |||||||||||||||||||||||||||||||||||||||
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93 | |||||||||||||||||||||||||||||||||||||||
94 | Initial CD | 6s | Best Girl -Vaunny | ||||||||||||||||||||||||||||||||||||
95 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
96 | Welrod (MOD 3) ★★★★★★ | Magazine | ○ Amazing tilebuffs & coverage ○ Multiple layers of debuffs ○ Ludicrous ability to tank in bursts | ○ Skill 2 requires taking damage ○ Loss of certain tiles (her current tile layout is still better most of the time) ○ Half second delay on skill 2 | |||||||||||||||||||||||||||||||||||
97 | Accessories | Welrod Mk II mod (aka. Welmod) is the first kind of successful HG tank, turning her into a highly effective support offtank. Mod 1 completely overhauls her tiles. It actually removes some so that she's no longer fit for position 4 or 5 in a formation, but now she is much more ideal for the less hotly contested position 8. On top of this it improves her already strong DPS tilebuffs further to support the backline and a new debuff layer on her skill 1. The skill 2 unlocked by Welrod Mod 2 is the bulk of her utility. Upon taking non-HP shield damage, Welrod Mod waits 0.5 seconds before dropping a shield on the tile she is standing on. This shield is a separate, unbuffable unit that enemies can directly target. Allies on the shield's tile are immune to all damage. It acts as a single link, so link-splashing attacks only act as one damage instance. Its ability to ignore damage under 30% of one of Welrod's links means it is immune to anything under 25 damage. This also synergizes with her damage reduction skills. Many enemy mobs and link splashing attacks fall under this threshold, making it incredibly useful. It also has evasion, so that even if shots go over the threshold, they still have to deal with 30% of Welrod's evasion and her accuracy debuff. Since all damage the shield takes is capped at 1, this means 15 separate attacks need to hit in order to break it. For most enemies, this is complete invulnerability, similar to a force shield. It's also a passive, so it can activate early into the fight, and it has an 8 second cooldown, so it can have a 50% uptime. Mod 3 unlocks some nice art and a special equipment that gives a tiny amount of armor, less evasion than a T-Exo, and augments the skill 1 with a rate of fire selfbuff and reduced damage taken from Welrod Mod's target. While it slightly improves survivability, Welrod Mod does not benefit all too greatly from the special equipment. Rate of fire doesn't help since her strong suit was never dealing damage to begin with, and the tiny amount of extra armor is traded off with lower evasion. Therefore, Mod 2 is a good stopping point for raising Welrod mod. Needless to say, all of these make Welrod Mod quite the tank, but also an excellent offtank support, synergizing well with units like RO365 Mod with her debuffs to massively inflate team survivability, with her powerful tilebuffs to make sure team damage output does not dip too low. She can soundly shut down a large majority of enemies due to her kit. That's not to say Welrod Mod is an unbeatable tank. The shield is doing the majority of the tanking, but Welrod herself is still quite squishy. Her half-second delay when deploying shield after taking damage and HG base HP can lead to enemies that shoot high damage bursts like Strelet+'s quickly shutting Welrod Mod down. Certain enemies like Hydras can even shred through her skill 2 shield like paper due to viciously high accuracy, firepower, and multi-hit attacks. She can also get overwhelmed by sheer numbers, links, or simply even getting hit while her skill 2 is down. These flaws combined with the fact that her skills offer no DPS bonus to her allies means that Welrod Mod gets relegated to a niche support role in higher-end content. Niche | |||||||||||||||||||||||||||||||||||||
98 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
99 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
100 | 31 | 75 | 98 | 52 | 410 | ||||||||||||||||||||||||||||||||||
101 | (+3) | (+4) | (+8) | (+10) | |||||||||||||||||||||||||||||||||||
102 | Crit Rate 40% | ||||||||||||||||||||||||||||||||||||||
103 | Buffs All Types Damage 24%, Rate of Fire 20% | ||||||||||||||||||||||||||||||||||||||
104 | |||||||||||||||||||||||||||||||||||||||
105 | |||||||||||||||||||||||||||||||||||||||
106 | Riot Shield: Whenever she takes damage, place a riot shield in front of self. Units behind the riot shield are invincible until the riot shield expires. The riot shield has 15 HP but can only take 1 damage per attack. It has 30% of Welrod's evasion and is immune to damage below 30% of the max HP of a single Dummy-Link. It lasts 4 seconds and has a cooldown of 8 seconds. | ||||||||||||||||||||||||||||||||||||||
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120 | |||||||||||||||||||||||||||||||||||||||
121 | Passive | ||||||||||||||||||||||||||||||||||||||
122 | |||||||||||||||||||||||||||||||||||||||
123 | NZ75 (NO. 126) ★★★★★ | Accessories | ○ Good FP tile buff and excellent coverage ○ Excellent evasion tile buff | ○ Defensive skill not suitable for general usage | "Fufu~, is this the taste of victory?" | Dante, is that you? | |||||||||||||||||||||||||||||||||
124 | Magazine | NZ75 is a weird one. She has an impressive tile buff that is useful for most setups (if a bit inefficient for MGSG) and a defensive skill that she shares with Spitfire. Her skillset and tiles lean her usage more towards ARSMG and 5HG, rather than Spitfire's MGSG focused usage. In ARSMG, she usually stands in the 4 position, buffing all her teammates with FP and Evasion. She'll find the most output when the tank has an evasion skill, and the boss has sufficient RoF to counter. These conditions are where the strong defensive power of evasion buffs and reduced enemy fire rate come to use. Evasion only has so much efficiency, but having the enemy shoot less times helps minimize hits. Outside of bosses, the defensive skill isn't as handy. Short battles can't make full use of it, meaning other dolls are often preferred. Unless the boss spawns far enough away to force a walk-up, it's often more efficient to end the fight faster rather than focus on stacking defense. It's certainly a very specific niche that needs some understanding before proceeding. Overall, while NZ75 excels in a specific niche of RoF debuffing, the rarity of a scenario where it would be useful leaves her otherwise not recommended. | is a somewhat cuisine girl | ||||||||||||||||||||||||||||||||||||
125 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
126 | DMG | ACC | EVA | ROF | HP | Starring as River Goddess | |||||||||||||||||||||||||||||||||
127 | 33 | 62 | 74 | 63 | 365 | in "The Honest Protagonist" | |||||||||||||||||||||||||||||||||
128 | |||||||||||||||||||||||||||||||||||||||
129 | Buffs All Types Damage 20%, Evasion 30% | ||||||||||||||||||||||||||||||||||||||
130 | |||||||||||||||||||||||||||||||||||||||
131 | |||||||||||||||||||||||||||||||||||||||
132 | Assault Suppression: Decrease all enemies' rate of fire by 30% for 8s. | ||||||||||||||||||||||||||||||||||||||
133 | SASS: "pls, NZ75" | ||||||||||||||||||||||||||||||||||||||
134 | |||||||||||||||||||||||||||||||||||||||
135 | |||||||||||||||||||||||||||||||||||||||
136 | |||||||||||||||||||||||||||||||||||||||
137 | |||||||||||||||||||||||||||||||||||||||
138 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
139 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
140 | Five-seveN (57) (NO. 142) ★★★★★ | Accessories | ○ Good RoF skill buff ○ Excellent RoF tile buff and good coverage ○ Good bonus crit rate tile and skill buff ○ Very high base evasion | ○ Low base HP ○ Limited event doll | "Ehehe!~ getting praised by Commander. Everyone please don't get jealous~" | ||||||||||||||||||||||||||||||||||
141 | Magazine | Five-seveN used to be a flexer's best friend and origin of the "hoxy" meme, but Five-seveN has returned to GFL EN so many times that practically every regular player has at least one of her now. Is this banana HG's gameplay contributions as good as the variety of her fanart? Thankfully, yes! Five-seveN is not a doll to be taken lightly. Not only is her one of the very limited number of RoF-buffer HGs, she's the only one among the group who brings an RoF/crit tile buff and skill to cap the crit rate of RFs. The overbuff greatly synergizes with Px4 Storm, who is capable of converting all the excessive crit rate to extra damage - making the Px4/5-7 combo one of the deadliest offensive pairings for RFHG echelons. Despite Five-seveN's tile buffs putting her in a backliner role, her high base evasion of 97 lets her work passably as the last line of defense when your frontline has retreated. Overall, Five-seveN is highly recommended for RFHG, but due to being a limited event doll, she isn't the most accessible HG in the game. If you don't need the crit, Stechkin is a solid craftable replacement as an RoF HG with similar tile formation; if you do, PPK can provide a large amount of crit rate for Px4's synergy, though she has to go in position 5 instead. | |||||||||||||||||||||||||||||||||||||
142 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
143 | DMG | ACC | EVA | ROF | HP | "Hoxy?" | |||||||||||||||||||||||||||||||||
144 | 31 | 57 | 97 | 66 | 315 | ||||||||||||||||||||||||||||||||||
145 | |||||||||||||||||||||||||||||||||||||||
146 | Buffs All Types Rate of Fire 30%, Critical Rate 20% | ||||||||||||||||||||||||||||||||||||||
147 | |||||||||||||||||||||||||||||||||||||||
148 | |||||||||||||||||||||||||||||||||||||||
149 | Piercing Command: Increases all allies rate of fire by 20% & critical rate by 20% for 8s. | ||||||||||||||||||||||||||||||||||||||
150 | |||||||||||||||||||||||||||||||||||||||
151 | |||||||||||||||||||||||||||||||||||||||
152 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
153 | Skill CD | 12s | It still sucks, Hong | ||||||||||||||||||||||||||||||||||||
154 | CZ75 (NO. 166) ★★★★★ | Accessories | ○ Excellent FP/RoF tile buff ○ Low cooldown pseudo-bamboo skill | ○ Random targeting ○ Burst skill not suitable for general usage ○ Burst skill has low output not suitable for difficult contents ○ Limited event doll (Point Event) | "Well done! With this there will be no one messing with us again!" | Skill Ignores Contender's target focus | left handed shooter | ||||||||||||||||||||||||||||||||
155 | Magazine | Imagine giving a HG a pure DPS skill, that’s CZ75 for you: an oddity of an HG armed with a bamboo mechanism similar to M99. With the introduction of Python and Desert Eagle, the meaning of "DPS HG" has changed to a point that chips away at CZ75's relevance. Despite her tiles buffing two offensive stats, FP and RoF, her awkward tile positioning means the team can gain little from her tiles unless CZ75 stands on position 5, an odd position for a DPS. Her skill, "Observer's Strike" is also a single-target nuke skill, which has a wind-up animation that takes away her ability to shoot, therefore making her a liability during mobbing. The target of her skill also appears to be completely random, and not even Contender's skill can redirect her axe to high priority targets such as bosses. In future content where most (if not all) bosses have escorts, CZ75's skill utility is greatly limited by her targeting's unreliability. Comparing her to other HG with DPS capabilities such as Desert Eagle and Python, CZ75's weaknesses are laid bare. First of all, her overall DPS isn’t as good as Desert Eagle as she lack’s Deagle’s capability to sustain her DPS. While Python isn’t as good a DPS HG than Deagle, she makes up for it by giving extra buffs to her teammates and still deals significantly more DPS over time than CZ75 anyway. CZ75’s subpar DPS and lack of utility makes her completely out of the question when choosing a DPS HG nowadays, even in the rare situation where a commander wants this niche. In summary, CZ75 is bad at mobbing, bad at bossing, doesn't sustain a high DPS level like Deagle, and doesn't provide team utility like Python. DPS HG might be a part of the future meta, but guns like CZ75 are best left in the past. Not recommended. | |||||||||||||||||||||||||||||||||||||
156 | T-Doll Equipment | bigger sister of Spitfire | |||||||||||||||||||||||||||||||||||||
157 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
158 | 34 | 62 | 74 | 66 | 330 | "Loli Gender-bender | |||||||||||||||||||||||||||||||||
159 | Kratos" | ||||||||||||||||||||||||||||||||||||||
160 | Buffs All Types Damage 16%, Rate of Fire 20% | ||||||||||||||||||||||||||||||||||||||
161 | |||||||||||||||||||||||||||||||||||||||
162 | |||||||||||||||||||||||||||||||||||||||
163 | Observer Strike: Throws a tomahawk, dealing 10x base damage at the targeted enemy. | ||||||||||||||||||||||||||||||||||||||
164 | |||||||||||||||||||||||||||||||||||||||
165 | |||||||||||||||||||||||||||||||||||||||
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168 | |||||||||||||||||||||||||||||||||||||||
169 | |||||||||||||||||||||||||||||||||||||||
170 | |||||||||||||||||||||||||||||||||||||||
171 | Initial CD | 6s | insert WH4k reference here | ||||||||||||||||||||||||||||||||||||
172 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
173 | Contender (NO. 183) ★★★★★ | Accessories | ○ Excellent FP tile buff and coverage ○ Good bonus crit rate tile ○ Unique skill redirecting ally fire and amplifying all damage taken to target | ○ Low base HP ○ Skill not suitable for regular mobbing | "This is my solution to the equation, an end point named 'victory'." | ○ Crit rate 40%
○ Can equip AP ammo | |||||||||||||||||||||||||||||||||
174 | Magazine | ✔AP Shell | Ahem. Uhhh. Contender, everybody. Give it up for our good ol' Contender here. Yes. Alright. Contender is a special 5★ HG, in that her skill doesn't buff her allies. She is an amplifier HG whose skill marks an enemy, directing focus fire towards them while amplifying their damage towards said target. In addition, she can also equip AP rounds, giving her a situational role in Typhoon busting gunboat (4MG 1HG). If a boss is present, her skill will target them. Otherwise, she'll target according to the tile she stands on at the time of skill activation, targeting furthest/highest HP/nearest enemy when she is in the front/middle/back row. This means you can move her to a different tile to better control her targeting. Her marking ability makes her favored for boss killing teams. However, do note that Contender's retarget ability does not overwrite a specified targeting a doll has from skill. Ex. RFB will not retarget to the marked enemy, she'll still follow her normal backline priority during skill duration. Despite buffing FP, she does not replace a FP HG in their role. Her tiles have astounding coverage along with useful buff combination of FP and crit. However, due to her skill being a single-target amplifier, only the affected target takes additional damage. This makes her a poor option for mobbings in general, especially if your team lacks the damage to brute-force multiple armored enemies present on the battlefield, where Contender can only amplify against one, leaving the others untouched. Keep this in mind if you decide to use her as a substitution for a more generalist team-wide buffer like Grizzly. Another misconception is her role in 5HG. Contender has impressive FP and accuracy stats on top of the higher base crit rate and the ability to use AP ammo. But what tends to be overlooked is her very low RoF and her single-target skill. Due to the low RoF, she is very lacking when it comes to mobbing. The strength of 5HG comes from the interwoven skill buffs from multiple HGs, leading to their surprisingly powerful post-6s DPS, which Contender sadly does not contribute to. Armors are not a favorable match-up for 5HG, and having only 1 HG capable of bypassing armor does not necessarily improve their chances against those either. 5HG is not an Exodia (single DPS + 4 buffers) after all. Contender has a solid niche to fulfill with her single-target burst damage. She may not find herself being used all the time, but when a situation arises, she is definitely recommended. | rare af | |||||||||||||||||||||||||||||||||||
175 | T-Doll Equipment | elegant af | |||||||||||||||||||||||||||||||||||||
176 | DMG | ACC | EVA | ROF | HP | she can become either a | |||||||||||||||||||||||||||||||||
177 | 46 | 85 | 82 | 44 | 330 | princess or a prince | |||||||||||||||||||||||||||||||||
178 | Crit Rate 40% | ||||||||||||||||||||||||||||||||||||||
179 | Buffs All Types Damage 30% Critical Rate 20% | please protecc meido | |||||||||||||||||||||||||||||||||||||
180 | contender | ||||||||||||||||||||||||||||||||||||||
181 | |||||||||||||||||||||||||||||||||||||||
182 | Inquisitor's Bullet: After aiming for 1s, fires a special bullet dealing 3x damage, increasing damage taken by 40% and focusing ally fire on the target for 5s. When she's in the front/middle/back row, she will target the furthest/highest HP/nearest enemy respectively, and prioritize bosses if present. | ||||||||||||||||||||||||||||||||||||||
183 | |||||||||||||||||||||||||||||||||||||||
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190 | want to love and protect | ||||||||||||||||||||||||||||||||||||||
191 | |||||||||||||||||||||||||||||||||||||||
192 | |||||||||||||||||||||||||||||||||||||||
193 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
194 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
195 | PX4 Storm (NO. 233) ★★★★★ | Accessories | ○ Amazing tiles coverage ○ Good FP tiles ○ One of the highest potential damage buff in a single T-doll ○ Very high base evasion | ○ Low HP ○ Crit rate reduction on skill ○ Crit damage is inferior to raw damage buffs ○ Locked to position 8 | "High risk high return job, as what I expect from Griffin." | ||||||||||||||||||||||||||||||||||
196 | Magazine | Overhyped but definitely not overrated, Px4 Storm is truly a monstrous HG. Px4's tiles grant perfect coverage in any F formation. With her skill Hunter's Bargain converting excessive crit rate to crit damage, she can become a terrifying damage booster to your team under the right circumstances. Because of how skills are always multiplicative, you need a crit rate of 125% instead of 120% to fully attain the 1.5x damage boost with a 100% crit rate post skill. As Px4 buffs crit damage instead of raw damage, two factors must be accounted for when using her. Crit damage is applied after armor reduction, which makes it worse than a raw damage buff of equivalent potency against heavy armor. With good quality AP ammo/sufficient damage buffs this is generally a non-issue. Another consideration is that her skill is largely wasted if paired with dolls that have low crit rate or are reliant on non-crit skill damage (charge shot). Thus she should be paired with dolls that have crit scopes equipped. Note that it is not necessary to max out crit rate to get good use out of her; having 70% crit rate pre-skill is enough for her to beat Grizzly's FP skill buff, for example, but more crit rate will stabilize her crit damage buff and let you get the most out of it. RFs are able to address both of these considerations due to their inherently high base crit and ability to equip both crit scopes and AP ammo, which makes Px4 a near ideal partner for most self-buff RFs. While she can be used with ARSMG, this is a less effective use for her and is highly inadvisable at night. Even during the day, Px4 is a poorer fit for such teams than P22. Despite these limitations, in the right circumstances the enormous 50% crit damage buff is something that almost no other HG can compete with, and the sheer potency of this buff easily makes her a highly recommended when paired with crit buffer. Without a crit buffer, she is not as strong, but still recommended. | very qt ara-ara | ||||||||||||||||||||||||||||||||||||
197 | T-Doll Equipment | Px4 DPS chart boost here | |||||||||||||||||||||||||||||||||||||
198 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
199 | 35 | 69 | 93 | 57 | 340 | ||||||||||||||||||||||||||||||||||
200 | |||||||||||||||||||||||||||||||||||||||
201 | Buffs All Types Damage 24% Accuracy 60% | ||||||||||||||||||||||||||||||||||||||
202 | |||||||||||||||||||||||||||||||||||||||
203 | |||||||||||||||||||||||||||||||||||||||
204 | Hunter's Bargain: Sacrifice 20% critical rate of all allies on her tiles to increase their critical damage by 50% for 8s. | ||||||||||||||||||||||||||||||||||||||
205 | |||||||||||||||||||||||||||||||||||||||
206 | |||||||||||||||||||||||||||||||||||||||
207 | |||||||||||||||||||||||||||||||||||||||
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210 | |||||||||||||||||||||||||||||||||||||||
211 | |||||||||||||||||||||||||||||||||||||||
212 | Initial CD | 6s | do it for her, just do it | ||||||||||||||||||||||||||||||||||||
213 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
214 | P22 (NO. 242) ★★★★★ | Accessories | ○ Amazing tile coverage and orientation ○ Amazing tile buffs ○ Very good skill on all 3 values buffed ○ 2nd highest EVA in the game, only 2 short from PSM ○ Buffs are aligned nicely to the columns | ○ Fairly average HP ○ Uncraftable, Isomer map drop ○ Forces B-formation instead | |||||||||||||||||||||||||||||||||||
215 | Magazine | P22 is a 5★ HG whose kit goes far and beyond what a normal handgun can achieve, making her a definitive meta changer. P22's stats are phenomenal with a base 110 evasion which is already extraordinarily high on top of a respectable 350 total health, making her survivability outstanding just in base stats alone. Her tile buffs are also amazing, providing 30% FP and 50% accuracy. While the shape may look strange at first, P22 actually covers everyone if placed in pos 2, making the "B formation" now a valid option when making teams using her. Her skill, "Decisive Battle Sequence", is a buffing skill like no other. The flexible buff drastically improves a doll's stats depending on which column she is stationed on: ○ 25% FP buff for the backline, which can be maximized to buff your RF, ARs or MGs; ○ 60% Evasion and Accuracy for the middle column, improving the survivability of SMGs and HGs drastically ○ A 53 HP shield to the front line, which can be used to reduce chip damage taken. To add on to this incredible skill, T-Dolls who are in between two different columns at the time of skill activation can receive both buffs. For example, if your main tank is in between the middle and right columns, they can receive both the shield and evasion buff! P22, despite being locked to one of the worst farming maps to date, still gains the tag of highly recommended due to being an extremely flexible HG. She is undoubtedly one of the best universally used HG to date and should see use in just about any situation. Note: P22's shield does not cover the entire team, so don't substitute her for HS2000 if you want to effectively stop AOE attacks such as the grenade from Doppelsoldners! | |||||||||||||||||||||||||||||||||||||
216 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
217 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
218 | 28 | 66 | 110 | 62 | 350 | ||||||||||||||||||||||||||||||||||
219 | |||||||||||||||||||||||||||||||||||||||
220 | Buffs All Types
Damage 30% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
221 | |||||||||||||||||||||||||||||||||||||||
222 | |||||||||||||||||||||||||||||||||||||||
223 | Decisive Battle Sequence: Grant/increase allies in the front/middle/back columns by a 53 HP shield/60% accuracy and evasion/25% damage, respectively, for 8s. | ||||||||||||||||||||||||||||||||||||||
224 | |||||||||||||||||||||||||||||||||||||||
225 | |||||||||||||||||||||||||||||||||||||||
226 | |||||||||||||||||||||||||||||||||||||||
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230 | |||||||||||||||||||||||||||||||||||||||
231 | |||||||||||||||||||||||||||||||||||||||
232 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
233 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
234 | HS2000 (NO. 250) ★★★★★ | Accessories | ○ Good base EVA
○ Wide tiles coverage ○ Great buffs on tiles ○ Amazing damage buff on skill ○ Shield has full coverage ○ Shield counters splash damage | ○ Tiles orientation either forces you to only buff 1 DPS or use HG that fits her tiles ○ Damage buffs kicks in at 9s mark ○ Not the best HP ○ Mediocre uptime for damage. ○ Limited to event drops. | |||||||||||||||||||||||||||||||||||
235 | Magazine | HS2000, the Isomer crate doll, is a valuable asset to the support class. With her ability to shield the entire team, she can potentially shut down certain enemy comps that rely on AoE attacks. HS2000 comes with strong tile buffs of 30% RoF and 20% evasion, greatly improving the survivability of the team. Although she has an odd tile placement forcing her to stay at position 1 or 2, most teams can adapt to this change and thus is not a big downside. HS2000's skill "Counterattacker Barrier" is a powerful team shielding ability. Comparing this to her counterpart Sei, HS2000 can buff all types and has no health requirement for higher shield multiplier. With her stronger shield and the ability to shield the DPS classes, HS2000 can easily shut down AoE based enemies such as Doppelsoldners and Minotaurs, whereas Sei cannot. If shielding wasn't enough, HS2000 also gives a massive buff of 35% FP (tied with Mk23 for the highest +DMG multiplier) and 35% accuracy if the shield lasts at least 3s without breaking, allowing her to be useful outside of her shielding niche. Be mindful that without any CDR tile, her buff comes in very late (9s effective ICD) and the RFs' self-buffs may be running out by then. Due to the buff's high multiplier, it can be timed to take advantage of periods when enemies (particularly bosses with invulnerability frames) are vulnerable to be bursted. HS2000 brings the ability to help or even completely shut down certain enemy comps, making her a HG you want to obtain where possible. Although her viability has slipped against modern Paradeus, she still excels in lower tier content, and still has use in farming comps to shield from minor chip damage. HS2000 is Optional in the current meta but Recommended if you plan to use her as a support HG in farming comps. | |||||||||||||||||||||||||||||||||||||
236 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
237 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
238 | 33 | 61 | 87 | 62 | 360 | ||||||||||||||||||||||||||||||||||
239 | |||||||||||||||||||||||||||||||||||||||
240 | |||||||||||||||||||||||||||||||||||||||
241 | Buffs All Types
Rate of Fire 30% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
242 | |||||||||||||||||||||||||||||||||||||||
243 | |||||||||||||||||||||||||||||||||||||||
244 | Counterattacker Barrier: Grant a 42 HP shield to all allies for 6s. If the shield still persists after 3s increase the damage and accuracy of those allies by 35% for 5s. | ||||||||||||||||||||||||||||||||||||||
245 | |||||||||||||||||||||||||||||||||||||||
246 | |||||||||||||||||||||||||||||||||||||||
247 | |||||||||||||||||||||||||||||||||||||||
248 | |||||||||||||||||||||||||||||||||||||||
249 | |||||||||||||||||||||||||||||||||||||||
250 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
251 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
252 | PA-15 (NO. 260) ★★★★★ | Accessories | ○ Excellent RoF tile buff and coverage ○ Large AoE stun on skill | ○ Locked to position 7 or 8 ○ AoE stun only applies horizontally | |||||||||||||||||||||||||||||||||||
253 | Magazine | PA-15 is a handgun with exotic tile coverage and a skill that may seem like a spinoff of the classic flashbang, but is actually a bit more complex. As a handgun, PA-15 possesses average stats across the board. What makes her stand out is that her tiles have desirable buffs for dolls, sporting a tile intensity equivalent to Calico (a 30% ROF and 50% ACC bonus). Her tile configuration allows her to be used in a more daring compositions if you wish to make full use. Her skill is different from a flashbang in that it doesn't actually have a radius like a flashbang does. It affects a horizontal line equal to the radius. This may be a problem since if you're depending on this to stop a mob of enemies, enemies on the vertical plane will continue walking. Luckily, PA-15 does target the highest HP, which is usually the target you want to stop. Unluckily, most of these high priority targets are immune to stuns anyway. PA-15 is an optional doll. She is useful in slowing down enemy advances (like a huge mob of enemies) but her skill area can be hit-or-miss and bringing more consistent crowd control options are recommended. | |||||||||||||||||||||||||||||||||||||
254 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
255 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
256 | 35 | 65 | 76 | 64 | 350 | ||||||||||||||||||||||||||||||||||
257 | |||||||||||||||||||||||||||||||||||||||
258 | Buffs All Types Rate of Fire 30% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
259 | |||||||||||||||||||||||||||||||||||||||
260 | |||||||||||||||||||||||||||||||||||||||
261 | High-Octane Paradise: Stun the enemy with the highest HP for 3s and deal 4x damage (perfect accuracy, affected by armor, able to crit). If there are enemies horizontally adjacent to the target within a radius of 2.5, stun them for 2s and deal 2x damage (perfect accuracy, affected by armor, able to crit). | ||||||||||||||||||||||||||||||||||||||
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269 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
270 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
271 | Desert Eagle (NO. 272) ★★★★★ | Accessories | ○ Excellent tile buffs and coverage (crit and FP) ○ AR level DPS in a handgun package ○ Attacks penetrate HP shields ○ Massively boosted damage against marked targets | ○ Ineffective against high armor | |||||||||||||||||||||||||||||||||||
272 | Magazine | Desert Eagle, the iconic Juan Deag gun that made its way into Girls' Frontline. A clear reward from the major story event Shattered Connexion, the Desert Eagle redefines how we look at handgun comps and their tendency to deal surprising amounts of damage. Desert Eagle boasts tile buffs that are highly sought after and a skill that is useful in both clearing trash and killing low-armour bosses. Past the generic rate of fire buff, the skill's active ability also debuffs the three enemies with the highest shield HP + HP value, causing them to take increased damage. While they are marked, Desert Eagle also prioritises attacking them over others and deals even more damage to them. When Desert Eagle shoots an enemy that is marked, her attacks gain an additional damage multiplier (1.6x multiplier at SL10) that stacks with each shot, stacking up to a limit of 3 times. At maximum stacks, this means Desert Eagle can deal in excess of 400% damage per shot. Note that this multiplier is only applied after armor reduction, making it ineffective against high armor. Her skill passive effectively lets her skip over HP shields; when attacking enemies that are shielded, she disregards the shield and deals damage through it while also reducing the HP shield by the same amount. Note that this only applies to HP shields and not force shields, which can only be reduced by HOCs. Desert Eagle is highly recommended. She is a core damage dealer in cheap farming compositions and can transition into compositions to deal with hard content. With damage rivalling Negev fully stacked, the Desert Eagle is a powerhouse of a handgun. | |||||||||||||||||||||||||||||||||||||
273 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
274 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
275 | 41 | 57 | 66 | 55 | 365 | ||||||||||||||||||||||||||||||||||
276 | Crit Rate 40% | ||||||||||||||||||||||||||||||||||||||
277 | Buffs All Types Damage 30% Crit Rate 20% | ||||||||||||||||||||||||||||||||||||||
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280 | Deterrent Mark: Active: Increase rate of fire by 40% for 8s. Mark 3 enemies with the highest combined HP and shield value and increase their damage taken by 10%. Prioritize marked enemies and deal 1.6x damage to them, stacking up to 3 times. Passive: Attacks penetrate shield and will deal same amount of damage to the shield HP. | ||||||||||||||||||||||||||||||||||||||
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288 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
289 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
290 | C-93 (NO. 285) ★★★★★ | Accessories | ○ Excellent Damage tile buff and coverage ○ High DPS buffing potential with her unique skill ○ Lower cooldown than usual at 5s ○ Very high base evasion | ○ Locked to position 1 ○ Skill requires specific team compositions and/or fairy skills to be put to full use ○ Low base HP | |||||||||||||||||||||||||||||||||||
291 | Magazine | C-93 is an unusual - but powerful - handgun, both for her tiles and skill. While her tilebuffs are very solid, C-93’s staircase-shaped tiles essentially force her to be on position 1. This requirement makes it rather awkward to fit her into a team, and causes her to directly compete with other powerful backline buffers such as Grizzly, Five-seveN and SAA MOD. Still, her 24% FP 60% ACC tiles are more than usable, and remain competitive against other backline buffers’ tiles. C-93’s skill, “Pigeonwing Recording”, stands out as a unique ability that combines ROF and FP buffs. The passive portion of the ability grants allies an 8% ROF when they are debuffed, which cannot stack with itself and cannot trigger Python’s passive. This buff refreshes every 3 seconds as long as the trigger condition (doll is debuffed) remains true. The active portion combines a team-wide 18% FP buff and a per-individual 8% ROF buff based on the number of “pigeonwing” stacks she has. An important mechanic of her skill is her “pigeonwing” stacks, which determine how many dolls will receive the 8% active ROF buff. By default, C-93 has 3 stacks of pigeonwings at battle start, and generates 1 more pigeonwing whenever she procs or refreshes her passive on herself, to a max of 6 pigeonwings. She will also generate 3 more pigeonwings when she finishes her skill animation. The number of pigeonwings she has at the moment of skill activation determines how many stacks of ROF buffs are available to be distributed, to a max of 2 stacks per doll. These stacks are distributed in order of contributed DPS, similarly to Clear. Her skill has the potential to be extremely powerful in the right circumstances. With a 18% FP buff and three 8% ROF buffs, she can buff a doll’s effective DPS by up to a whopping 48.6% - only below Px4 out of all handguns. However, reaching this buff imposes fairly severe restrictions on echelon composition and micro, as it becomes mandatory not only to have a 0s ICD echelon wide debuff such as Parachute debuff or Anna Graem debuff, but to make the choice between putting her skill on manual and waiting until she gets her 6th pigeonwing stack or retreating dolls prematurely before C-93 wastes a pigeonwing on a non-damage dealing doll. Her ROF buff also has a fairly lengthy cast time and short duration compared to a regular handgun buff skill, taking around 0.5~0.7 seconds to apply each ROF stack and lasting only 4 seconds. Without building the echelon around debuffs, C-93 still gets a respectable team-wide 18% FP buff and 8% ROF buff to the top 3 DPS dolls, but due to the short duration and limited nature of her ROF buff her DPS contribution will fall below other FP buffers such as Grizzly. All in all, C-93 is a potentially very powerful doll that can see use in specialist echelons, but the steep requirements for pulling out her full capabilities combined with her funky tiles make it very difficult to build a team that can fit her. Even when she is put in a team that synergizes with her debuff reliant skill, the micro requirement to maximize her ROF buff coverage may be daunting to many commanders. A potential powerhouse of a doll held back by her picky teambuilding requirements, C-93 is Optional. | |||||||||||||||||||||||||||||||||||||
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293 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
294 | 33 | 62 | 98 | 64 | 315 | ||||||||||||||||||||||||||||||||||
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296 | Buffs All Types Damage 24% Accuracy 60% | ||||||||||||||||||||||||||||||||||||||
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299 | Pigeonwing Recording: Passive: Gain 3 Pigeonwings upon the start of battle. When an allied unit has received a stat-decreasing debuff, that unit gains 8% rate of fire for 4s. This effect cannot stack with itself. This boost does not trigger other passive effects, and cannot take effect on the same unit within 3s. When C-93 receives a stat-decreasing debuff, trigger the aforementioned effect on herself and gain one Pigeonwing. Only up to 6 Pigeonwings can be stocked at once. Active: Increase all allied units' damage by 18% for 8s, and expend all currently stocked Pigeonwings. For every Pigeonwing expended, an ally gains 8% rate of fire, stacking up to 2 times, and this can stack with the Passive variant. This skill prioritizes units that have not been buffed by the Pigeonwings, and thereafter the units with the highest DPS. Once the skill ends, C-93 replenishes 3 Pigeonwings. | ||||||||||||||||||||||||||||||||||||||
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321 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
322 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
323 | Webley (NO. 294) ★★★★★ | Accessories | ○ Can provide unmatched buffs to a single doll ○ Strong tile buffs and formation ○ Unique as of the moment 25% cooldown reduction buff (but does not affect ICD) | ○ Buffs focus on 1 doll, this can make it have weaker results compared to buffing the entire squad (this only affects the result if the squad consists of dolls that have a similar parity in strength) ○ The target must be the squad leader and must not currently be dead/retreated. ○ Webley must be in position 2 for maximum usage of her tile buffs, but can be in position 1 if the target is on position 4 | |||||||||||||||||||||||||||||||||||
324 | Magazine | Webley is a unique HG released in PL with strong buff tiles and a focus on providing extremely powerful buffs to a single team member. Webley's skill works differently from other dolls in that it has different effects based on who is the team leader. While she provides a generic FP buff to all team members when assigned as the team leader (or when the team leader is retreated/dead), her main utility is to provide a powerful 22% FP/22% ROF/25% cooldown reduction buff to the team leader. She is naturally suited to exodia formations, due to their focus on buffing a single doll to extremes, though she continues to function well outside of it. Tile wise she is generally useful, with a hybrid FP/ROF buff and a positioning that lets her buff the entire team from pos 2. Caveats: A good target for Webley's buffing should meet the following requirements: - Able to benefit from both FP and ROF buffs (not capped on ROF, not a charged shot/etc skill) - Would benefit from Webley's CDR improving their uptime/downtime ratio and allowing them to reach their second skill activation sooner (not already 100% uptime, not skills with overly long ICD) - Has high enough damage output to carry the squad, since you are focusing buffs on them For example, one obvious candidate for Webley's skill is M4A1, due to her extremely powerful cannon mode that can output unmatched damage, and her benefiting from both the ROF and damage buff, in addition to the CDR reduction allowing her to reach an extremely high uptime/downtime ratio of 10/12, such that she only has 2 seconds before her second skill activation. An extremely poor candidate would be AR-15, who self-caps ROF and already has a pretty much 100% uptime. M91/38 Carcano would be another poor example of a Webley buff target, as she has mediocre damage output outside of her skill, which is a charged shot that cannot not benefit from ROF, even though it would benefit from the CDR reduction. Webley is Highly Recommended due to the unique utility and powerful buffs she brings to a squad. | |||||||||||||||||||||||||||||||||||||
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326 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
327 | 29 | 66 | 81 | 57 | 430 | ||||||||||||||||||||||||||||||||||
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329 | Buffs All Types Damage 16% Rate of Fire 20% | ||||||||||||||||||||||||||||||||||||||
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332 | Linked Order: When placed in an echelon member slot, increase the echelon leader's damage and attack speed by 22% for 8s, while reducing the current cooldown time of the leader's skill by 25%. When placed in the echelon leader position or if the leader is absent, raise all allies' damage by 25%, lasting for 8s. | ||||||||||||||||||||||||||||||||||||||
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344 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
345 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
346 | HP-35 (NO. 303) ★★★★★ | Accessories | ○ Very good uptime and performance at night. ○ Adequate performance during the day ○ Can buff damage sources that normally cannot receive buffs (including fairy skills, HOC damage, and fixed damage) ○ Natural partner for KSVK Mod at night time ○ Damage reduction is a nice extra benefit | ○ Worse active uptime than other buffers (6/12) ○ Awkward tiles ○ Cannot proc certain doll skills like Python | |||||||||||||||||||||||||||||||||||
347 | Magazine | HP-35 is a new 5* handgun with a focus on FP buffing. She has identical tiles (but with a different layout) to Grizzly and buffs for about the same amount (though with worse uptime), with a skill that works better at night. At first glance the reduced uptime makes her seem worse than Grizzly, and even at night she doesn't provide anywhere near the massive DPS spike Mk23 does. What sets her apart, then? Unlike most traditional buffers, her skill applies a damage amplifier to the enemy, instead of buffing the FP of friendly dolls. This is a subtle but important difference that has a number of implications: - It can boost the damage of HOCs, which can provide a huge damage contribution to fights (and in extreme cases carry the entire fight for you) - It can buff fixed damage that normally gets no boost from FP buffs (other than fairy skills, very few sources of this exist right now, M1887 and UMP45's mod 2 skill being the only examples in EN, but a future doll, SVCh, also deals fixed damage) - It is a valid trigger for skills that work off enemy debuffs, the best example being KSVK mod 2's skill. - It doesn't proc effects that trigger on receiving a friendly buff, i.e. Python or AS Val Mod 2 One thing that also helps to make up for her worse active uptime is her 8% damage amplification passive; when HP-35 is on her own, this can only be triggered during her skill (for a total of 27% damage amplification during her active). However, various other sources of debuffs exist and can be easily be used to increase her passive uptime; HOC debuffs, certain fairy skills, and other doll skills can all provide additional debuffs. Most significantly, at night the 8% debuff becomes permanent, meaning that combined with her tiles she provides a 40% damage increase to the rest of the squad right from the start of the battle. To round her kit out, she also provides a 15% damage reduction effect for friendly units which have debuffs (again permanent at night); this isn't really gamechanging but is a nice extra benefit to have considering how hard enemies can hit for nowadays. Overall, recommended; she performs adequately during the day with a bit of easily arranged support and becomes an excellent buffer at night; this comes along with other benefits like high synergy with certain dolls such as KSVK and the boost she provides to HOCs. She's definitely not the best option for every scenario, considering how stiff the competition for FP buffers is and her disadvantages (lack of synergy with dolls like Python, worse uptime, awkward tiles), but should be a useful addition to your armory. | |||||||||||||||||||||||||||||||||||||
348 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
349 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
350 | 31 | 64 | 89 | 58 | 380 | ||||||||||||||||||||||||||||||||||
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352 | Buffs All Types Damage 30% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
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355 | Berserk Accompaniment: Passive: When enemy units are suffering from debuffs or when fighting at night, inflict 8% vulnerability; when friendly units are suffering from debuffs or fighting at night, gain 15% damage reduction. Active: Inflict 18% vulnerability on all enemy units for 6s. | ||||||||||||||||||||||||||||||||||||||
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369 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
370 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
371 | Kolibri (NO. 331) ★★★★★ | Accessories | ○ 0icd Grizzly-tier buff ○ 6s Grizzly+Calico buff ○ Highest base evasion currently ○ FAT FP tiles | ○ Requires empty row ○ Crit rate buff doesn't increase damage significantly ○ Lowest damage stat in the game ○ Manual input hard requirement | |||||||||||||||||||||||||||||||||||
372 | Magazine | The smallest gun with the largest hat; Kolibri is a doll that most laugh at before they see her performance, but to say Kolibri is strong is more than just an understatement. With some of the strongest FP tiles (36% sits as the highest HG tilebuff and is seen from very few units, only beaten by Jill's 40% tiles), and a powerful skill that can be activated immediately for a heavy damage boost or can be held onto for a RoF buff during DPS skill uptimes. Her active relies on hummingbird stacks, with every set of 3 being a different buff. Her first set of hummingbirds will provide a 25% FP buff upon usage of all 3. The second set will give 25% RoF with the usage of 6, and the third set will increase critical rate by 100% with the 9th. While there are differing buff percentages within each set, the timing at which you gain the hummingbirds do not promote usage of the buff before max stacks within the set are obtained. She passively gains a hummingbird stack every 2 seconds, resulting in a full set in 6 seconds. The main draw of her skill, however, is that with an empty row she immediately gains 3 stacks (one set) immediately on battle start. There are two ways to use this to your advantage; immediately activate the skill for a 0icd 25% FP boost, or wait the 6 seconds that most dolls have as their set initial cooldown to provide both 25% FP and RoF in the same timeframe that most HGs provide one of those buffs. These buffs are very competitive, with both M950A and Grizzly providing the same buff percentages of their respective role. You can treat her as a 0icd Grizzly buff, or as both Grizzly and Calico combined at 6s. But her overwhelming power doesn't come without drawbacks. As you require an empty row for her to immediately gain 3 stacks, it is not possible to effectively use 3 HG buffs in a standard 'b' formation and still get her 6 stack buff. while there are ways to provide 3 HG buffs using esoteric formations, it is not suggested to do so as the positioning of the DPS may cause them to come under fire; the main reasoning against the cross formation being used. This issue can be circumvented by using a doll that would commonly not provide/recieve buffs with the DPS. With an RFHG, a tank may be used to increase survivability of the team. As SMGs and SGs do not commonly tilebuff RFs, an RFHG can be given a tank to sit in the frontmost row at the beginning of battle resulting in Kolibri providing the buffs of two HGs while also allowing a tank to increase survivability; something not often achievable as a tank in RFHGs often replace the position 5 HG. Her third set of buffs provides a crit rate buff, but as is the case with any multiplicative buff, any usecase you might think of where it would be viable probably doesn't work. Attempting to use multiplicative buffs to provide critrate without a VFL is using a DPS's base critrate. As an example, M4A1 has a 20% base critrate. A 100% increase without a non-VFL scope will only increase it to 40%. The 20% gain is not worth the 6 seconds spent not using Kolibri's skill, as that time spent is 6 seconds where your entire team must wait as to not desync skills. An additional note to her repertoire is that she gains a passive multishot effect respective to the number of hummingbirds she currently has. With an abysmal 15 base FP she isn't topping DPS charts, but the potential for 10 hits per attack is certainly an interesting approach to tackling Orthrus shields. Kolibri is without a doubt one of the most powerful HGs you can use. So long as you take note of her row requirement, she will excel in any situation that needs her myriad of buffs. She is Highly Recommended for any commander who gets their hands on her. | |||||||||||||||||||||||||||||||||||||
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374 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
375 | 15 | 59 | 128 | 58 | 330 | ||||||||||||||||||||||||||||||||||
376 | |||||||||||||||||||||||||||||||||||||||
377 | Buffs All Types Damage 36% Accuracy 40% | ||||||||||||||||||||||||||||||||||||||
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380 | Hummingbird Resonance: Passive: Gain 1 Hummingbird every 2 seconds. If there are no other friendly units on the same row at the start of battle, immediately gain 3 Hummingbirds. Only a maximum of 9 Hummingbirds can exist at a time. For every Hummingbird this unit possesses, self attacks inflict an additional 1x damage. Active: Consume all Hummingbirds to buff the entire echelon. If 1/2/3 Hummingbirds are consumed, the entire echelon gains 9%/16%/25% increased damage. If 4/5/6 Hummingbirds are consumed, the entire echelon gains 5%/12%/25% increased rate of fire on top of that. If 7/8/9 Hummingbirds are consumed, the entire echelon gains 20%/50%/100% increased critical chance in addition to the other effects. These buffs last for 8 seconds and no additional Hummingbirds can be gained while the buffs are active. | ||||||||||||||||||||||||||||||||||||||
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401 | Initial CD | 0s | |||||||||||||||||||||||||||||||||||||
402 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
403 | Rhino (NO. 357) ★★★★★ | Accessories | ○ Possibly big damage | ○ Possibly small damage | RoF over 100 causes Rhino to shoot faster than the chamber can change. This allows for two shots per chamber, (e.g. 5x > 5x > 10x > 10x > 0.1x > 0.1x), and then rerolls for the next cycle. | ||||||||||||||||||||||||||||||||||
404 | Magazine | Rhino is a DPS HG that doesn't quite put out damage per second; instead, she cycles between different multipliers to deal damage. Her passive randomly fires a shot that can be one of six multipliers, with a respective Roman Numeral to determine the mutliplier. It can be anywhere from 0.1x(I), 0.5x(II), 1x(III), 2x(IV), 5x(V), or 10x(VI). Once this shot is fired, the next multiplier in the sequence will be used, until all 6 multipliers have been used, she will start at the initial multiplier and continue in the predetermined sequential order. If the first shot is x1 or above, she gains an accuracy and critical damage buff, but a movespeed and evasion debuff if the shot is under x1. Her active is a standard RoF buff, allowing her to cycle through the shots at a reasonably high rate. This has the potential of a powerful 10x shot, a chain of 5x into 10x, but also has a chance to deal 0.1x into 0.5x, causing a low damage output where you would want to reset the battle to attempt the roll for a good shot again. For this reason, Rhino is not suggested for general use as she will often do too much damage to one target and not enough for another. Her real use is seen in any speedrun scenario, such as the Data Sampling leaderboards. Potentially firing off a 10x shot immediately can shred through a single target, greatly reducing the time required for a specific target. While fun to use, Rhino has no real usecase and should not be raised for anything other than getting your name on a leaderboard plagued with hackers. Rhino is Not Recommended. | |||||||||||||||||||||||||||||||||||||
405 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
406 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
407 | 34 | 77 | 77 | 57 | 365 | ||||||||||||||||||||||||||||||||||
408 | |||||||||||||||||||||||||||||||||||||||
409 | Buffs All Types Damage 30% Crit Rate 20% | ||||||||||||||||||||||||||||||||||||||
410 | |||||||||||||||||||||||||||||||||||||||
411 | |||||||||||||||||||||||||||||||||||||||
412 | Daredevil Roulette: [Passive]: Every 6th attack will deal 0.1x/ 0.5x/ 1x/ 2x/ 5x/ 10x damage. The first shot of each round is random, and the following shots will cycle in order. If the first shot has a multiplier of 1x or higher, increases own accuracy and critical hit damage by 5%, otherwise decreases own movement speed and evasion by 10% for 20 seconds. [Active]: Increases own rate of fire by 40% for 8 seconds. | ||||||||||||||||||||||||||||||||||||||
413 | |||||||||||||||||||||||||||||||||||||||
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422 | |||||||||||||||||||||||||||||||||||||||
423 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
424 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
425 | Colt Walker (NO. 375) ★★★★★ | Accessories | ○ Look at those TILES bro | ○ RoF debuff forces MGSG usage | doesn’t prevent additive RoF buffs (SCAR-H) overrides AUG/SAR21/SIG556/ Angelica skills | ||||||||||||||||||||||||||||||||||
426 | Magazine | Colt Walker is a pretty unique HG as far as HGs go. She decreases RoF of the team by 30% and prevents any RoF buffs during the battle, but also prevents enemies gaining any FP buffs. Every skill usage and reload on the team grants the entire echelon a 5 HP shield and 3% damage buff, stacking 10 times. A 30% FP buff at max isn't much to write home about, especially with a -30% RoF debuff, but there is one unique trait to her: 60% FP tiles. A record for this game, her tile buff alone is a greater damage increase than entire FP buffers such as SAA MOD. As for the rest of her skill, RoF debuffs have one major counter: Simply using an MG. MG RoF only affects reload speed, and there are ample MGs that do not even need to reload, making the debuff moot to the team composition. Furthermore, the skill promotes usage of MGSGs as a whole, with reloading (a mechanic unique to MGs and SGs) being one of the methods of gaining stacks. SGs further benefit from her presence as she prevents enemies from gaining FP; with some of the scarier enemies to SGs being anything with more FP than their armor threshold. Murats are a standout enemy, providing 20% to all enemies within the battle allowing enemies that are usually easily countered to do more than the SG can block. Preventing a Murat's buff can greatly influence a battle. HP shields are just the icing on top if you ever take chip, especially for a HG already doing so much. Colt Walker is a phenomenal HG, just one with a specific usecase. She is Recommended for MGSG teams. | |||||||||||||||||||||||||||||||||||||
427 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
428 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
429 | 36 | 60 | 112 | 57 | 300 | ||||||||||||||||||||||||||||||||||
430 | |||||||||||||||||||||||||||||||||||||||
431 | Buffs All Types Damage 60% Accuracy 80% | ||||||||||||||||||||||||||||||||||||||
432 | |||||||||||||||||||||||||||||||||||||||
433 | |||||||||||||||||||||||||||||||||||||||
434 | Social Engineering: During this battle, all friendly units' rate of fire is decreased by 30% and cannot gain rate of fire buffs, while enemies cannot benefit from damage-increasing buffs. When other friendly units use their active skill (other than mode changes) or when they finish reloading, the entire team gains a +5 point HP shield and 3% increased damage. This effect lasts 12 seconds and stacks up to 10 times. | ||||||||||||||||||||||||||||||||||||||
435 | |||||||||||||||||||||||||||||||||||||||
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443 | |||||||||||||||||||||||||||||||||||||||
444 | |||||||||||||||||||||||||||||||||||||||
445 | Passive | ||||||||||||||||||||||||||||||||||||||
446 | |||||||||||||||||||||||||||||||||||||||
447 | M327 (NO. 369) ★★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
448 | Magazine | Another one of those pesky DPS HGs, M327 already gets a mark against her by not buffing her allies. Her clear usage is in a 5HG, as getting buffs stacks her passive "Special Bullets". On skill activation, her special bullets are used, dealing 3x damage per shot. A considerable amount of damage from a HG to be clear, but this alone is nothing special. Her real draw is from her forced targeting rule. Upon skill activation, M327 causes all allies to target the current echelon leaders' target. In general use this doesn't result in anything significant, but when paired with certain dolls with unique targeting rules, this can be somewhat potent. Examples of unique targeting includes QBZ-191 with her "high-threat" targeting, HS.50 with armored priority targeting, and MG338 with highest base FP targeting. While the efficacy of this targeting is yet to be utilised, it is certainly something to keep in mind if you ever plan to use her. Suggesting to use her, on the other hand, is somewhat more difficult to do. She is Niche, and Not Recommended in most circumstances. | |||||||||||||||||||||||||||||||||||||
449 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
450 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
451 | 39 | 67 | 7a | 60 | 350 | ||||||||||||||||||||||||||||||||||
452 | |||||||||||||||||||||||||||||||||||||||
453 | Buffs All Types Damage 30% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
454 | |||||||||||||||||||||||||||||||||||||||
455 | |||||||||||||||||||||||||||||||||||||||
456 | DD-Black Claw Attack: Special Bullets: Normal attacks using special bullets deal 300% Damage and reduce the target's Evasion by 12% for 3 seconds, stacking up to 3 times. Passive: When receiving a buff, gain 3 Special Bullets; when an ally on her buff tiles receives a buff, gain 1 Special Bullet, up to 99 Special Bullets. Active: On skill activation, all allies will redirect their attacks to the echelon leader's current target for 3 seconds. Use Special Bullets for normal attacks until no Special Bullets remain. | ||||||||||||||||||||||||||||||||||||||
457 | |||||||||||||||||||||||||||||||||||||||
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466 | |||||||||||||||||||||||||||||||||||||||
467 | |||||||||||||||||||||||||||||||||||||||
468 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
469 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
470 | SAA (NO. 1) ★★★★ | Accessories | ○ Good FP skill buff ○ Good FP tile buff and coverage ○ Bonus accuracy tile buff ○ High base HP ○ Obtainable from career quest | ○ Competes with Grizzly as FP HG | "Victory and cola is always the best and tastiest!" | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
471 | Magazine | The gun that won the west, the Colt SAA is your average backline FP HG who fits in practically every team, but is especially synergetic with MGs due to the accuracy bonus from her tiles. SAA isn't particularily special in terms of stats, but since she is mostly seated in the back row away from the enemy, she's relieved of that specific flaw. Accuracy and FP are two things MG teams love. With SAA's tiles providing both, MGs can have the option to upgrade their scopes from accuracy-focused to more power. Given the versatility of being a FP HG, SAA can also be used in ARSMG and RFHG as well, giving ARs their much needed FP while amplifying RFs' already high FP and accuracy. Unfortunately, her place in ARSMG and RFHG is not guaranteed. There are HGs that can fulfill her role in the same position better such as Grizzly. Recommended. | |||||||||||||||||||||||||||||||||||||
472 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
473 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
474 | 36 | 49 | 76 | 47 | 400 | ||||||||||||||||||||||||||||||||||
475 | |||||||||||||||||||||||||||||||||||||||
476 | Buffs All Types Damage 24%, Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
477 | |||||||||||||||||||||||||||||||||||||||
478 | |||||||||||||||||||||||||||||||||||||||
479 | Fire Command: Increase all allies' damage by 22% (MOD 1 25%) for 8s. | ||||||||||||||||||||||||||||||||||||||
480 | |||||||||||||||||||||||||||||||||||||||
481 | you're pretty good | ||||||||||||||||||||||||||||||||||||||
482 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
483 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
484 | SAA (MOD 3) ★★★★★ | Accessories | ○ Improved skill multiplier to be on par with Grizzly ○ Powerful hybrid buffer with passive RoF and accuracy skill buff ○ Passive skill buff persists even after retreating | ○ Requires some ramp-up time to reach full effect on passive | |||||||||||||||||||||||||||||||||||
485 | Magazine | Colt SAA MOD is a necessity every player should have in their armory. SAA MOD gains an overall improvement with stronger tile buff and skill multiplier, allowing her to compete with 5★ HGs. Her skill 2 “Duel Survivor” provides her team with stacks of RoF and accuracy buffs, quickly ramping up to 3 stacks for a 16% bonus at the 12s mark. Once paired with her first skill you can clearly see how the damage can stack up. Of note, rifle tiles can affect the interval between stack applications, meaning if you get some CDR on to her, she is able to apply her passive much faster. She is a candidate for being a potent buffer if the fight you are taking on is longer than your standard fights. Being a dual FP/RoF buffer makes SAA MOD universally great for most teams with nearly no drawbacks to take note of. With this she is a best in slot HG and can be used in almost every single fight may it be ranking or farming. Ultimately, SAA MOD is a MOD that every commander should obtain. A highly competent hybrid buffer and a very flexible HG in general, she is highly recommended. | watch someone says it's actually 15.76% | ||||||||||||||||||||||||||||||||||||
486 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
487 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
488 | 37 | 51 | 80 | 50 | 415 | ||||||||||||||||||||||||||||||||||
489 | (+1) | (+2) | (+4) | (+3) | (+15) | ||||||||||||||||||||||||||||||||||
490 | |||||||||||||||||||||||||||||||||||||||
491 | Buffs All Types Damage 24% Accuracy 60% | ||||||||||||||||||||||||||||||||||||||
492 | |||||||||||||||||||||||||||||||||||||||
493 | |||||||||||||||||||||||||||||||||||||||
494 | Duel Survivor: Increase all allies' rate of fire and accuracy by 5% for every 4s that SAA is alive in battle. Max 3 stacks. | ||||||||||||||||||||||||||||||||||||||
495 | |||||||||||||||||||||||||||||||||||||||
496 | |||||||||||||||||||||||||||||||||||||||
497 | |||||||||||||||||||||||||||||||||||||||
498 | Passive | ||||||||||||||||||||||||||||||||||||||
499 | |||||||||||||||||||||||||||||||||||||||
500 | Stechkin (NO. 7) ★★★★ | Accessories | ○ Good RoF skill buff ○ Good RoF tile buff and coverage ○ Bonus FP tile buff ○ Very high base HP | ○ Low base evasion ○ Competes with Five-seveN for the same position | "Thank you for relying on my service~ Please be careful on your way back~" | ||||||||||||||||||||||||||||||||||
501 | Magazine | Stechkin is one of few backline ROF buffing HGs with a high rarity, with the other choice being Five-seveN, who cannot be crafted. Stechkin is used in any team that prefers a generous amount of ROF buffing. She is a staple in RFHG, especially with the slow, heavy-hitting FP RFs such as Lee Enfield. She can also be used with RoF RFs, as well as occasionally ARSMG. Additionally, she buffs FP. A HG buffing both main offensive stats via tiles is rare. Despite similar performance between Stechkin and Five-seveN as position 4 RoF HGs, Stechkin's FP buff serves as a distinction over Five-seveN in certain cases. Night ARSMG teams cannot usually take full advantage of crit buffs (due to wearing PEQs), but can utilize the FP buff. Various skills scale purely on FP, such as nades and bamboo. However, for buffing generalist RFs, Five-seveN has a slight advantage over Stechkin, due to the strength of maxed critical chance from Five-seveN's buffs. With all that said, Stechkin is definitely highly recommended. | |||||||||||||||||||||||||||||||||||||
502 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
503 | DMG | ACC | EVA | ROF | HP | why does she look like | |||||||||||||||||||||||||||||||||
504 | 28 | 44 | 66 | 65 | 415 | Tsuyu from Boku no Hero | |||||||||||||||||||||||||||||||||
505 | Academia? - Zero | ||||||||||||||||||||||||||||||||||||||
506 | Buffs All Types Rate of Fire 24% Damage 12% | ||||||||||||||||||||||||||||||||||||||
507 | |||||||||||||||||||||||||||||||||||||||
508 | |||||||||||||||||||||||||||||||||||||||
509 | Assault Command: Increase all allies' rate of fire by 22% (MOD 1 25%) (and damage by 4% if equipped with Stechkin Buttstock) for 8s. | ||||||||||||||||||||||||||||||||||||||
510 | |||||||||||||||||||||||||||||||||||||||
511 | |||||||||||||||||||||||||||||||||||||||
512 | |||||||||||||||||||||||||||||||||||||||
513 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
514 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
515 | Stechkin (MOD 3) ★★★★★ | Accessories | ○ Decent upgrade for the initial MOD upgrade cost. ○ Art improvement. Fight me. | ○ Skill2 is not worth in most situations. ○ Subsequent upgrades do not provide enough benefit to justify the cost. | |||||||||||||||||||||||||||||||||||
516 | Magazine | Stechkin has received her MOD upgrade and has upgraded to a 5* HG. With all MOD upgrades, her first upgrade improves her skill and tiles. Tile orientation does not change, but her damage component is improved from 12% to 16%. Her skill is improved to grant 25% rate of fire, rather than 22%. It is highly recommended that players upgrading Stechkin to stop at MOD1. Her second and third upgrades do not provide enough relevant boosts to justify the shard cost (unless you really like her MOD3 art). Her second skill provides herself (and only herself) with a damage and critical strike rate improvement. The second part of her MOD skill is also deceptively useless. Stechkin must hit the target in order to apply an evasion debuff to the target, while the target is underneath 30% of their maximum health. The reduction in evasion is not significantly enough for rifles to hit through nighttime penalty, and so the cost to benefit ratio of upgrading Stechkin for her skill is close to zero. Overall, highly recommended to spend the initial cost for upgrading her to MOD1 as it provides a good boost in her capabilities for a relatively low cost. | |||||||||||||||||||||||||||||||||||||
517 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
518 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
519 | 32 | 51 | 69 | 66 | 425 | ||||||||||||||||||||||||||||||||||
520 | (+4) | (+7) | (+3) | (+1) | (+10) | ||||||||||||||||||||||||||||||||||
521 | |||||||||||||||||||||||||||||||||||||||
522 | Buffs All Types Rate of Fire 24% Damage 16% | ||||||||||||||||||||||||||||||||||||||
523 | |||||||||||||||||||||||||||||||||||||||
524 | |||||||||||||||||||||||||||||||||||||||
525 | Castanet Percussion: When Skill 1 activates, additionally increase self damage by 15% and critical rate by 15%, lasting for 5s. While Castanet Percussion is active, targeting priority changes to enemy units with the lowest HP. Units with less than 30% HP suffer a reduction of 20% to their Evasion, lasting for 5s. | ||||||||||||||||||||||||||||||||||||||
526 | |||||||||||||||||||||||||||||||||||||||
527 | |||||||||||||||||||||||||||||||||||||||
528 | |||||||||||||||||||||||||||||||||||||||
529 | |||||||||||||||||||||||||||||||||||||||
530 | |||||||||||||||||||||||||||||||||||||||
531 | |||||||||||||||||||||||||||||||||||||||
532 | |||||||||||||||||||||||||||||||||||||||
533 | |||||||||||||||||||||||||||||||||||||||
534 | Passive | ||||||||||||||||||||||||||||||||||||||
535 | |||||||||||||||||||||||||||||||||||||||
536 | SPP-1 (NO. 98) ★★★★ | Accessories | ○ Massive accuracy buff and evasion debuff ○ Bonus FP tile buff ○ High base HP | ○ Competes with Type 59 for the same niche ○ Lackluster offensive tile buff ○ Heavy accuracy buff not suitable for general usage ○ Limited event doll | "A successful strategy. This kind of strategy is suited for me." | ||||||||||||||||||||||||||||||||||
537 | Magazine | A limited event doll from CUBE, this Russian underwater gun has one niche: buckloads of accuracy. Fulfilling a very specific role, SPP-1's viability mainly lies in future night battles. With new factions right around the corner, new enemies will come with not only evasion, but also heavy armor. At night, the combo is deadly to all classes, and ARs are no longer reliable in the face of armored foes. As a result, RFs coupled with accuracy buffs are widely used to counter both armor and evasion. SPP-1 fulfills this niche with her hefty amount of accuracy buffing. However, she is not without any issue. Her tile buff emphasises heavily toward accuracy. Now one may think this should not be a weakness since it is what she specialises in, but focusing so much on accuracy means she is even less desirable for general usage (MGSG). Her tile buff is left with only a meager 12% FP as a result of her specialisation. Speaking of specialisation, SPP-1 is not alone in this role. Type 59 is a 3★ accuracy HG, and one that is able to beat SPP-1 in her own niche. Type 59 has better tile buff, formation, and a skill which provides stronger debuff during nighttime. The only thing SPP-1 has for her is the stronger debuff during daytime, where sadly heavy accuracy buffing is hardly ever needed. SPP-1 is a HG that is outclassed by a HG of lower rarity and is a suboptimal buffer even for MGSG. She is not recommended, except for the most desperate of players against enemies from new factions. | |||||||||||||||||||||||||||||||||||||
538 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
539 | DMG | ACC | EVA | ROF | HP | "S-Pee-Pee 1" | |||||||||||||||||||||||||||||||||
540 | 35 | 61 | 75 | 48 | 380 | ||||||||||||||||||||||||||||||||||
541 | |||||||||||||||||||||||||||||||||||||||
542 | Buffs All Types Damage 12% Accuracy 90% | ||||||||||||||||||||||||||||||||||||||
543 | how can a water pistol hurts | ||||||||||||||||||||||||||||||||||||||
544 | so much? - Zero | ||||||||||||||||||||||||||||||||||||||
545 | Cover Suppression: Decrease all enemies' evasion by 55% for 8s. | ||||||||||||||||||||||||||||||||||||||
546 | |||||||||||||||||||||||||||||||||||||||
547 | |||||||||||||||||||||||||||||||||||||||
548 | |||||||||||||||||||||||||||||||||||||||
549 | |||||||||||||||||||||||||||||||||||||||
550 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
551 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
552 | Mk23 (NO. 99) ★★★★ | Accessories | ○ Excellent FP skill buff at night, still decent at day ○ Excellent FP tile buff and coverage ○ High base HP ○ Seventh day Frontline Supplies reward | ○ Low base evasion ○ Tile placement forcing her to be at the front on certain comps ○ Where is her LAM and suppressor :awaugery: | "It's obvious, because darling is here." | ||||||||||||||||||||||||||||||||||
553 | Magazine | Mk23 is the HG to use if all that matters to you is blatant FP. Mk23's stats hinder her ability to tank properly, with a below-average evasion stat of 66, but a high HP pool of 400. Her tiles also force her to be positioned at the front row for traditional ARSMG/RFHG teams. However, MGSG teams love her buff tile coverage. Despite not giving accuracy, Mk23 is able to supply MGs with all the damage they need just from tiles alone Skill wise, the only doll that can beat her in damage buffs is Grizzly, though that only applies during the day. At night, Mk23 reigns supreme, though she still makes for a solid choice for daytime fights. Since Grizzly and Mk23 both occupy different positions, they can both be used to give teammates an insane FP buff. That being said, Mk23 will be a staple in your MG echelons along with similar handguns such as K5 who is able to provide the same tile buffs with flexible secondary effects depending on the buffed dolls. She's also a strong element in night teams of any type, being so versatile and generally strong at day and even more powerful at night, this is a doll you don't want to miss out on. Put this SOCOM on your squad and watch the cardboard box run wild. Highly recommended. | |||||||||||||||||||||||||||||||||||||
554 | T-Doll Equipment | "Not for honor, but for you..." | |||||||||||||||||||||||||||||||||||||
555 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
556 | 29 | 53 | 66 | 63 | 400 | ||||||||||||||||||||||||||||||||||
557 | |||||||||||||||||||||||||||||||||||||||
558 | Buffs All Types Damage 36% | SNAAAAKE | |||||||||||||||||||||||||||||||||||||
559 | |||||||||||||||||||||||||||||||||||||||
560 | |||||||||||||||||||||||||||||||||||||||
561 | Fire Command N: During nightime, increase all allies' damage by 35% (20% during daytime) for 8s (5s during daytime). | "Here. Use my 9mm." | |||||||||||||||||||||||||||||||||||||
562 | -Snake | ||||||||||||||||||||||||||||||||||||||
563 | |||||||||||||||||||||||||||||||||||||||
564 | |||||||||||||||||||||||||||||||||||||||
565 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
566 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
567 | P7 (NO. 100) ★★★★ | Accessories | ○ High base evasion | ○ Low base HP ○ Lackluster offensive tile buff ○ Defensive skill not suitable for general usage ○ That 00:55 timer should've been Stechkin... | "Detailed incorporation, fast reaction speed, cute appearance... i-it's not different! This is me!" | ||||||||||||||||||||||||||||||||||
568 | Magazine | P7 is an evasion buffing HG most often compared to Welrod or Makarov in the past. With an awkward tile buff and formation, compounded with the fact that even Welrod/Makarov have fallen out of favor, P7 is hardly used nowadays. With later content becoming harder, not having an offensive skill buff is not ideal for any HG. By running P7, you are giving up on a potential slot for offensive skill buff that may be needed to pass DPS checks. To make matters worse, P7's Evasion buff may not even do anything against the increasing number of enemies who have sure-hit attacks. P7's tile buff is also rather defensive unlike that of Welrod, making it harder to use her against difficult enemies. On top of this, she needs to be in position 4 or 5, where powerful HGs such as Calico, 5-7 and Python tend to reside. P7 is simply not recommended. | has the best victory animation imo | ||||||||||||||||||||||||||||||||||||
569 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
570 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
571 | 32 | 62 | 83 | 61 | 315 | ||||||||||||||||||||||||||||||||||
572 | |||||||||||||||||||||||||||||||||||||||
573 | Buffs All Types Rate of Fire 20% Evasion 24% | ||||||||||||||||||||||||||||||||||||||
574 | |||||||||||||||||||||||||||||||||||||||
575 | |||||||||||||||||||||||||||||||||||||||
576 | Cover Command: Increase all allies' evasion by 60% for 8s. | ||||||||||||||||||||||||||||||||||||||
577 | |||||||||||||||||||||||||||||||||||||||
578 | :teriderp: | ||||||||||||||||||||||||||||||||||||||
579 | Initial CD | 6s | Vestal's Sister | ||||||||||||||||||||||||||||||||||||
580 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
581 | Spitfire (NO. 168) ★★★★ | Accessories | ○ Excellent FP tile buff ○ Bonus accuracy tile buff | ○ Low base evasion ○ Defensive skill is not preferred outside of MGSG | "75 onee-san! My success, did you see it!?" | ||||||||||||||||||||||||||||||||||
582 | Magazine | Spitfire is made specifically for MGSG comps. She gives both FP and accuracy buffs, two desirable stats for MGSG, in a formation perfectly fit for 2MG 2SG 1HG. It is obvious this is where she best fits, but unfortunately, this is also the only place where she fits due to her lack of offensive skill buff. In any other comp outside of MGSG, skill buff is what defines HGs. Spitfire's lack of one makes her an immediate downgrade over HGs with skill buff. So how does she match up to the usual HGs used in MGSG, specifically SAA who also has FP and accuracy tiles? Fortunately for Spitfire, she serves MGSG comps better than SAA. Her tile buff gives more FP than SAA's, at 30% FP comparing to SAA's 24%. While the accuracy buff is smaller, it is still a sufficient accuracy buff, and she only lacks 10% of SAA's accuracy buff. Losing 10% accuracy buff for 6% FP buff is certainly a worthwhile trade, especially when paired with more accurate MGs or when against less evasive enemies. The biggest distinction between Spitfire and SAA is their skill. Unlike SAA who buffs FP further with her skill, Spitfire has a debuff instead. For the most part, a skill buff is certainly preferred, but in MGSG, defensive skills have their value, and Spitfire's is her selling point. MGSG usually finishes their job early enough that no skill buff from HGs would activate. In certain cases where there are some left-overs, a skill buff at 6s mark does not help out very much (unless an offensive SG pops their skill during this window of time) as both the MGs and the SGs are reloading at this point. A defensive skill serves as a way to reduce the poke damage the SG must take during their downtime, while an offensive buff does nothing but buffing the HGs to hopefully finish off the enemies by themselves. Even with the buff lasting until MGs are ready to shoot again, or if it is popped later manually to sync with the MGs, it is more often than not unnecessary as the few left overs will not survive another devastating round from the MGs, with or without HG's buff. It is worth noting that she does not necessarily have to be paired with 2SG. SGs are tanks primarily, her buff is but a bonus in the very rare case where she is used alongside 2 SGs and a single SG tank not receiving her tiles does not affect the team's overall performance. While her place in MGSG is solid, her use outside of MGSG is very limited, thus she is optional. | She spits fire xD | ||||||||||||||||||||||||||||||||||||
583 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
584 | DMG | ACC | EVA | ROF | HP | little sister of CZ75 | |||||||||||||||||||||||||||||||||
585 | 33 | 60 | 71 | 59 | 350 | ||||||||||||||||||||||||||||||||||
586 | her voice doesn't match her | ||||||||||||||||||||||||||||||||||||||
587 | Buffs All Types Damage 30% Accuracy 40% | look either - Zero | |||||||||||||||||||||||||||||||||||||
588 | |||||||||||||||||||||||||||||||||||||||
589 | how come she looks more | ||||||||||||||||||||||||||||||||||||||
590 | Assault Suppression: Decrease all enemies' rate of fire by 28% for 8s. | well-endowed than CZ75 | |||||||||||||||||||||||||||||||||||||
591 | |||||||||||||||||||||||||||||||||||||||
592 | |||||||||||||||||||||||||||||||||||||||
593 | |||||||||||||||||||||||||||||||||||||||
594 | |||||||||||||||||||||||||||||||||||||||
595 | |||||||||||||||||||||||||||||||||||||||
596 | |||||||||||||||||||||||||||||||||||||||
597 | |||||||||||||||||||||||||||||||||||||||
598 | |||||||||||||||||||||||||||||||||||||||
599 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
600 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
601 | Thunder (NO. 202) ★★★★ | Accessories | ○ Low initial CD for a HG | ○ Awful tile placement ○ Skill can miss (Will take aim again) ○ Limited farmable event doll (Singularity) | |||||||||||||||||||||||||||||||||||
602 | Magazine | Thunder is one of the two HGs with a nuking ability rather than a supportive skill buff one. With its incredible multiplier and her high base FP, Thunder has a higher damage ceiling than that of CZ75, the other HG with similar ability. Unfortunately, there is no place in the current meta that prefers a nuke HG over other units.
Thunder plays around the idea of nuking a single target with her skill. Sadly, there is simply no content where she is the optimal choice. Even for farming, her skill is either too weak to nuke anything, or the enemies are weak enough that any other HG would be able to fill in her role better as to not sit through the aim time. The skill is also susceptible to evasion, leaving much to be desired even if there is a place for her skill to be useful (although Thunder's accuracy is high enough that it doesn't tend to miss). Even for veterans, Thunder is more or less just a doll you raise for waifu or flexing reasons. Her kit is incredibly niche, yet at the same time flawed. She is not recommended. | |||||||||||||||||||||||||||||||||||||
603 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
604 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
605 | 46 | 57 | 60 | 37 | 430 | ||||||||||||||||||||||||||||||||||
606 | |||||||||||||||||||||||||||||||||||||||
607 | Buffs All Types Damage 35% | ||||||||||||||||||||||||||||||||||||||
608 | |||||||||||||||||||||||||||||||||||||||
609 | |||||||||||||||||||||||||||||||||||||||
610 | Criticality Shot: After aiming for 1s, shoot the nearest target for 1200% damage. This damage can be evaded, and it will take 2s to reload another shot. | ||||||||||||||||||||||||||||||||||||||
611 | |||||||||||||||||||||||||||||||||||||||
612 | |||||||||||||||||||||||||||||||||||||||
613 | |||||||||||||||||||||||||||||||||||||||
614 | |||||||||||||||||||||||||||||||||||||||
615 | |||||||||||||||||||||||||||||||||||||||
616 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
617 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
618 | K5 (NO. 212) ★★★★ | Accessories | ○ Excellent FP tile buff and coverage ○ Bonus accuracy tile buff ○ Skill buff is dynamic depending on gun type | ○ Needs buff targets to remain in her tile coverage in order to recieve buffs | "Of course, it's a victory as I've predicted." | she's so damn cute yet | |||||||||||||||||||||||||||||||||
619 | Magazine | One of the Korean guns we have in the game, K5. A versatile HG that can be used in many scenarios. K5's tile coverage is amazing, and gives excellent FP and Accuracy buffs; her skill is even better, giving FP buffs to ARs and RFs, Accuracy buffs to MG and SGs and EVA to HG and SMGs so long as they are in her tile buff coverage. K5 mainly sits in tile 4 for AR-SMG and HG-RF, and tile 4 or 5 for MG-SG echelons. For comparison's sake, let's put up K5 against her main competitors in the above scenarios: Grizzly, SAA and Mk23. When K5 is used instead of Grizzly in AR-SMG and HG-RF echelons, you sacrifice 20% Evasion that Grizzly provides as her tile buff, but K5 makes up for it when her skill is active by two-fold. The question you need to ask yourself when you are debating which HG to use: can your tanks can hold out for 6 seconds before K5's skill activates and after it expires? Are you willing to sacrifice 3% FP in exchange for more evasion? If your answer is yes, use K5, otherwise use Grizzly. Let's compare K5 and Mk23, they are typically used in Night AR-SMG or MG-SG echelons. Mk23 provides a pure damage buff with both her tile buffs and skill. Does what you'll be up against warrant sheer power? Or are you in need of a more defensive approach or do you need accuracy buffs from K5? Due to Mk23 not being able to sit on tile 4, K5 might be an option when you need a HG for tile 4. You could even combine both K5 and Mk23 in a MG-SG echelon, having K5 provide Accuracy and Mk23 FP. When compared with SAA, the tile buffs are similar. SAA gives more accuracy and less FP, while K5 gives more FP but less accuracy. K5 buffs Evasion to SMGs, but buffs a whopping 80% accuracy to MGs with her skill. Ask yourself: do you need more accuracy by using K5 over SAA in an MG-SG echelon by the second volley? Or will you benefit more from slightly more accuracy on the first volley by using SAA? In an AR-SMG echelon, do you need more evasion for your SMGs by choosing K5? Or do you need pure FP by choosing SAA? Although there's a lot of considerations to account for before selecting K5 as your choice of HG, she is highly recommended to raise. The versatility of this HG cannot be understated. | lewd :pp90blush: | ||||||||||||||||||||||||||||||||||||
620 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
621 | DMG | ACC | EVA | ROF | HP | the sole barefooted doll | |||||||||||||||||||||||||||||||||
622 | 29 | 52 | 81 | 62 | 330 | in the game | |||||||||||||||||||||||||||||||||
623 | Crit Rate 40% | ||||||||||||||||||||||||||||||||||||||
624 | Buffs All Types Damage 30% Accuracy 40% | k5 swimsuit when | |||||||||||||||||||||||||||||||||||||
625 | |||||||||||||||||||||||||||||||||||||||
626 | |||||||||||||||||||||||||||||||||||||||
627 | Museum of War Philosophy: Buffs allies situated on her tiles with effects depending on their type for 8s. HG/SMG: Increase evasion by 40%. AR/RF: Increase damage by 22%. SG/MG: Increase accuracy by 80%. | ||||||||||||||||||||||||||||||||||||||
628 | |||||||||||||||||||||||||||||||||||||||
629 | |||||||||||||||||||||||||||||||||||||||
630 | |||||||||||||||||||||||||||||||||||||||
631 | |||||||||||||||||||||||||||||||||||||||
632 | |||||||||||||||||||||||||||||||||||||||
633 | |||||||||||||||||||||||||||||||||||||||
634 | |||||||||||||||||||||||||||||||||||||||
635 | Me: "Huh? What are you | ||||||||||||||||||||||||||||||||||||||
636 | pointing to up there, K5?" | ||||||||||||||||||||||||||||||||||||||
637 | Initial CD | 6s | K5: "...." | ||||||||||||||||||||||||||||||||||||
638 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
639 | Jericho (NO. 248) ★★★★ | Accessories | ○ Good FP tile buff ○ Bonus accuracy tile buff | ○ Unusual tile coverage ○ Underwhelming skill buff ○ Takes forever to go online | "We won. We will continue winning. We will continue for out future." | Kazuhira Miller of GFL | |||||||||||||||||||||||||||||||||
640 | Magazine | For a HG released this late into GFL, she sure is a huge disappointment. Jericho is a damage buffer HG with both lackluster tiles and skill. Her peculiar tile placement leads to a very bad synergy with other HGs in many archetypes, except for 2 MG squads. While on paper she may have 6% less damage tiles than K5 or Spitfire, her passive kicks in on the first volley, leading to Jericho winning by a very small margin. Despite being a HG very clearly made for MGSG squads, her skill has the usual 6s initial CD which not only clashes with MGs reloading, it also has a very pitiful 15% damage buff. Her passive is also applied when the MGs start reloading, further increasing the difficulty of passive stacking. Her passive skill also relies on combat dragging out into long periods of time, which also clashes with the philosophy of MGSG squads, which priorities killing the enemy quickly with overwhelming firepower. Not to mention MGSG fights dragging out into the 2nd and 3rd volley are often too rare to justify raising a HG just for those occasions. As emphasised multiple times above, not only does Jericho struggle to beat the competition in her own team archetype, her wonky tile coverage and poor skill means she is beaten flat out by other HGs of the same rarity or lower when trying to incorporate her in other archetypes. Not recommended. "They played us like a damn fiddle!" | $ceia | ||||||||||||||||||||||||||||||||||||
641 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
642 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
643 | 31 | 50 | 64 | 60 | 380 | ||||||||||||||||||||||||||||||||||
644 | |||||||||||||||||||||||||||||||||||||||
645 | Buffs All Types Damage 24% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
646 | |||||||||||||||||||||||||||||||||||||||
647 | |||||||||||||||||||||||||||||||||||||||
648 | Crimson Eclipse: Active: Increase the damage of allies situated on her tiles by 15% for 8s. Passive: Whenever an ally situated on her tiles reload, increase their damage and accuracy by 5% for 15s. Max 3 stacks. | ||||||||||||||||||||||||||||||||||||||
649 | |||||||||||||||||||||||||||||||||||||||
650 | she actually can run | ||||||||||||||||||||||||||||||||||||||
651 | without the walking stick | ||||||||||||||||||||||||||||||||||||||
652 | |||||||||||||||||||||||||||||||||||||||
653 | "I await the day you bloom | ||||||||||||||||||||||||||||||||||||||
654 | Initial CD | 6s | beautifully.. Negev..." | ||||||||||||||||||||||||||||||||||||
655 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
656 | P30 (NO. 269) ★★★★ | Accessories | ○ Toggle-based skill, providing buff right from the start ○ One of the two t-dolls with team-wide movement speed buff (Calico MOD being the other) ○ High base evasion | ○ Unusual tile coverage ○ Lackluster offensive tile buff ○ Movement speed buff comes out too late to be useful | |||||||||||||||||||||||||||||||||||
657 | Magazine | The P30 is a German HG with an unwieldy tile buff and a toggle-based skill buff, being one of the two HGs so far (Calico MOD being the other) to be able to provide movement speed bonuses to the team. Unfortunately, P30 fails to use this ability of her well in practice, having an initial cooldown before activation, long enough that it is impractical in cases where movement speed buff is actually appreciated. P30's tile buff suffers the same problems as Jericho's tile buff, wherein its asymmetrical shape does not fully cover backline units, who are normally placed on tiles 1 and 7 (and sometimes 4). Compounded by the fact that her tile buff strength is essentially on par with that of T59, a 3★ HG, P30's tile buffs leave a lot to be desired, skill notwithstanding. P30's first and default mode is Midst of Vengeance, providing a minor RoF buff. Midst of Vengeance is nothing extraordinary. While its RoF bonus is lower than other RoF HGs, the buff is active immediately at start, giving your team an early advantage. P30's second mode is Determination to Pursue, a rare skill capable of giving the whole team additional movement speed. Although rare, this ability to is anything but useful. With a 3s initial CD for toggling, she is unable to provide the necessary movement speed against ranged bosses (eg. Dreamer, Architect) immediately, and is unable to do so while walking to the bosses. The lack of offensive skill buff in this mode also holds her back significantly, as she is gated from harder contents where offensive skill buffs are needed even if her movespeed buff is useful. The alternative HG with the movement speed buffing skill (Calico MOD) does far better due to being active right from the start as well as having better tile and skill buff. P30 is a HG that has an interesting niche in that she can give allies more movement speed. However, due to being on a cooldown at the start, she fails to use this ability when it is needed the most, and has very little to offer outside of her own quirk. She is not recommended. | |||||||||||||||||||||||||||||||||||||
658 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
659 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
660 | 32 | 62 | 85 | 55 | 350 | ||||||||||||||||||||||||||||||||||
661 | |||||||||||||||||||||||||||||||||||||||
662 | Buffs All Types Damage 18% Accuracy 60% | ||||||||||||||||||||||||||||||||||||||
663 | |||||||||||||||||||||||||||||||||||||||
664 | |||||||||||||||||||||||||||||||||||||||
665 | Vengeance of Small Grievance: Press skill to switch between modes. In Midst of Vengeance (default): Increase rate of fire of all allies by 10% (cannot activate Python's passive). Determination to Pursue: Increase movement speed of all allies by 60%. | ||||||||||||||||||||||||||||||||||||||
666 | |||||||||||||||||||||||||||||||||||||||
667 | |||||||||||||||||||||||||||||||||||||||
668 | |||||||||||||||||||||||||||||||||||||||
669 | |||||||||||||||||||||||||||||||||||||||
670 | |||||||||||||||||||||||||||||||||||||||
671 | |||||||||||||||||||||||||||||||||||||||
672 | |||||||||||||||||||||||||||||||||||||||
673 | |||||||||||||||||||||||||||||||||||||||
674 | Initial CD: 15s Skill CD: 16s | Initial CD | 3s | ||||||||||||||||||||||||||||||||||||
675 | Skill CD | 3s | |||||||||||||||||||||||||||||||||||||
676 | Rex Zero 1 (NO. 310) ★★★★ | Accessories | ○ HP Shield HG not limited to events ○ Relatively standard FP buffs | ○ Tile shape doesn't have the versatility that similar HGs have
○ Leader-based skill can have conflicts with other dolls ○ HP/Evasion stats are nothing to write home about ○ Pretty rare for a 4* HG | |||||||||||||||||||||||||||||||||||
677 | Magazine | Rex Zero 1 is a HG who shares a similar role to P22 in the sense that both dolls have offensive and defensive buffs increasing both potential DPS as well as the effective HP of tanks. But where P22 redefines HG meta with her versatility, Rex is simply a solid HG that fills the role P22 has made for herself. Her 24%/22% tile/skill FP buffs are comparable to similar FP buffing HGs such as SAA and K5, being marginally lower than both. Her tiles are slightly more difficult to work with, but if you treat her as a frontline HG to tilebuff a single DPS she can fit in many formations in a similar method to SAA, using their rear tiles. The upside to having a slightly lower DPS increase compared to her peers is that she can increase the effective HP of the main tank of the team. The leader position doll gains a 32HP shield, allowing them to take slighly more chip damage than usual. This limits who can be leader to the position 5 doll, interfering with other leader-based skills, but in most cases this shouldn't be a concern. This shield isn't as powerful as one P22 or HS2000 can provide, but as a budget option obtainable outside of event farming, it is a reasonable alternative for a little extra survivablity. Rex is Optional for those who don't see the need for an alternative to P22, but Recommended to those who obtain her early and are looking to increase the survivablity of a team. | |||||||||||||||||||||||||||||||||||||
678 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
679 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
680 | 31 | 56 | 74 | 61 | 350 | ||||||||||||||||||||||||||||||||||
681 | |||||||||||||||||||||||||||||||||||||||
682 | Buffs All Types Damage 24% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
683 | |||||||||||||||||||||||||||||||||||||||
684 | |||||||||||||||||||||||||||||||||||||||
685 | Intersecting Support: Grants a +32 HP shield to the T-Doll in the leader position; increases the damage of the remaining T-Dolls by 22% for 8s. | ||||||||||||||||||||||||||||||||||||||
686 | |||||||||||||||||||||||||||||||||||||||
687 | |||||||||||||||||||||||||||||||||||||||
688 | |||||||||||||||||||||||||||||||||||||||
689 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
690 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
691 | CZ 100 (NO. 346) ★★★★ | Accessories | ○ 3 cores is a fairy craft and a half | ○ Doesn't do her job better than the units she copies ○ Mediocre tile placement forces frontline position 2/8 | |||||||||||||||||||||||||||||||||||
692 | Magazine | CZ 100 is... something. With her awkward tiles, alternating skill, and general lack of need for night-focused dolls, it makes you question what her purpose is. Her skill is two different skills, alternating every other activation (an A/B/A/B... pattern). Skill A is a 35%/20% FP buff depending on time of day, and Skill B is a 40%/25% enemy FP debuff. While on their own they are relatively competitive with similar HGs (Skill A is identical to Mk23's FP buff, and Skill B is identical to Nagant's FP debuff), her alternating nature causes these skills to practically have a doubled cooldown compared to her solo counterparts. For Skill A to activate a second time, it must wait for its cooldown to end, Skill B to activate, and for its cooldown to then end before the FP buff can be reapplied; all while on a HGs standard 8/12 uptime. This equates to a 8/24 uptime of either skill, which is certainly not what any player wants to wait for. Her tiles aren't any better, with worse coverage and FP % than either of the HGs she attempts to mimic. CZ 100 is Not Recommended for any player; just use either standalone doll if you want her skills. | |||||||||||||||||||||||||||||||||||||
693 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
694 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
695 | 29 | 54 | 81 | 58 | 365 | ||||||||||||||||||||||||||||||||||
696 | |||||||||||||||||||||||||||||||||||||||
697 | Buffs All Types Damage 24% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
698 | |||||||||||||||||||||||||||||||||||||||
699 | |||||||||||||||||||||||||||||||||||||||
700 | Scene Partition: Alternates between "Advance State" and "Suppression State" aura effects. Defaults to Advance State when skill is first activated. [Advance State]: During nighttime, increases all allies' damage by 35% (20% during daytime) for 8 seconds (in both day and night). [Suppression State]: During nighttime, decreases all enemies damage by 40% (25% during daytime) for 8 seconds (in both day and night) | ||||||||||||||||||||||||||||||||||||||
701 | |||||||||||||||||||||||||||||||||||||||
702 | |||||||||||||||||||||||||||||||||||||||
703 | |||||||||||||||||||||||||||||||||||||||
704 | |||||||||||||||||||||||||||||||||||||||
705 | |||||||||||||||||||||||||||||||||||||||
706 | |||||||||||||||||||||||||||||||||||||||
707 | |||||||||||||||||||||||||||||||||||||||
708 | |||||||||||||||||||||||||||||||||||||||
709 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
710 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
711 | Derringer (NO. 332) ★★★★ | Accessories | ○ Pretty decent damage for a 4* HG | ○ Silly tiles | |||||||||||||||||||||||||||||||||||
712 | Magazine | The new DPS HG on the block, Derringer, provides a new role within the niche. Her multishot passive brings a unique approach to attacks with percentage-based damage. Every attack Derringer fires is two instances of half damage. These can independently miss and crit, but will always have the same targetting. This causes her to be less than ideal against armor, as halving her FP stat may cause what was once an easy armor threshold to break to be twice as demanding to reach in the first place. But alongside just a double instance, she has a special quirk dependent on her multishot: if both shots hit, a third instance of damage hits the target for 5% of their missing health, capping at 5x of her self damage (in practice, ~230 damage before tiles or skills) ignoring armor. 4600 HP is required to be lost before she hits her cap, which isn't excellent for mobs who often have ~5000 HP across all links, but puts in sufficient work against threatening units, elites, or bosses who often have high HP pools and allow Derringer to make full use of her skill. Her active causes her double instances to regain their base 1x multiplier, and increases the additional damage to 10% of lost health (again 5x self FP). While the damage being raised to 10% yet staying capped at x5 doesn't improve DPS if cap has already been reached, it has the ability to increase the speed at which cap is reached (halving the requirement to 2300 HP lost). Additionally, all shots during her skill against enemies with 50% HP or less are guaranteed to hit, which in turn procs her percentage damage. Derringer's role as a DPS unit leaves her in an odd state of limbo. She doesn't provide support to any other DPS outside of tiles, so treating her solely as a DPS is her main approach. Her damage isn't nearly absurd enough compared to other percentage-based damage dealers to fill the role they provide, and the damage doesn't scale well against soft targets. While she may be a good stand in for an RF on farm teams or as a primary DPS in a 5HG, she is Optional for players who don't see themselves taking advantage of her abilities. | |||||||||||||||||||||||||||||||||||||
713 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
714 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
715 | 31 | 60 | 93 | 52 | 350 | ||||||||||||||||||||||||||||||||||
716 | |||||||||||||||||||||||||||||||||||||||
717 | Buffs All Types Damage 24% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
718 | |||||||||||||||||||||||||||||||||||||||
719 | |||||||||||||||||||||||||||||||||||||||
720 | Hidden Wound: Passive: Regular attacks fire 2 shots that deal two instances of 0.5x damage. If two shots hit simultaneously, they deal an additional amount of damage equal to 5% of the target's lost health (this cannot exceed 5x of own damage stat). Active: Increase the damage of 2 shots by 1x, while also increasing the additional damage to 10% of lost health (this cannot exceed 5x of own damage stat). While the skill is in effect, attacks against targets with less than 50% HP cannot miss. 5 seconds. | ||||||||||||||||||||||||||||||||||||||
721 | |||||||||||||||||||||||||||||||||||||||
722 | |||||||||||||||||||||||||||||||||||||||
723 | |||||||||||||||||||||||||||||||||||||||
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730 | |||||||||||||||||||||||||||||||||||||||
731 | |||||||||||||||||||||||||||||||||||||||
732 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
733 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
734 | ZiP .22 (NO. 354) ★★★★ | Accessories | ○ Low ICD ○ Strong tiles ○ Versatile skill | ○ Team Debuff
○ Low uptime ○ Skill desync is possible ○ Low self HP ○ Leader conditional skill | |||||||||||||||||||||||||||||||||||
735 | Magazine | Leave the jokes about her real-world performance at the door as ZiP is one of the most powerful craftable HGs added in recent times. With two skills dependant on leader status that both have their unique usecases, ZiP .22 is far more versatile than you might first think. As a leader, she grants a 1s ICD 35% FP buff, and a 90% Eva debuff to her team. It may seem as this skill does more harm than good, but by using deduction we can figure out exactly what kind of team benefits from this. An MGSG has immediate damage from battle start, benefitting from the low icd of her skill. SGs do not care for evasion, as their primary goal is to breach the armor requirements and completely nullify the damage taken with flash ammo. Put two and two together and her leader skill excels in the position of an MGSG support HG. Comparable HGs in this slot such as Jill or P22 have superior uptimes and tiles, but the desync from HG uptimes and MG reload downtimes may be more problematic for the total damage increase. As a member, she causes both the leader and every single enemy to have a 30% FP, Acc, Eva, and Mvspd debuff applied to them. Another harsh debuff, but again a little thinking can be applied to make the most out of this skill. As FP and Acc are both crucial DPS skills, it rules out using any DPS doll as a leader. An Eva + Mvspd debuff similarly removes any frontline evasion/kiting-reliant dolls. What we are left with is two options; SGs and rearline HGs. SGs aren't often DPS, don't rely on evasion, and don't move often, so are ideal to provide the powerful debuff to the enemies. Rearline HGs similarly do not care for DPS or tanking, but the movement speed debuff does not affect the team nearly as much overall. Once the leader has been identified, the fun can start. FP+Acc debuffs causes the enemies to hit for peanuts if they do manage to hit, and the Eva+Mvspd debuffs allow your DPS dolls to make short work of most targets before they even get the chance to attack. Mvspd debuffs as a whole are very powerful in stall tactics, as seen with Beach and Desert Dancer Fairies. On their own these debuffs are very strong, but they can also be used to great success by synergising with other dolls. The standout example is RO635 MOD, whose second evasion check scales with how many debuffs the enemies have applied to them. 4 Independent debuffs can be seen as anywhere from a 30% to 60% increase in effective HP from RO, before even considering the Acc debuff applied to the enemy. ZiP's utility is near-unparalleled. If you need a low icd FP buff or strong debuffs applied to the entire enemy team, ZiP .22 is Recommended for those looking to expand out from standard buffer HGs. | |||||||||||||||||||||||||||||||||||||
736 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
737 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
738 | 31 | 40 | 85 | 63 | 330 | ||||||||||||||||||||||||||||||||||
739 | |||||||||||||||||||||||||||||||||||||||
740 | Buffs All Types Damage 20% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
741 | |||||||||||||||||||||||||||||||||||||||
742 | |||||||||||||||||||||||||||||||||||||||
743 | Way of the Rebel: When this unit is not the echelon leader, reduce damage, accuracy, evasion, and move speed of the echelon leader and all enemy units by 30% for 5 seconds. When this unit is the echelon leader or when the echelon leader is not on the battlefield, increase damage of all allies by 35% and reduce their evasion by 90% for 5 seconds. | ||||||||||||||||||||||||||||||||||||||
744 | |||||||||||||||||||||||||||||||||||||||
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754 | |||||||||||||||||||||||||||||||||||||||
755 | |||||||||||||||||||||||||||||||||||||||
756 | Initial CD: 15s Skill CD: 16s | Initial CD | 1s | ||||||||||||||||||||||||||||||||||||
757 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
758 | PPQ (NO. 358) ★★★★ | Accessories | ○ RO debuffing BEAST | ○ No real use without RO | |||||||||||||||||||||||||||||||||||
759 | Magazine | PPQ is the premiere debuff enabler in a group of.. just herself I suppose. As the only doll to "reflect" debuffs, her role is to do just that; make sure the enemies STAY debuffed. Her passive isn't too important, applying a debuff to each enemy with the highest respective stat every 5 seconds. With only 4 debuffs to work with, thats only 4 enemies targeted. Her active is the real pull of her skill. Every enemy with any of the four debuffs (FP/RoF/Acc/Eva) will have an additional debuff applied to them corresponding to each debuff for an additional 8 seconds. These debuffs aren't exactly the strongest, with the former two at 10% and the latter at 50%, but her usage doesn't always rely on what debuff is applied, just the presence of a debuff. The primary usage for PPQ is to enable RO635 MOD to dodge forever. Those who have used RO MOD know that her second chance is affected by the enemies debuff status. With every additional debuff, an extra 10% chance is added to her base 20%. In a normal scenario, you'd see the damage, RoF, and Acc debuffs add an extra 30% chance. With PPQ, that chance is raised to 60% for a total of 90% chance to reroll the damage check. This is on top of the 50% accuracy debuff (as well as the initial accuracy debuff that enabled it in the first place), resulting in an extremely high probability of RO managing to dodge. Not only does this increase the chance of dodging, but it also extends the uptime of RO's second chance when you consider that the enemies won't always be debuffed. Her own debuff of damage and accuracy only lasts for 5 seconds, and PPQ's activation occurs 3 seconds in to add an extra 8 seconds; an "11 second uptime" with hands-free autoskill usage. While there are other dolls that benefit from debuffs being applied (ACR wouldn't turn down extra debuffs for example), RO is the main and arguably only use for PPQ. She is Recommended for RO635 MOD teams with Niche usage elsewhere. | |||||||||||||||||||||||||||||||||||||
760 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
761 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
762 | 32 | 58 | 70 | 61 | 350 | ||||||||||||||||||||||||||||||||||
763 | |||||||||||||||||||||||||||||||||||||||
764 | Buffs All Types Damage 30% Accuracy 40% | ||||||||||||||||||||||||||||||||||||||
765 | |||||||||||||||||||||||||||||||||||||||
766 | |||||||||||||||||||||||||||||||||||||||
767 | Bone-Scraping Silver Dust: [Passive]: After every 5 seconds, apply the following debuffs to the enemy units with the highest current DMG/ROF/EVA/ACC respectively: Damage -5%, Rate of fire -5%, Evasion -30%, Accuracy -30%, lasting for 3 seconds. [Active]: Enemy units that currently carry a DMG/ROF/EVA/ACC debuff have the corresponding stats reduced by 10%/10%/50%/50% for 8 seconds. Debuffs on different stats take effect at the same time. | ||||||||||||||||||||||||||||||||||||||
768 | |||||||||||||||||||||||||||||||||||||||
769 | |||||||||||||||||||||||||||||||||||||||
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778 | |||||||||||||||||||||||||||||||||||||||
779 | |||||||||||||||||||||||||||||||||||||||
780 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
781 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
782 | P290 (NO. 370) ★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
783 | Magazine | P290 is the pinnacle of FP debuffing. She does her job, and just a little bit more to make her the best pick for the task in almost every situation. While 25% FP down for 8s isn't anything special, it doesn't ship with any detrimental effects, either. ZiP .22 may have a stronger FP debuff, but it comes with the cost of the leader being debuffed as well. Nagant MOD has the same debuff amount at day, and more at night, but it does require MOD investment, as well as a shorter day uptime. P290 is simply a set amount for a set duration, with little consideration outside of that. But not only is she a simple to use, powerful FP debuffer, but she comes with an extra 2 skills that make her a league above the rest. Passively, she stuns all ""high-threat"" enemies once there are 8 sets of enemies in attack range. This stun is significantly superior to most (if not all) stuns in the fact that it ignores stun immunities. Stun immunity is the primary reason why stun grenade dolls see zero usage, so bypassing this effect to stun for 2 seconds allows your dolls to attack for free with zero repercussion of enemy retaliation, as well as preventing the high-threat enemies from activating skills momentarily. Her other benefit is the additional Night Vision provided by her active. While the uptime and amount is nothing to rely on, units that cannot equip PEQs benefit greatly from additional NV during their own uptimes. A standout example being KAR98k MOD, whose Skill 2 relies on an accuracy check. At base night accuracy, this check has a very low chance of activating, but paired with 30% from P290 as well as Tactical Light night vision, her potential to hit skyrockets with an additional 45% (assuming 3 Tac Lights) NV. P290 is without a doubt one of the strongest FP debuffers and an excellent HG to raise once you have your standard buffers raised. Highly Recommended. | |||||||||||||||||||||||||||||||||||||
784 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
785 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
786 | 27 | 58 | 85 | 61 | 365 | ||||||||||||||||||||||||||||||||||
787 | |||||||||||||||||||||||||||||||||||||||
788 | Buffs All Types Damage 32% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
789 | |||||||||||||||||||||||||||||||||||||||
790 | |||||||||||||||||||||||||||||||||||||||
791 | Dizzying Nightmare: Passive: When more than 8 enemies are within attack range, stun all high-threat enemies for 2 seconds. This passive can only activate once per battle. (Linked enemies count as 1 enemy.) Active: Reduce all enemies' Damage by 25% for 8 seconds. During night battles, additionally increase Night Vision for the whole echelon by 30% for 8 seconds. | ||||||||||||||||||||||||||||||||||||||
792 | |||||||||||||||||||||||||||||||||||||||
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803 | |||||||||||||||||||||||||||||||||||||||
804 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
805 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
806 | P10C (NO. 379) ★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
807 | Magazine | A doll that suggests you run a cross formation? And is actually useful? Blasphemy. P10C is an incredibly simple doll. On skill activation, allies sharing her row and column are immune to damage 999 and under for 2 seconds. In practice, this is almost every damage source in the game being immuned. The tradeoff for such a powerful skill is the total uptime. As she regens one charge every 15 seconds, you have to be incredibly considerate on her usage as to not run out before you actually need the immunity. Other than one minor attention check, there is zero downside to such a powerful doll. She is Highly Recommended to obtain and raise, as she can cheese enemies that were never supposed to be cheesed, without throwing your entire team away to do so. | |||||||||||||||||||||||||||||||||||||
808 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
809 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
810 | |||||||||||||||||||||||||||||||||||||||
811 | |||||||||||||||||||||||||||||||||||||||
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814 | |||||||||||||||||||||||||||||||||||||||
815 | Forbidden Area: Stacks: Max 3, starts with 2 stacks. Gain 1 stack every 15 seconds. Expend 1 stack. Allies in her Row and Column are immune to Damage less than or equal to 999 for 2 seconds. | ||||||||||||||||||||||||||||||||||||||
816 | |||||||||||||||||||||||||||||||||||||||
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826 | |||||||||||||||||||||||||||||||||||||||
827 | |||||||||||||||||||||||||||||||||||||||
828 | Initial CD: 15s Skill CD: 16s | Initial CD | 1s | ||||||||||||||||||||||||||||||||||||
829 | Skill CD | 2s | |||||||||||||||||||||||||||||||||||||
830 | VP9 (NO. 383) ★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
831 | Magazine | She's just robbing the enemy. Why does the enemy carry their wallet with them in battle? With a strong set of RoF tiles, and a solid RoF Skill that carries an additive Acc buff alongside it (up to +60 Acc), VP9 is a powerful HG for players looking to add to the limited RoF HG roster. Recommended. | |||||||||||||||||||||||||||||||||||||
832 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
833 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
834 | 29 | 54 | 79 | 62 | 370 | ||||||||||||||||||||||||||||||||||
835 | |||||||||||||||||||||||||||||||||||||||
836 | Buffs All Types Rate of Fire 36% Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
837 | |||||||||||||||||||||||||||||||||||||||
838 | |||||||||||||||||||||||||||||||||||||||
839 | Angel's Heart: Passive: Trigger a Charity Drive every 2 seconds after the start of battle. Any enemy groups within range will donate a stack of Funds. If there are no enemies in range, generate a stack of Funds from self. Max 20 stacks. Active: Raise allied units' Rate of Fire by 22% and Accuracy by 3 points per stack of Funds for 8 seconds. Clears all stacks of Funds. | ||||||||||||||||||||||||||||||||||||||
840 | |||||||||||||||||||||||||||||||||||||||
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848 | |||||||||||||||||||||||||||||||||||||||
849 | |||||||||||||||||||||||||||||||||||||||
850 | |||||||||||||||||||||||||||||||||||||||
851 | |||||||||||||||||||||||||||||||||||||||
852 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
853 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
854 | M9 (NO. 3) ★★★ | Accessories | ○ Unique flashbang skill among HGs ○ Good tile coverage ○ Tile can buff off-tank from 4 ○ High base HP | ○ Low base evasion ○ Lackluster offensive tile buff ○ Tile cannot buff main-tank from 4 ○ Flashbang not suitable for general usage | "I did it! Now I can go on shopping with this done!" | ||||||||||||||||||||||||||||||||||
855 | Magazine | M9 nano~ This little one is pretty unique. The only HG in the game right now that packs a flashbang. As with all flashbang throwers, her skill does decently well in general content, but struggles against bosses, as they are immune to flashbangs. However, she has a skill CD 12 seconds, 4 seconds shorter than that of her SMG counterparts. Fights shouldn't last that long, but early on when accuracy is low and fights take longer, it's not uncommon for M9 to toss out one more flashbang. Her tile buffs require her to be seated in position 4, in between the 2 DPS at the back, giving both DPS a 20% FP boost and a questionable 20% evasion boost. The evasion boost would reach the off-tank, so it isn't entirely wasted. Where should you use this little one you ask? Whenever you need a flashbang and your frontline doesn't happen to have it. Her tile buffs leave more to be desired, and her own FP stat is pretty low. She could see action in budget situations without dolls like Grizzly, Stechkin or SAA in your arsenal for night battles in ARSMG and HGRF teams. To summarize, she is an option in the early game, but will be a niche pick later on. | |||||||||||||||||||||||||||||||||||||
856 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
857 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
858 | 29 | 56 | 66 | 61 | 380 | Attention Whore Mk. II | |||||||||||||||||||||||||||||||||
859 | |||||||||||||||||||||||||||||||||||||||
860 | Buffs All Types Damage 20% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
861 | |||||||||||||||||||||||||||||||||||||||
862 | A remodel of her is a possible | ||||||||||||||||||||||||||||||||||||||
863 | Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 yards for 3.2s. | occurence :teriderp: | |||||||||||||||||||||||||||||||||||||
864 | |||||||||||||||||||||||||||||||||||||||
865 | |||||||||||||||||||||||||||||||||||||||
866 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
867 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
868 | Tokarev (NO. 6) ★★★ | Accessories | ○ Good tile coverage ○ Very high base HP | ○ Low base evasion ○ Lackluster offensive tile buff | "Thanks to Commander, I won!" | reminds me of that 2014 | |||||||||||||||||||||||||||||||||
869 | Magazine | As the replacement to Nagant Revolver in the Soviet Army, Tokarev was supposed to be better than her predecessor; unfortunately, this has not been true in GFL. The problem with Tokarev is her trying to achieve multiple different things at once, resulting in a mediocre performance. Her tile buff gives RoF and accuracy, while her skill gives evasion. This leads to a mixed of offense (RoF) and defense (evasion). A single 20% RoF is barely worthwhile, while the accuracy buff is mostly situational and for the most part negligible. The evasion buffing skill of Tokarev is what brings her down, as defensive HGs are generally niche by nature and nonviable in harder contents where sure-hit attacks and DPS check mechanics are plenty. Competing with existing better defensive HGs such as Welrod, who are also niche due to the same reason means Tokarev is probably the last HG you would want to use. Tokarev is not recommended. | action movie | ||||||||||||||||||||||||||||||||||||
870 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
871 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
872 | 31 | 47 | 66 | 52 | 430 | ||||||||||||||||||||||||||||||||||
873 | |||||||||||||||||||||||||||||||||||||||
874 | Buffs All Types, Rate of Fire By 20% Accuracy By 50% | ||||||||||||||||||||||||||||||||||||||
875 | |||||||||||||||||||||||||||||||||||||||
876 | |||||||||||||||||||||||||||||||||||||||
877 | Cover Command: Increase all allies' evasion by 55% for 8s. | ||||||||||||||||||||||||||||||||||||||
878 | |||||||||||||||||||||||||||||||||||||||
879 | |||||||||||||||||||||||||||||||||||||||
880 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
881 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
882 | Makarov (NO. 8) ★★★ | Accessories | ○ Good FP/RoF tile buff and coverage ○ Very high base evasion | ○ Low base HP ○ Defensive skill not suitable for general usage | "Yosh! I have won~" | ○ Effective evasion
buff of 56% | |||||||||||||||||||||||||||||||||
883 | Magazine | Makarov was considered by many to be the budget Welrod as a frontline accuracy debuffer. But as Welrod has fallen out of favor, Makarov also has no place in the meta. Makarov's accuracy debuff can be translated to a team-wide 56% evasion buff, inferior to Welrod's 81% and even P7's 60%. Her tile formation is less flexible than Welrod as she cannot be placed in the back. Just like Welrod, Makarov has troubles against new factions (KCCO/Paradeus) where enemies are capable of overpowering her evasion or outright bypassing them. DPS check mechanics like Doppelsoldners or Hydras also make Makarov an unappealing option as she provides no offensive buff beyond her tile buff. Overall, Makarov is not recommended. With Welrod's usage fading away, so is the budget version. If you need a low budget position 5 HG, consider an offensive buffer like Astra or PPK. | smart af | ||||||||||||||||||||||||||||||||||||
884 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
885 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
886 | 26 | 61 | 96 | 61 | 315 | ||||||||||||||||||||||||||||||||||
887 | |||||||||||||||||||||||||||||||||||||||
888 | Buffs All Types Damage 20% Rate of Fire 12% | The welrod without | |||||||||||||||||||||||||||||||||||||
889 | the actual welrod | ||||||||||||||||||||||||||||||||||||||
890 | |||||||||||||||||||||||||||||||||||||||
891 | Precision Suppression: Decrease all enemies' accuracy by 36% for 6s. (Mod 1 Increase all allies' shield value by 60% of Makarov's individual Dummy HP.) | ||||||||||||||||||||||||||||||||||||||
892 | |||||||||||||||||||||||||||||||||||||||
893 | |||||||||||||||||||||||||||||||||||||||
894 | |||||||||||||||||||||||||||||||||||||||
895 | Initial CD | 6s | > 4s | ||||||||||||||||||||||||||||||||||||
896 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
897 | Makarov (MOD 3) ★★★★ | Accessories | ○ Additive accuracy/evasion
○ Low icd team-wide shield | ○ No purely offensive buff ○ Mediocre max HP | |||||||||||||||||||||||||||||||||||
898 | Magazine | Makarov Mod offers a fast initial cooldown of 4 seconds on her new 40-point team-wide HP shield for her skill 1. Certain fights can definitely benefit from a big shield that comes much earlier than others' like HS2000. WIth her skill 2, Mark of the Astral Guardian, Makarov Mod now specializes in supporting both SG survivability and low accuracy DPS. She takes the ally with the lowest evasion and gives them half the difference between Makarov's evasion and their evasion. She then does the same but with accuracy with the ally with the lowest accuracy. Since the buff is additive, enemy debuffs and cleanses do not counteract it. Since her skill focuses on the difference between their stats and she has no other DPS buff to offer on her skill, Makarov Mod does not work well with already evasive/accurate units like SMGs, ARs, and day-time RFs. But with SGs and MGs/RFs at night, their low stats means the difference between Makarov and her allies' stats is huge. If Makarov Mod is properly equipped (i.e. T-Exo, PEQ at night), she can give over 100 evasion or over 50 accuracy to a unit. So Makarov Mod gives SGs a sizable boost in survivability in certain moments. Or she can function as a night battle support, because Makarov Mod can avoid the night-battle penalty with a PEQ, then give her accuracy to an ally who cannot. However, it should be noted that Makarov Mod cannot increase the evasion or accuracy of more than one unit. Mod 2 is where the most value sits due to skill 2. The Mod 3 special equipment is mostly pointless. Although she offers great utility, most of the time SGs are already tanky enough on their own. Most fights aren't starved for a team-wide shield or enormous amounts of evasion/accuracy. So Makarov Mod is kind of niche. | |||||||||||||||||||||||||||||||||||||
899 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
900 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
901 | 30 | 64 | 105 | 62 | 340 | ||||||||||||||||||||||||||||||||||
902 | (+4) | (+3) | (+9) | (+1) | (+25) | ||||||||||||||||||||||||||||||||||
903 | |||||||||||||||||||||||||||||||||||||||
904 | Buffs All Types Damage 24% Rate of Fire 12% | ||||||||||||||||||||||||||||||||||||||
905 | |||||||||||||||||||||||||||||||||||||||
906 | |||||||||||||||||||||||||||||||||||||||
907 | Mark of the Astral Guardian: While her skill is active, increase accuracy and evasion of the allies who have the lowest accuracy and evasion on her buff tiles respectively by 50% of the difference between Makarov’s and the buffed target’s corresponding stats. | ||||||||||||||||||||||||||||||||||||||
908 | |||||||||||||||||||||||||||||||||||||||
909 | |||||||||||||||||||||||||||||||||||||||
910 | |||||||||||||||||||||||||||||||||||||||
911 | |||||||||||||||||||||||||||||||||||||||
912 | |||||||||||||||||||||||||||||||||||||||
913 | |||||||||||||||||||||||||||||||||||||||
914 | Passive | ||||||||||||||||||||||||||||||||||||||
915 | |||||||||||||||||||||||||||||||||||||||
916 | P08 (NO. 11) ★★★ | Accessories | ○ Good tile coverage ○ Very high evasion buff at night | ○ Lackluster offensive tile buff ○ Poor performance during day | "Mission complete!" | ||||||||||||||||||||||||||||||||||
917 | Magazine | P08 is another very common 3★ HG intended to be the budget option for new players. She is not the worst HGs out there, but sadly if you're looking for a budget backline HG, even a 2★ HG like Nagant Revolver is better. P08's tile buff emphasizes on the accuracy bonus. For early night squad, the accuracy bonus is either unnecessary (ARSMG with PEQ) or not even close to enough (RFHG). This leaves a mediocre 14% FP tile that is likely to be even lower as she is usually low level at this stage of the game. Her skill is the contrast of her tile buff. Instead of focusing on either FP or accuracy, it instead buffs evasion. One common issue many mediocre HGs have is their attempt to try and focus on too many things at once instead of focusing on a single aspect of their kit. While the evasion buff is plentiful at night (she has the highest evasion buff at night IF you are willing to skill her to compete with other evasion HG), that is all she offers as the rest of her kit (the lowly 14% FP buff) is lacking. Let's not even mention her use during the day, as she is absolutely awful with both skill and tile buff at very low value. At the very least, she has that tiny little evasion buffing niche of her during the night. Outside of that, P08 is simply not recommended. | |||||||||||||||||||||||||||||||||||||
918 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
919 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
920 | 31 | 46 | 80 | 55 | 350 | looks like P38 and C96 | |||||||||||||||||||||||||||||||||
921 | |||||||||||||||||||||||||||||||||||||||
922 | Buffs All Types Damage 14% Accuracy 70% | ||||||||||||||||||||||||||||||||||||||
923 | *cue Metal Slug's victory | ||||||||||||||||||||||||||||||||||||||
924 | fanfare in japanese* | ||||||||||||||||||||||||||||||||||||||
925 | Cover Command N: During nighttime, increase all allies' evasion by 85% (35% during daytime) for 8s (5s during daytime). | ||||||||||||||||||||||||||||||||||||||
926 | |||||||||||||||||||||||||||||||||||||||
927 | |||||||||||||||||||||||||||||||||||||||
928 | |||||||||||||||||||||||||||||||||||||||
929 | |||||||||||||||||||||||||||||||||||||||
930 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
931 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
932 | C96 (NO. 12) ★★★ | Accessories | ○ Very high base HP | ○ Very low base evasion ○ No offensive tile buff ○ Awful tile placement ○ Cannot negate night debuff despite being specialised at it ○ Useless during day | "I'm sweating a lot! I'll take this off." | ||||||||||||||||||||||||||||||||||
933 | Magazine | At first, C96 may look as if she could be an easy fit for a night battle team. Except she isn't, due to the way flares work. (See P38 on how flare works) C96's buffs are lackluster as well. Accuracy buffs and evasion buffs make her not viable for ARSMG and HGRF compositions. She also has really inappropriate tile buff coverage, forcing her to assume the main tank role, coupled with her bad evasion stat. And to top it off, her skill only activates in night battles. It is useless during the day. Simply put, she's more of a core than anything else. Not recommended to use. No wonder Han shot first, else he wouldn't have killed anything in a straight firefight. | |||||||||||||||||||||||||||||||||||||
934 | T-Doll Equipment | looks like P08 and P38 | |||||||||||||||||||||||||||||||||||||
935 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
936 | 29 | 41 | 61 | 62 | 415 | ||||||||||||||||||||||||||||||||||
937 | |||||||||||||||||||||||||||||||||||||||
938 | Buffs All Types Accuracy 64% Evasion 30% | yet another GFL's chuuni girl | |||||||||||||||||||||||||||||||||||||
939 | |||||||||||||||||||||||||||||||||||||||
940 | in the official manga | ||||||||||||||||||||||||||||||||||||||
941 | Flare: Increase all allies' accuracy by 100% (MOD 1 120%) during nighttime for 15s. | she uses a ST HAVOC | |||||||||||||||||||||||||||||||||||||
942 | attachment for her | ||||||||||||||||||||||||||||||||||||||
943 | flares, must have gotten | ||||||||||||||||||||||||||||||||||||||
944 | Initial CD | 3s | one from AR-15's parents | ||||||||||||||||||||||||||||||||||||
945 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
946 | C96 (MOD 3) ★★★★ | Accessories | ○ Low ICD ○ Provides a DPS buff on top of accuracy | ○ Skill is super useless during the day. ○ Low uptime for DPS buff (8/16). ○ Other HGs are still better at night. | |||||||||||||||||||||||||||||||||||
947 | Magazine | When C96 MOD was first announced, the question was whether MICA would take the opportunity to rework flares into something usable. Was this the time for flares to shine and not be utterly irrelevant? No. She's still pretty useless. Her skill 2 now provides a low uptime, weak, but early crit damage buff as well as a larger clip size. Her special equipment is nothing special, so C96's MOD II upgrade makes the most difference. Despite the clip size buff, C96 MOD does not work well with most MGs. During the day or against non-evasive enemies, she's useless, and against evasive enemies at night, MGs have extremely low accuracy to start with - so even a huge multiplier like Flare struggles to increase it appreciably. Her skill somewhat synergizes with Hunting Impulse MGs - since Hunting Impulse guarantees crits and buffs accuracy even more - but even then you'd be hard-pressed to find a situation where you'd intentionally field a MG team at night to fight evasive enemies. Another possible application for C96 MOD would be pairing her with RFHGs against evasive enemies at night. Unlike MGs, RFs have much better base accuracy even after the night penalty, so in fights against dodgy foes, a large Accuracy boost is appreciated. For example, C96 will add more DPS than standard buffers like M950A even against a modest 15 Evasion. Unfortunately for C96, due to how the Accuracy formula works, HGs who reduce enemy Evasion such as Type 59 or SPP-1 fare much better in practice. They're cheaper to raise as well, as they don't need to be modded. Because she is an expensive and mediocre option, C96 MOD is not recommended. | |||||||||||||||||||||||||||||||||||||
948 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
949 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
950 | 32 | 52 | 71 | 64 | 425 | ||||||||||||||||||||||||||||||||||
951 | (+3) | (+11) | (+10) | (+2) | (+10) | ||||||||||||||||||||||||||||||||||
952 | |||||||||||||||||||||||||||||||||||||||
953 | Buffs All Types Accuracy 80% Evasion 40% | ||||||||||||||||||||||||||||||||||||||
954 | |||||||||||||||||||||||||||||||||||||||
955 | |||||||||||||||||||||||||||||||||||||||
956 | Night Sky Navigator: While Flare is active, allies gain an additional 20% critical damage and 2 extra rounds, lasting for 8s. | ||||||||||||||||||||||||||||||||||||||
957 | |||||||||||||||||||||||||||||||||||||||
958 | |||||||||||||||||||||||||||||||||||||||
959 | |||||||||||||||||||||||||||||||||||||||
960 | |||||||||||||||||||||||||||||||||||||||
961 | Passive | ||||||||||||||||||||||||||||||||||||||
962 | |||||||||||||||||||||||||||||||||||||||
963 | Type92 (NO. 13) ★★★ | Accessories | ○ Excellent tile coverage | ○ Low base evasion ○ No offensive tile buff ○ Underwhelming skill buff | "It's not a perfect victory, but with this result, Commander can be satisfied with it, right?" | ||||||||||||||||||||||||||||||||||
964 | Magazine | Oh dear, Type 92, the tactical one in Team Palette. As much as we can sugar coat her viability, her tile buffs do not have any tactical usage. Most beginners will be in awe with her tile buff coverage, "It buffs everyone! It must be good!". But what most people do not see is what her tile buff adds: Accuracy and evasion, a rather strange combination. Sure, she can buff evasion of tanks when put in position 4 and buff the accuracy of DPS at the same time, but how big of an impact will that really make? Would you rather have an FP/ROF buffer in that same spot? Or would Type 92 be the difference maker? Most people would rather choose putting a FP/ROF buffer (Stechkin, Grizzly, etc.) at the same spot. There is one redeeming factor for Type 92 though: her skill. Giving a 10% FP and ROF boost for all allied girls, while it's passable, other girls with specialized skills and relavent tiles would be more beneficial to use. In summary, she is not recommended for general use. | Newbies thinking she's good | ||||||||||||||||||||||||||||||||||||
965 | T-Doll Equipment | due to the tile buff coverage | |||||||||||||||||||||||||||||||||||||
966 | DMG | ACC | EVA | ROF | HP | and not read what she buffs | |||||||||||||||||||||||||||||||||
967 | 31 | 46 | 80 | 61 | 315 | ||||||||||||||||||||||||||||||||||
968 | |||||||||||||||||||||||||||||||||||||||
969 | Buffs All Types Accuracy 50% Evasion 40% | ||||||||||||||||||||||||||||||||||||||
970 | cute midriff exposure | ||||||||||||||||||||||||||||||||||||||
971 | |||||||||||||||||||||||||||||||||||||||
972 | Charge Command: Increase all allies' damage by 10% and rate of fire by 10% for 8s. | ||||||||||||||||||||||||||||||||||||||
973 | |||||||||||||||||||||||||||||||||||||||
974 | |||||||||||||||||||||||||||||||||||||||
975 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
976 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
977 | Astra (NO. 14) ★★★ | Accessories | ○ Good RoF skill buff ○ High base HP ○ Budget HG | ○ Low base evasion ○ Lackluster offensive tile buff ○ Awkward tile placement forcing her to be at the front ○ Evasion tile buff cannot reach the tanks | "My reward is.. chocolate looks good!~" | ||||||||||||||||||||||||||||||||||
978 | Magazine | A HG very reminiscent of Calico, both in stats, tile formation and buffs, therefore deemed as "the budget Calico". Unfortunately for Astra, being a budget means she is very easily replaceable by other better RoF HG such as Stechkin, Five-seveN and Calico herself. Looking at her values, Astra's tile buffs buff 20% RoF and evasion. Evasion buffs are practically useless due to her tile placement, making it impossible to buff a tank and a DPS at the same time. The RoF buff however is very much appreciated. In fact, Astra boasts the best and only RoF buff as a 3★, which would be amazing if it wasn't for her awkward tiles that she shares with Calico. Astra's evasion is as bad as Calico's at 68, but with a slight upgrade to her HP pool of 400, a relatively high number for a HG. Echoing the same problems Calico has, her tiles force her to assume the main tank role with her bad evasion stat. Her skill is just a direct downgrade of Calico's. 20% RoF is still pretty nice, to say the least. All in all, Astra is optional, especially for those who lack the aforementioned HGs. | |||||||||||||||||||||||||||||||||||||
979 | T-Doll Equipment | Is it me or she has similiar | |||||||||||||||||||||||||||||||||||||
980 | DMG | ACC | EVA | ROF | HP | hat with Jotaro? - Zero | |||||||||||||||||||||||||||||||||
981 | 33 | 45 | 68 | 52 | 400 | Yare yare... -Ayker | |||||||||||||||||||||||||||||||||
982 | What an astronomical pun | ||||||||||||||||||||||||||||||||||||||
983 | Buffs All Types Rate of Fire 20% Evasion 20% | -Lintton | |||||||||||||||||||||||||||||||||||||
984 | My sides have gone outside | ||||||||||||||||||||||||||||||||||||||
985 | "orbit" | ||||||||||||||||||||||||||||||||||||||
986 | Assault Command: Increase all allies' rate of fire by 20% for 8s. | -Dabby | |||||||||||||||||||||||||||||||||||||
987 | Really gave me an orgasm | ||||||||||||||||||||||||||||||||||||||
988 | "out of this world" | ||||||||||||||||||||||||||||||||||||||
989 | -Dabby | ||||||||||||||||||||||||||||||||||||||
990 | |||||||||||||||||||||||||||||||||||||||
991 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
992 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
993 | G17 (Glock 17) (NO. 15) ★★★ | Accessories | ○ High base evasion | ○ Low base HP ○ No offensive tile buff ○ Evasion tile buff ineffective in MGSG ○ Defensive skill not suitable for general usage ○ Limited map drop doll (1-6 and 1-4E) | "The battle is instinctive enough. Strategy? I don't need such thing." | ||||||||||||||||||||||||||||||||||
994 | Magazine | She's one of the few HGs dolls that sports a firepower suppression skill (the other one being Nagant Revolver) the difference for her though is that her skill doesn't focus more toward night time unlike Nagant (35% during the night, 20% in the daytime for Nagant). She features a really high accuracy buff that covers 2 of the backline MGs and one shotgun which makes it useful if you want to allow MGs to equip VFLs during Day. The usefulness of being able to do this is kind of moot though as it's way too much accuracy and there's no damage to speak of, making SAA or Type 59 a better choice if you're strictly looking for a buffer. The evasion is nearly useless as most SGs have relatively low base evasion in the first place. Her skill is really what seperates her. She's one of two HGs that have firepower suppression in the first place and there can be instances where you would want damage suppression for your SGs. While the extra 5% and 3s Glock has over Nagant in the daytime is nothing to scoff at, it is a waste when Glock has a worse Tile buff than Nagant. If your use case scenario happens to really want more damage suppression which you'll find is less than .1% of fights for MGSG then sure you can pick her up, but Nagant can fill the same role and arguably with better tile buffs. It's really hard to justify investing in Glock unless if you have a fight in mind and you know she'll be more efficient than Nagant or you know you definitely require the effect of two damage down debuffs in order to survive. I won't write her off as bad but she's a hard sell when you've got a really specific role and a competitor that's more versatile and stronger for general purpose. Niche/Not Recommended. | |||||||||||||||||||||||||||||||||||||
995 | T-Doll Equipment | Will call u as "Boss" | |||||||||||||||||||||||||||||||||||||
996 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
997 | 29 | 58 | 87 | 61 | 315 | ||||||||||||||||||||||||||||||||||
998 | |||||||||||||||||||||||||||||||||||||||
999 | Buffs All Types Accuracy 64% Evasion 30% | ||||||||||||||||||||||||||||||||||||||
1000 | rain lan draws cute girls | ||||||||||||||||||||||||||||||||||||||
1001 | |||||||||||||||||||||||||||||||||||||||
1002 | Firepower Suppression: Decrease all enemies' damage by 25% for 8s. | ||||||||||||||||||||||||||||||||||||||
1003 | holy staircase | ||||||||||||||||||||||||||||||||||||||
1004 | |||||||||||||||||||||||||||||||||||||||
1005 | yo wtf she's viable - Aria | ||||||||||||||||||||||||||||||||||||||
1006 | Initial CD | 6s | she &T92 is good for 0-2 | ||||||||||||||||||||||||||||||||||||
1007 | Skill CD | 12s | - Pyrus | ||||||||||||||||||||||||||||||||||||
1008 | Serdyukov (SPS) (NO. 113) ★★★ | Accessories | ○ Good FP skill buff
○ Good FP tile buff and coverage ○ Bonus accuracy tile buff | ○ Low base evasion ○ Competes with Grizzly, SAA and Mk23 as FP HG ○ Limited Doll (Jun 2019) | "It was a great collaborative play, Commander. Don't forget about the bonus." | ||||||||||||||||||||||||||||||||||
1009 | Magazine | There's not really much else to say here, her skill and tiles are solid but they are a direct downgrade to SAA in every aspect. SPS loses out on her tiles by 10% accuracy and by all accounts she only loses out 2% on her skill buff but that's par for the course for lower rarity units. Her tile setup esentially fullfills the same goal as SAA, when put in either a MGSG or a RFHG squad. Her main drawback for her lower rarity is her poor health pool and her rather meager evasion stat but this is forgivable as her position doesn't usually have her taking damage in the first place. Unless you're finding you don't have enough damage buffing HGs then feel free to invest in her, otherwise SAA is a direct upgrade. The damage boosting department has stiff competition as well if you consider the fact that Grizzly, Mk23, SAA and HK45 exist. In MG buffing department there's so many that I won't even list them for you but if you need one more damage buffer then feel free to pick up SPS. Optional pick due high quantities of more powerful choices but a decent pickup for a non-duper. | Looks like a russian clerk | ||||||||||||||||||||||||||||||||||||
1010 | T-Doll Equipment | to me | |||||||||||||||||||||||||||||||||||||
1011 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1012 | 33 | 58 | 68 | 59 | 350 | ||||||||||||||||||||||||||||||||||
1013 | Also known as SR-1 Vektor | ||||||||||||||||||||||||||||||||||||||
1014 | Buffs All Types Damage 24% Accuracy 40% | ||||||||||||||||||||||||||||||||||||||
1015 | |||||||||||||||||||||||||||||||||||||||
1016 | |||||||||||||||||||||||||||||||||||||||
1017 | Fire Command: Increase all allies' damage by 20% for 8s. | ||||||||||||||||||||||||||||||||||||||
1018 | |||||||||||||||||||||||||||||||||||||||
1019 | |||||||||||||||||||||||||||||||||||||||
1020 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1021 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1022 | P99 (NO. 123) ★★★ | Accessories | ○ Good tile coverage ○ High base evasion | ○ Low base HP ○ Lackluster offensive tile buff | "Even I can do it if I try." | ||||||||||||||||||||||||||||||||||
1023 | Magazine | P99's buff tile makes her stand on position 4, which is highly contested, though her tile is actually pretty bad compared to quite a number of other HG that contest it, for instance Grizzly and SAA. Her tile buff is a low 12% RoF buff and a decently large 36% Evasion buff. This would mean her buff doesn't contribute as much to the team's DPS compared to other buffer standing on position 4, which makes her less viable. Besides, her skill buffs the team's evasion which, while helping the frontline to fare better, does not contribute to its DPS, like what other backline buffers would do. To recap, P99's not recommended to be used as backline buffer. | |||||||||||||||||||||||||||||||||||||
1024 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1025 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1026 | 31 | 56 | 87 | 61 | 300 | ||||||||||||||||||||||||||||||||||
1027 | classy monocle | ||||||||||||||||||||||||||||||||||||||
1028 | Buffs All Types Rate of Fire 12% Evasion 36% | ||||||||||||||||||||||||||||||||||||||
1029 | |||||||||||||||||||||||||||||||||||||||
1030 | |||||||||||||||||||||||||||||||||||||||
1031 | Cover Command: Increase all allies' evasion by 55% for 8s. | ||||||||||||||||||||||||||||||||||||||
1032 | |||||||||||||||||||||||||||||||||||||||
1033 | |||||||||||||||||||||||||||||||||||||||
1034 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1035 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1036 | Type59 (NO. 132) ★★★ | Accessories | ○ Excellent tile coverage ○ Very high evasion debuff at night ○ Very high base evasion | ○ Low base HP ○ Heavy accuracy buff not suitable for general usage ○ Limited event doll | "Ehehehehe! Type59 did her best! Everyone, good work!" | ||||||||||||||||||||||||||||||||||
1037 | Magazine | Type 59 is one of the very few viable monthly/event 3★. She fulfills a rather uncommon role of accuracy buffing. However, unlike most accuracy HGs, Type 59 does several things right. Type 59 is a night HG, which fits her accuracy buffing duty due to the majority of accuracy buffing needs exist during nighttime rather than daytime. Due to the existence of nighttime accuracy penalty, the most practical class to run at night when dealing with evasive enemies is AR. For a long time, there is no issue running ARs at night due to evasive enemies having low to no armor. However, with new factions come new enemies that are both heavily armored and at the same time evasive. As a result, RFs must be used to handle these enemies, even if they must face the nasty nightime penalty. Being a night HG, Type 59 comes with the strongest evasion debuff, surpassing even HGs at higher rarity (namely SPP-1) with her nighttime advantage. The 75% evasion debuff translates to an additional 300% accuracy buff, effectively double the hit rate of friendly dolls. Not even the nighttime accuracy buffing specialists (flares) have a chance to match her effectiveness. Beside skill, her tile buff and formation are practical. Type 59 provides a small but much appreciated bonus FP in a formation that lets her sit in the backline, protected from danger while buffing everyone else. But as with any accuracy HG, her use is limited. Accuracy buffing is not something you often need, especially in such a large amount. More often than not, the amount of accuracy you may want is small, and dolls such as Calico, SAA and K5 along with fairy buffs are enough to bring accuracy to an acceptable level without sacrificing any offensive skill buff. While she does excel in the niche of accuracy buffing at night, she is not recommended unless you are very close to running out of HGs. | yet another old loli | ||||||||||||||||||||||||||||||||||||
1038 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1039 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1040 | 28 | 61 | 96 | 61 | 300 | ||||||||||||||||||||||||||||||||||
1041 | |||||||||||||||||||||||||||||||||||||||
1042 | Buffs All Types Damage 20% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1043 | refers herself in 3rd person | ||||||||||||||||||||||||||||||||||||||
1044 | |||||||||||||||||||||||||||||||||||||||
1045 | Cover Suppression N: During nighttime, decrease all enemies' evasion by 75% (40% during daytime) for 8s (5s during daytime). | Makarov's Rival | |||||||||||||||||||||||||||||||||||||
1046 | |||||||||||||||||||||||||||||||||||||||
1047 | |||||||||||||||||||||||||||||||||||||||
1048 | |||||||||||||||||||||||||||||||||||||||
1049 | |||||||||||||||||||||||||||||||||||||||
1050 | is she another chuuni? | ||||||||||||||||||||||||||||||||||||||
1051 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1052 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1053 | PSM (NO. 140) ★★★ | Accessories | ○ Very high base evasion | ○ Very low base HP ○ No offensive skill nor tile buff ○ Awful tile placement ○ Limited map drop doll (7-6 and 7-4E) | "This is the achievement of everyone's work. Meanwhile I, I'm just nothing.." | ||||||||||||||||||||||||||||||||||
1054 | Magazine | PSM, with an unbelievably high base evasion stat of 112, may make her seem like a good evasion tank, but this is where her good points end. First off, her tile makes her have to stand in the backline to provide the buffs, which contradicts her high evasion stat, as it would go to waste, unless you wanted to move her to the front at the start of each battle. But if you do that, another problem arises. Her tiles buff accuracy and evasion, as does her skill, which would benefit tanks more. This means you would already be putting tanks in front of her, hence she is actually deemed more as a backup tank and therefore rendered somewhat useless. Even if you use her as a tank, while having high evasion, she has the lowest HP pool among HGs, same as PPK. To recap, PSM is not an optimal choice as a backline buffer nor as an evasion tank. Not Recommended. | |||||||||||||||||||||||||||||||||||||
1055 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1056 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1057 | 24 | 67 | 112 | 65 | 285 | her voice doesn't match her | |||||||||||||||||||||||||||||||||
1058 | look - Zero | ||||||||||||||||||||||||||||||||||||||
1059 | Buffs All Types Accuracy 56% Evasion 36% | ||||||||||||||||||||||||||||||||||||||
1060 | |||||||||||||||||||||||||||||||||||||||
1061 | |||||||||||||||||||||||||||||||||||||||
1062 | Conceal Command: Increase all allies' accuracy by 55% and evasion by 28% for 8s. | ||||||||||||||||||||||||||||||||||||||
1063 | |||||||||||||||||||||||||||||||||||||||
1064 | |||||||||||||||||||||||||||||||||||||||
1065 | |||||||||||||||||||||||||||||||||||||||
1066 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1067 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1068 | HK45 (NO. 167) ★★★ | Accessories | ○ Excellent FP tile buff | ○ Underwhelming skill buff ○ Awkward tile placement forcing her to be at the front ○ Limited monthly login reward doll (February 2019) | "La-lala~! Victory Step!" | ||||||||||||||||||||||||||||||||||
1069 | Magazine | HK45 serves as the FP alternative to Astra, having similar tile formation but with emphasis on FP instead. As a FP HG, unfortunately she must face heavy competitions from other existing FP HGs such as SAA, Mk23 and Grizzly. Ultimately this is her downside. While her tile buff isn't bad, buffing a generous 32% FP, she offers no additional buff unlike most HGs. Her problematic tile formation forces her to be at the front row. Worst of all, her skill buff is notably weaker than other FP HGs. The bonus accuracy buff is miniscule and is not worth the loss of FP buff (a 3★ Fire Command gives 20% FP buff, HK45 trades pure FP for a weaker buff of 15% FP with additional 10% accuracy). This disadvantage makes it harder to justify using her over other FP HGs, and sadly she is not a budget option either due to being a limited T-Doll. What about her use in MGSG? Given her tile formation, she is able to buff both MGs and SGs in a 2MG 2SG 1HG comp. She is no longer exposed to damage for being in the front thanks to SG's protection, and her skill is not as crucial given the optimal use for MGSG is its ability to sweep within one volley. Unfortunately once again, HK45 is not a great HG for the job. 2SG is rarely used, thus she will mostly buff the 2 MGs at the back. Her tile buff is blown away by Mk23 and Contender. She must compete with Mk23's wider tile coverage and more powerful tile buff of 36% FP. Contender trades a mere 2% FP buff for a bonus of 20% crit and a much wider coverage. It seems no matter where she goes, HK45 is simply a downgrade of other HGs. Only use of her as a FP HG is for those who do not dupegame. She is optional. | steampunk vibe | ||||||||||||||||||||||||||||||||||||
1070 | T-Doll Equipment | nice top hat | |||||||||||||||||||||||||||||||||||||
1071 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1072 | 34 | 58 | 80 | 55 | 330 | I used to mistake her for | |||||||||||||||||||||||||||||||||
1073 | Spitfire - Zero | ||||||||||||||||||||||||||||||||||||||
1074 | Buffs All Types Damage 32% | ||||||||||||||||||||||||||||||||||||||
1075 | cute af | ||||||||||||||||||||||||||||||||||||||
1076 | |||||||||||||||||||||||||||||||||||||||
1077 | Raid Command: Increases all allies firepower by 15% and accuracy by 10% for 8s. | ||||||||||||||||||||||||||||||||||||||
1078 | |||||||||||||||||||||||||||||||||||||||
1079 | |||||||||||||||||||||||||||||||||||||||
1080 | |||||||||||||||||||||||||||||||||||||||
1081 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1082 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1083 | P226 (NO. 186) ★★★ | Accessories | ○ As far as a comparison to Spitfire, has tiles that are more usable than just MGSG. ○ Good skill for defensive setups. ○ Has a seal. | ○ Very low base evasion ○ Limited usage ○ Skill is situational like other debuffers. ○ Digimind Upgrade login reward doll (September 2019) | "This evident result, is a proof of an elite!~" | i'll give her my seal of | |||||||||||||||||||||||||||||||||
1084 | Magazine | P226 is the 3★ substitute to Spitfire. Boasting similar tile buffs and the same type of skill, P226 is just as useful as Spitfire. Her tile buff has more accuracy at the cost of less firepower and a different tile layout. She doesn't have the extreme tile buff positioning like Spitfire and has a respectable forward tile instead; this doesn't really help her as the tile buffs are not appreciated by whoever she is buffing in front (this position is most likely always taken by a unit that is planning to tank enemy shots so firepower and accuracy are not appreciated stats for them). Her skill is useful in the time that you somehow need a ROF debuffer (as she is one of the only options for this) but this niche is usually superceded by other defensive skills such as accuracy debuffing (like Welrod/Makarov), or damage debuffing (like Nagant or a certain unreleased doll). She is optional, and is a good choice for non-dupers that need another ROF debuffer or need a doll that performs a task that is in the same niche as Spitfire who is already very common and very niche. | approval | ||||||||||||||||||||||||||||||||||||
1085 | T-Doll Equipment | she'll surely seal the deal | |||||||||||||||||||||||||||||||||||||
1086 | DMG | ACC | EVA | ROF | HP | come on, don't be seal-y | |||||||||||||||||||||||||||||||||
1087 | 29 | 58 | 63 | 61 | 365 | ||||||||||||||||||||||||||||||||||
1088 | |||||||||||||||||||||||||||||||||||||||
1089 | Buffs All Types Damage 20% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1090 | |||||||||||||||||||||||||||||||||||||||
1091 | |||||||||||||||||||||||||||||||||||||||
1092 | Assault Suppression: Decrease all enemies' rate of fire by 25% for 8s. | ||||||||||||||||||||||||||||||||||||||
1093 | |||||||||||||||||||||||||||||||||||||||
1094 | |||||||||||||||||||||||||||||||||||||||
1095 | |||||||||||||||||||||||||||||||||||||||
1096 | Initial CD | 6s | very qt pan | ||||||||||||||||||||||||||||||||||||
1097 | Skill CD | 12s | dat hip-vent :pp90blush: | ||||||||||||||||||||||||||||||||||||
1098 | CZ52 (NO. 210) ★★★ | Accessories | ○ Good tile coverage ○ Tile can buff off-tank from 4 ○ High base HP | ○ Low base evasion ○ Lackluster offensive tile buff ○ Tile cannot buff main-tank from 4 ○ Monthly login doll (January 2020) | |||||||||||||||||||||||||||||||||||
1099 | Magazine | CZ52 is another 3★ FP HG, whose functionality is a downgrade compared to the higher rarity, more mainstream FP HGs like Grizzly and SAA. Similar to Serdyukov, CZ52 loses out to Grizzly and SAA due to her weaker tile buff and skill buff, as expected of a 3★. Unlike those three however, CZ52's tile formation affects the off-tank instead of the main-tank. She can be used in an ARSMG team, where she can provide the off-tank with some FP tile buff that most other FP HGs could not. As a drawback, her evasion buff is not directed towards the main-tank like Grizzly's. As CZ52 has to compete against better FP HGs, she is mostly optional. Regardless, it is hard for a FP HG to not be viable. She is a perfect pick for those who do not run dupes, as well as being one of the only currently available FP HG options for buffing an off-tank from position 4. | |||||||||||||||||||||||||||||||||||||
1100 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1101 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1102 | 33 | 50 | 68 | 53 | 380 | ||||||||||||||||||||||||||||||||||
1103 | |||||||||||||||||||||||||||||||||||||||
1104 | Buffs All Types Damage 20% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
1105 | |||||||||||||||||||||||||||||||||||||||
1106 | |||||||||||||||||||||||||||||||||||||||
1107 | Fire Command: Increase all allies' damage by 20% for 8s. | ||||||||||||||||||||||||||||||||||||||
1108 | |||||||||||||||||||||||||||||||||||||||
1109 | |||||||||||||||||||||||||||||||||||||||
1110 | |||||||||||||||||||||||||||||||||||||||
1111 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
1112 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1113 | MP-443 (NO. 220) ★★★ | Accessories | ○ Excellent tile coverage ○ Bonus evasion tile buff capable of hitting both tanks | ○ Low base evasion ○ Lackluster offensive tile buff ○ Defensive skill not suitable for general usage | |||||||||||||||||||||||||||||||||||
1114 | Magazine | MP-443 is an addition to the two existing firepower suppression t-dolls, Nagant Revolver and G17. She fits in well, carrying a daytime friendly version of the skill over Nagant, while having a much better tile buff and coverage than G17. Firepower suppression tends to gear towards MGSG due to their ability to exploit this with their armor. MP-443's tiles however fit better in an ARSMG team due to her tile coverage and buff. Offensive-wise, her tile buff is not as good as Nagant's, but she makes up for it with the evasion tiles that can hit both tanks in the front. Due to the weaker FP buff and her coverage being less relevent to MGSG, she does not replace Nagant Revolver in armor stacking MGSG. Instead, she is used as a backline HG in ARSMG when a damage debuff is needed. Here, her skill is less useful than it would be when used in an armor stacking MGSG, and she must face other buffer HGs such as Grizzly and SAA, whose skill buff is much more useful to ARSMG in general. As a result, MP-443 does not have a place as a mainstay option in ARSMG. She is simply a niche with her rare firepower suppression skill and useful tile coverage. Optional. | |||||||||||||||||||||||||||||||||||||
1115 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1116 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1117 | 33 | 53 | 71 | 59 | 350 | ||||||||||||||||||||||||||||||||||
1118 | |||||||||||||||||||||||||||||||||||||||
1119 | Buffs All Types Damage 20% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
1120 | |||||||||||||||||||||||||||||||||||||||
1121 | |||||||||||||||||||||||||||||||||||||||
1122 | Firepower Suppression: Decrease all enemies' damage by 25% for 8s. | ||||||||||||||||||||||||||||||||||||||
1123 | |||||||||||||||||||||||||||||||||||||||
1124 | |||||||||||||||||||||||||||||||||||||||
1125 | |||||||||||||||||||||||||||||||||||||||
1126 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1127 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1128 | GSh-18 (NO. 221) ★★★ | Accessories | ○ Good tile buffs and coverage ○ One-of-a-kind DPS skill for HG ○ Her damage is sufficient in aiding to clear stragglers while your rifles focus on the backline | ○ Skill doesn't buff others in a 5HG (or any other squad really) ○ Skill makes her not suitable to be used as a usual buffer ○ Requires the purchase of the first 5 volumes of the 4Koma in the cafe (a total of 3000 batteries) | "Putting on a bulletproof vest is no use! Doing so, it's too hard to move oneself around!" | The beloved daughter of | |||||||||||||||||||||||||||||||||
1129 | Magazine | GSh-18 is a uniquely designed HG that capitalizes on strong burst damage. Her skill allows for her to land a double hit while guaranteeing a critical strike on each hit. This allows for a pseudo 'double attack speed' buff that scales very well with some RoF and FP buffs. She has a respectable tile buff, but provides no skill buff to her allies. Her stat spread is decent. Although it doesn't quite reach Grizzly/NZ75's stat baseline, her skill more than makes up for it. Her skill's special effect of being a guaranteed critical strike means that she is not affected by any debuffs to critical strike chance while her skill is active. This can be capitalized on by pairing her with Px4. As she provides no buffs to her allies, she has a lessened effect in ARSMG, RFHG and MGSG squads. However, it is by no means useless. For example, in a RFHG, her core directive of being a DPS HG still remains effective as a straggler trash clearer. This usage is very effective if the composition lacks reliable RoF buffs to help with more damage output for your rifles. Additionally, she can cleanup evasive enemies your RFHG may encounter at night as she can equip a PEQ while RFs can't. As a conclusion, she is optional/niche. She will see use even with low data investment (duration increases per level). Her greatest drawback is that she sports a skill that doesn't benefit allies and that she costs a fair amount of batteries to obtain. | official GFL's 4-koma artist, | ||||||||||||||||||||||||||||||||||||
1130 | T-Doll Equipment | AC130. | |||||||||||||||||||||||||||||||||||||
1131 | DMG | ACC | EVA | ROF | HP | Fubiki's lost twin | |||||||||||||||||||||||||||||||||
1132 | 33 | 48 | 86 | 52 | 350 | ||||||||||||||||||||||||||||||||||
1133 | |||||||||||||||||||||||||||||||||||||||
1134 | Buffs All Types Damage 24% Accuracy 40% | ||||||||||||||||||||||||||||||||||||||
1135 | |||||||||||||||||||||||||||||||||||||||
1136 | |||||||||||||||||||||||||||||||||||||||
1137 | Chain Strike: Dual wield for 6 seconds to deal two hits of guaranteed critical damage per attack. | ||||||||||||||||||||||||||||||||||||||
1138 | |||||||||||||||||||||||||||||||||||||||
1139 | |||||||||||||||||||||||||||||||||||||||
1140 | |||||||||||||||||||||||||||||||||||||||
1141 | Initial CD | 6s | very qt-pan potato medic | ||||||||||||||||||||||||||||||||||||
1142 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1143 | GSh-18 (MOD 3) ★★★★ | Accessories | ○ Good tile buffs and coverage ○ Provides a recurrable shielding protection for frontline | ○ Shield value is usually not worth it for dolls that can't reduce damage a lot, and for them this serves as an AoE damage reduction instead (since it counts as one link). | |||||||||||||||||||||||||||||||||||
1144 | Magazine | GSh-18's mod gives her the ability to provide shields to allies on her tiles, with the base chance equal to her current critical strike chance. This seems to be pretty good; a consistent source of shields for the low price of maintaining her critical strike chance. These shields stack an unlimited number of times and last for quite a while; long enough that it would last through most fights without going away if the unit is untouched. Some traits about the shield are as follows: - Each shield instance is independent and counts down separately from each other instance. - Earlier generated shields are used first. Let's regard GSh-18's design as a DPS-oriented handgun. We have options such as the Desert Eagle (bless Anmi) and Python, and these two overdeliver on their promise of DPS in handguns. Python even has the added benefit of reflecting handgun buffs for even greater efficiency in the right teams. In this vein, GSh-18 has long outlived her DPS days and isn't suitable for being a main DPS in any handgun/hybrid team. At first glance, GSh-18 may seem like a good fit in MGSG teams due to a shotgun's efficiency in reducing damage to 1. However, there is almost no chance of gaining any reasonable amount of ROF in these teams as ROF is a dead stat for MGs and this means her attack speed is around 24 frames (~1.25 hits per second). Her shield application at this rate while using silencers is not very good as its only around 2 points of shield per second (compared to someone like P22, who can output 4.42 points of shield per second based on her skill) and can't be compared to someone like SAT8 (who can provide herself a shield of around 4.4 points per second in efficiency). Even in a classic RFHG team, GSh-18 is not adequate in providing defensive bonuses or team buffs. While she does produce much more shield in these teams due to the presence of premier ROF buffers like Calico, she still produces much less workable amounts when compared to someone like HS2000 or, again, P22. The recommended team composition is probably in use with M4A1 MOD to produce low cost farming teams by providing a shield to shrug off scratch damage on M4A1. She is not recommended to upgrade. | |||||||||||||||||||||||||||||||||||||
1145 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1146 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1147 | 34 | 53 | 90 | 58 | 370 | ||||||||||||||||||||||||||||||||||
1148 | (+1) | (+5) | (+4) | (+6) | (+20) | ||||||||||||||||||||||||||||||||||
1149 | |||||||||||||||||||||||||||||||||||||||
1150 | Buffs All Types Damage 30% Accuracy 40% | ||||||||||||||||||||||||||||||||||||||
1151 | |||||||||||||||||||||||||||||||||||||||
1152 | |||||||||||||||||||||||||||||||||||||||
1153 | |||||||||||||||||||||||||||||||||||||||
1154 | Twin Star Protection: Every attack has a chance to grant friendly units on her buff tiles a 1-point shield. The chance is equal to her own critical hit chance. The shield lasts 60s and can be stacked infinitely. In addition, gain an extra 20% critical damage while her skill is active. | ||||||||||||||||||||||||||||||||||||||
1155 | |||||||||||||||||||||||||||||||||||||||
1156 | |||||||||||||||||||||||||||||||||||||||
1157 | |||||||||||||||||||||||||||||||||||||||
1158 | |||||||||||||||||||||||||||||||||||||||
1159 | |||||||||||||||||||||||||||||||||||||||
1160 | |||||||||||||||||||||||||||||||||||||||
1161 | |||||||||||||||||||||||||||||||||||||||
1162 | |||||||||||||||||||||||||||||||||||||||
1163 | |||||||||||||||||||||||||||||||||||||||
1164 | |||||||||||||||||||||||||||||||||||||||
1165 | |||||||||||||||||||||||||||||||||||||||
1166 | Passive | ||||||||||||||||||||||||||||||||||||||
1167 | |||||||||||||||||||||||||||||||||||||||
1168 | MP-448 (NO. 232) ★★★ | Accessories | ○ Good FP/RoF tile buffs and coverage ○ Very high base evasion | ○ Low base HP ○ Accuracy buff not suitable for general usage ○ Limited monthly login reward doll (May 2020) | |||||||||||||||||||||||||||||||||||
1169 | Magazine | MP448 is a monthly login doll. She is a 3★ handgun and possesses a good tile coverage and relevant offensive buffs. However, while her tile coverage is not bad, she doesn't provide as potent of a tile buff as other offensive minded handguns, such as Grizzly/K5. It can be compared to her other handguns peers with the same tile buff spread such as Makarov/Welrod. MP448 provides better coverage when compared to Makarov as MP448's tiles allow her to be reliably placed in the backline if needed to buff the two DPS units, while also allowing her to be placed at position 5. This is where her skill factors in. She possesses the ability to make the enemy less evasive, making them more susceptible to be hit by your dolls. This may not come in handy much, but it is a low priority consideration if you are running out of handgun buffers as reducing enemy evasion still provides some aspect of damage increase (this increase dramatically lowers the lower the enemy evasion is). MP448 is niche and not recommended. | |||||||||||||||||||||||||||||||||||||
1170 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1171 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1172 | 26 | 62 | 99 | 60 | 320 | ||||||||||||||||||||||||||||||||||
1173 | |||||||||||||||||||||||||||||||||||||||
1174 | Buffs All Types
Damage 12% Rate of Fire 20% | ||||||||||||||||||||||||||||||||||||||
1175 | |||||||||||||||||||||||||||||||||||||||
1176 | |||||||||||||||||||||||||||||||||||||||
1177 | Cover Suppression: Decrease all enemies' evasion by 46% for 8s. | ||||||||||||||||||||||||||||||||||||||
1178 | |||||||||||||||||||||||||||||||||||||||
1179 | |||||||||||||||||||||||||||||||||||||||
1180 | |||||||||||||||||||||||||||||||||||||||
1181 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1182 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1183 | TEC-9 (NO. 244) ★★★ | Accessories | ○ Excellent RoF tile buffs and coverage ○ Very high FP debuff at night ○ Very high base HP | ○ Very low base evasion ○ Limited application outside of SG and barrier teams ○ RoF tile buff does not pair well with MGSG ○ Limited monthly login reward doll (June 2020) | ○ Example of barrier team featuring HS2000 and FP debuff | ||||||||||||||||||||||||||||||||||
1184 | Magazine | TEC-9 is one of the few monthly t-dolls who is not lackluster like the rest. As a FP debuff HG, she can function similar to Nagant Revolver, but instead providing RoF buff rather than FP buff. TEC-9 comes with a powerful 32% RoF buff from her tiles, a number rivaling even 5★ HGs. Her tile formation is odd, but well-placed, allowing her to buff both DPS when placed at position 4, or cover 7 and 4 when placed in the front, fitting right into HS2000's team comp. TEC-9's main utility is her FP debuff. Just like her predecessor Nagant Revolver, she is used in tandem with armor and/or barrier to greatly reduce damage taken. This includes the armored MGSGs and the anti-Gundam comps that run barrier. In barrier comps, the FP debuff allows the barrier to withstand the damage from the Gundam's AoE grenade skill, effectively nullifying their damage. On the other hand, due to her RoF tile buff, she is not the best pick in MGSG team, unless her FP debuff utility far outweighs the loss of tile buff. In this case, TEC-9 is likely to be used alongside Nagant Revolver to stack their debuffs, ensuring that the SGs can tank most if not all attacks. For new players, TEC-9 is not immediately useful for she is rather niche. However, her use in barrier comp lets this lowly 3★ t-doll shines against Gundams, one of the deadliest enemies in the game. She is recommended. | |||||||||||||||||||||||||||||||||||||
1185 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1186 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1187 | 28 | 46 | 63 | 63 | 415 | ||||||||||||||||||||||||||||||||||
1188 | |||||||||||||||||||||||||||||||||||||||
1189 | Buffs All Types Rate of Fire 32% | ||||||||||||||||||||||||||||||||||||||
1190 | |||||||||||||||||||||||||||||||||||||||
1191 | |||||||||||||||||||||||||||||||||||||||
1192 | Firepower Supression N: During nighttime, decrease all enemies' damage by 40% (22% during daytime) for 8s (5s during daytime). | ||||||||||||||||||||||||||||||||||||||
1193 | |||||||||||||||||||||||||||||||||||||||
1194 | |||||||||||||||||||||||||||||||||||||||
1195 | |||||||||||||||||||||||||||||||||||||||
1196 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1197 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1198 | VP70 (NO. 277) ★★★ | Accessories | ○ Nothing | ○ Low base HP ○ Limited application outside of SG and barrier teams ○ RoF tile buff does not pair well with MGSG ○ Limited New Term login reward doll (September 2020) | |||||||||||||||||||||||||||||||||||
1199 | Magazine | VP70 is a 3★ HG with the rare skill that debuffs enemy firepower. Unfortunately, what VP70 has to deal with is her comparison to Nagant Revolver, a much more common and potent all-round better doll for these types of skills. Such is the fate of dolls such as VP70 and TEC-9. If we were to compare her with TEC-9 however, there are some similarities...and some differences that put VP70 even lower than now. The main blowback is that TEC-9 is modal, and when you are needing options for a lot of scenarios, being modal is one of the best things you bring to the team. VP70 doesn't have that benefit; at nighttime, VP70 would still be reducing enemy damage by a set number while TEC-9 will do much better. Her multiplier and duration being better at daytime just isn't enough to make her a better pick than TEC-9 in most situations. Yes, VP70 can be placed in the front and hit both DPS units. In fact, her tile flexibility is the only thing that makes her stand out compared to her peers. So good job on that. VP70 is not recommended to raise. | |||||||||||||||||||||||||||||||||||||
1200 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1201 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1202 | 31 | 54 | 75 | 60 | 330 | ||||||||||||||||||||||||||||||||||
1203 | |||||||||||||||||||||||||||||||||||||||
1204 | Buffs All Types Rate of Fire 20% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1205 | |||||||||||||||||||||||||||||||||||||||
1206 | |||||||||||||||||||||||||||||||||||||||
1207 | Firepower Suppression: Decrease all enemies' damage by 25% for 8s. | ||||||||||||||||||||||||||||||||||||||
1208 | |||||||||||||||||||||||||||||||||||||||
1209 | |||||||||||||||||||||||||||||||||||||||
1210 | |||||||||||||||||||||||||||||||||||||||
1211 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1212 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1213 | WKP (NO. 309) ★★★ | Accessories | ○ Free core | ○ Useless if not nighttime. ○ Passive skill might as well not be there. ○ Limited login reward doll (May 2021) | |||||||||||||||||||||||||||||||||||
1214 | Magazine | WKp is a login doll that has a night-focused skill. While it sounds wordy, she is not very useful. Her passive seems unique due to it not really caring about typical damage mechanics however it deals next to no damage so that is a completely negligible part of her kit. Her active is not much better. There is not a reasonable use that requires a severe reduction in evasion that a slight buff in accuracy can give you. In addition, this doesn't give firepower which means that it is limited to high evasion enemies at night (yes, this skill only works at night in case you didn't see the fine print) of which there are workarounds for that doesn't completely gimp your team to the point of uselessness while it is at it (case in point rifles such as M200/SSG3000 and other sure-hit rifles). She is not recommended. | |||||||||||||||||||||||||||||||||||||
1215 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1216 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1217 | 41 | 49 | 65 | 44 | 400 | ||||||||||||||||||||||||||||||||||
1218 | |||||||||||||||||||||||||||||||||||||||
1219 | Buffs All Types Damage 20% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1220 | |||||||||||||||||||||||||||||||||||||||
1221 | |||||||||||||||||||||||||||||||||||||||
1222 | Nightfire Demolition: Passive: Inflict 0.2x damage to all enemy Dummy Links in an extremely small radius around target. Active: During night battles, scan enemies for 5s and prioritize enemy units which have not attacked yet. Enemies attacked lose 90% of their evasion for 3s, stacking up to 1 times. | ||||||||||||||||||||||||||||||||||||||
1223 | |||||||||||||||||||||||||||||||||||||||
1224 | |||||||||||||||||||||||||||||||||||||||
1225 | |||||||||||||||||||||||||||||||||||||||
1226 | |||||||||||||||||||||||||||||||||||||||
1227 | |||||||||||||||||||||||||||||||||||||||
1228 | |||||||||||||||||||||||||||||||||||||||
1229 | |||||||||||||||||||||||||||||||||||||||
1230 | |||||||||||||||||||||||||||||||||||||||
1231 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1232 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1233 | QSB-91 (NO. 322) ★★★ | Accessories | ○ Excellent FP tilebuff and coverage
○ Very early cooldown nuke | ○ Random targeting ○ Burst damage skill not suitable for general usage ○ Damage output is insufficient for difficult content ○ Limited Monthly Login Reward Doll (September 2021) | |||||||||||||||||||||||||||||||||||
1234 | Magazine | Kniun? Gunife? This login handgun is prepared for both knife fights and gun fights. As another one of those odd "DPS handguns," QSB-91 does not see much general use. Her passive allows QSB-91 to hit nearby enemies 4 times with guaranteed hits each time she attacks. This means she can deal well with Evasion-focused melee-range enemies such as scouts and enemies that only take 1 damage like Orthrus, while sacrificing any significant damage to armored enemies. Her active skill comes out very early at 4 seconds, and the overall damage from all 4 attacks is higher than the 5* bamboo HG CZ75, totaling 24x to her 10x, and even starting earlier. It even ignores HP shields. Compared to DPS handguns like Desert Eagle and Python, QSB-91 falls short in terms of overall damage output. This makes her weak in even boss-killing. On top of this, the way her passive functions encourages she stand in harm's way on the front of the echelon. While her strong FP tiles certainly encourage this, her average survivability stats for a HG are a serious demerit to her, as she will already be in range of the enemies she is using her passive on. One enemy that QSB-91 does specialize in is KCCO's Orthrus, who's HP shields reduce all taken forms of damage to 1. QSB-91's quadruple-hit melee can really grind through these enemies, but what's more likely is that she gets bitten to pieces or killed by what the Orthrus is escorting because she's on the frontlines. As a monthly login reward, QSB-91 does not qualify as a good substitute for a proper DPS-buffing handgun. In many ways, QSB shares the same weaknesses her 5* counterpart CZ75 does, but she at least has a small bit of extra utility. Regardless, it's not enough to redeem their archetype, as QSB-91 is not recommended. | |||||||||||||||||||||||||||||||||||||
1235 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1236 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1237 | 41 | 49 | 65 | 44 | 400 | ||||||||||||||||||||||||||||||||||
1238 | Buffs All Types Damage 32% | ||||||||||||||||||||||||||||||||||||||
1239 | |||||||||||||||||||||||||||||||||||||||
1240 | |||||||||||||||||||||||||||||||||||||||
1241 | Nightfire Demolition: Passive: If there are enemy units present in melee, range, switch to Dagger Mode. Attacks inflict 4 instances of 0.25x guaranteed damage to the closest target. Active: Fire 3 times at the current target. Each hit deals 4x guaranteed damage that ignores shields. Each shot requires 1 second of aiming. | ||||||||||||||||||||||||||||||||||||||
1242 | |||||||||||||||||||||||||||||||||||||||
1243 | |||||||||||||||||||||||||||||||||||||||
1244 | |||||||||||||||||||||||||||||||||||||||
1245 | |||||||||||||||||||||||||||||||||||||||
1246 | |||||||||||||||||||||||||||||||||||||||
1247 | |||||||||||||||||||||||||||||||||||||||
1248 | |||||||||||||||||||||||||||||||||||||||
1249 | |||||||||||||||||||||||||||||||||||||||
1250 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
1251 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1252 | M1911 (NO. 2) ★★ | Accessories | ○ Unique smoke grenade skill among HGs ○ Good tile coverage ○ Very low initial cooldown | ○ Lackluster offensive tile buff ○ Low skill multiplier compared to commonly used 4★ smoke SMGs ○ Smoke grenade not suitable for general usage | "I did it! Darling~❤" | ||||||||||||||||||||||||||||||||||
1253 | Magazine | M1911 is a budget choice for early game or unlucky commanders who wish to raise a RF team but lack a RoF buffer like Calico, Five-Seven, or Stechkin. A very specfic case but one that is bound to occur for some. Rocking cross shaped tiles, M1911 can sit nicely in the back, bumping up the RoF of RFs or be a temporary off-tank. The accuracy buffs don't see as much use however. Smoke grenades are very good all around, in fact, M1911 is the only HG with this particular skill. With a really fast intial CD, she is able to use it in every fight, prolonging the longevity of your frontline. All in all, M1911 is a doll that will become very replaceable once you obtain better HGs. Usable in early game, but will have niche situations even in later stage of the game where she'll be useful. So if you're in desperate need of that specific 20% ROF boost or need a smoker, use this .45 and crank it up to 5. | |||||||||||||||||||||||||||||||||||||
1254 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1255 | DMG | ACC | EVA | ROF | HP | Not to be confused with Colt | |||||||||||||||||||||||||||||||||
1256 | 27 | 50 | 74 | 57 | 365 | SAA | |||||||||||||||||||||||||||||||||
1257 | or Colt M4A1, or Colt | ||||||||||||||||||||||||||||||||||||||
1258 | Buffs All Types Rate of Fire 20% Accuracy 50% | M16A1, or | |||||||||||||||||||||||||||||||||||||
1259 | Colt M4 SOPMOD II, or Colt | ||||||||||||||||||||||||||||||||||||||
1260 | ST AR-15, or Colt RO635, | ||||||||||||||||||||||||||||||||||||||
1261 | Smoke Grenade: Launch a smoke grenade that decreases the enemies' rate of fire by 36% (MOD 1 40%) and movement speed by 45% (MOD 1 50%) within a radius of 2.5 yards for 4s. | or Colt Python | |||||||||||||||||||||||||||||||||||||
1262 | |||||||||||||||||||||||||||||||||||||||
1263 | |||||||||||||||||||||||||||||||||||||||
1264 | Zero Two wannabe | ||||||||||||||||||||||||||||||||||||||
1265 | |||||||||||||||||||||||||||||||||||||||
1266 | Initial CD | 1s | |||||||||||||||||||||||||||||||||||||
1267 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1268 | M1911 (MOD 3) ★★★★ | Accessories | ○ Major upgrade to smoke skill ○ Very early skill 2 activation ○ Skill 2 has fixed rate of fire (95-99 RoF), requiring no further support to shoot faster | ○ Skill 2 only has 7 shots, not suitable against hordes ○ Skill 2 changes target for every shot ○ Offensive capability is limited due to being a HG ○ MOD 3 equip is hardly an upgrade | "Fufu~, I'll dedicate this victory to you. I am expecting a reward for this!" | ||||||||||||||||||||||||||||||||||
1269 | Magazine | One of the rarer "DPS" handgun, the digimind for M1911 does give her a much more unique role. For M1911, her kit is all about initial damage control. Being able to take out a low number of squishy enemies along with slowing them down, her most common usage tends to be that of a pseudo-RoF buffer with one of the only few viable defensive options against Hydras. By penalizing Hydra's abyssmal movement and attack speed more, she's able to slow them down by a lot and buy much needed time for your RFs to dispatch them, while her MOD2 skill can assist in taking down weak escorts such as unarmored Cyclops. Another common usage for her is simply to stack FP tiles for her initial DPS against weak mobs, which you'd probably use quite often if you've modded her in boss bullying scenarios (Ch 1 to Ch 6). Aside from that, her DPS isn't particularly amazing in most cases either due to the sheer number of mobs you have to deal with or simply the fact that her low FP stat as a HG can't do much. Think of her as assistance rather than over investing in her in setups where you'd be using her, unless your Fairies and gears are well invested enough to obliterate enemies with her MOD2 skill. For most cases, you can stop at MOD2 with M1911. Optional. | |||||||||||||||||||||||||||||||||||||
1270 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1271 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1272 | 29 | 52 | 78 | 58 | 375 | ||||||||||||||||||||||||||||||||||
1273 | (+2) | (+2) | (+4) | (+1) | (+10) | ||||||||||||||||||||||||||||||||||
1274 | |||||||||||||||||||||||||||||||||||||||
1275 | Buffs All Types Rate of Fire 24% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1276 | |||||||||||||||||||||||||||||||||||||||
1277 | |||||||||||||||||||||||||||||||||||||||
1278 | Desperate Sharpshooter: After launching a smoke grenade, the next 7 attacks will strike targets starting from the furthest to the closest. Every hit will deal 200% damage. | ||||||||||||||||||||||||||||||||||||||
1279 | |||||||||||||||||||||||||||||||||||||||
1280 | |||||||||||||||||||||||||||||||||||||||
1281 | |||||||||||||||||||||||||||||||||||||||
1282 | |||||||||||||||||||||||||||||||||||||||
1283 | Passive | ||||||||||||||||||||||||||||||||||||||
1284 | |||||||||||||||||||||||||||||||||||||||
1285 | M1895 (Nagant Revolver) (NO. 5) ★★ | Accessories | ○ Excellent FP tile buff and good coverage ○ Bonus crit tile buff ○ Very high FP debuff at night ○ High base evasion | ○ Limited application outside of SG and barrier teams | "Was my old age's experience helpful?~" | ○ Example of barrier team featuring HS2000 and FP debuff | |||||||||||||||||||||||||||||||||
1286 | Magazine | The first-ever T-Doll commanders acquire. The M1895, or Nagant Revolver, as she'll be called from here on out, is a sleeper. Boasting extremely rare critical rate and FP tile buffs, Nagant Revolver's tiles rival even 5★ units, making her an easy to use HG for new players. Her placement fits her safely in the backline as well, but her high base evasion stat of 92 allows her to tank in a pinch. Nagant Revolver's main use comes from her FP debuff. Although niche, this skill has several important applications in SG teams and barrier teams. When coupled with armor, the FP debuff acts as an armor buff to the SGs, ensuring that they can tank most attacks. In barrier teams when fighting against AoE enemies like Gundam, her FP debuff can reduce their AoE damage below the strength of the barrier, effectively nullifying all the damage from Gundam's AoE grenade skill. Nagant Revolver's skill comes with a night condition, with the skill being nerfed during daytime. For that reason, she obviously performs better at night than day. This does not mean she is not viable during the day though. Her tiles are still super strong and are not bound by the same conditions, and FP debuff skills are quite rare. When in need of a cheap alternative in the early game, or putting her skill into good use in SG or barrier teams, or you just want to pay homage to your elders, Nagant Revolver is here for you. She is niche and recommended. | |||||||||||||||||||||||||||||||||||||
1287 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1288 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1289 | 32 | 46 | 92 | 44 | 350 | "Loli Granny" | |||||||||||||||||||||||||||||||||
1290 | |||||||||||||||||||||||||||||||||||||||
1291 | Buffs All Types Critical Rate 16% Damage 32% | ||||||||||||||||||||||||||||||||||||||
1292 | |||||||||||||||||||||||||||||||||||||||
1293 | |||||||||||||||||||||||||||||||||||||||
1294 | Firepower Supression N: During nighttime, decrease all enemies' damage by 35% (20% during daytime) (MOD 1 40%, 25%) for 8s (5s during daytime). | ||||||||||||||||||||||||||||||||||||||
1295 | |||||||||||||||||||||||||||||||||||||||
1296 | |||||||||||||||||||||||||||||||||||||||
1297 | |||||||||||||||||||||||||||||||||||||||
1298 | |||||||||||||||||||||||||||||||||||||||
1299 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1300 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1301 | M1895 (Nagant Revolver) (MOD 3) ★★★★ | Accessories | ○ Excellent tiles improved even further. ○ Skill even more potent at night and hard encounters ○ Offensive and defensive mix | ○ Defensive skill is unfortunately very situational so you might not use her as much as you think you will. | |||||||||||||||||||||||||||||||||||
1302 | Magazine | Babushka gets a MOD...and it's a damn good one! M1895 already has exceptional tile buffs and the MOD upgrade just puts them that much higher; she improves her tile stats to 36% FP and 20% crit rate. It doesn't improve her tile positioning, but that hardly matters in where you would use her. Her MOD2 skill is where things get even more spicy. Her first shot after a reload (also applies to the very first shot in the battle), grants her team a short but potent offensive buff that helps improve initial burst. A 10% increase to FP and accuracy is very much welcome, especially in that this is tacked on to an inherently defensive handgun, which makes Babushka who you would take if you need both offense and defense. (P.S. This triggers Python for Data Sim). She is a good doll to run in combination with other defensive focused dolls such as HS2000 or P22. Her damage reduction, while night-focused, is very potent and can mean reducing enemy firepower to below a threshold in that it completely neuters the enemy's chances of breaking certain defensive buffs (cough shields). Most prolifically, combo-ing the activations of these two types of skills can mean that your team can take virtually no damage from enemies with low firepower. M1895 is a recommended MOD upgrade. She is a 2*, which means she is cheap initially to upgrade. Her power comes from her MOD2, and is not tied to MOD3 at all (her SPEQ is a bonus and is not required for anything). This means she great utility for a very low investment relatively. | |||||||||||||||||||||||||||||||||||||
1303 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1304 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1305 | 35 | 48 | 100 | 45 | 360 | ||||||||||||||||||||||||||||||||||
1306 | (+3) | (+2) | (+8) | (+1) | (+10) | ||||||||||||||||||||||||||||||||||
1307 | |||||||||||||||||||||||||||||||||||||||
1308 | Buffs All Types Critical Rate 20% Damage 36% | ||||||||||||||||||||||||||||||||||||||
1309 | |||||||||||||||||||||||||||||||||||||||
1310 | |||||||||||||||||||||||||||||||||||||||
1311 | Seven Tone Paean: Reload after 7 attacks. The first attack after reload will increase all allies' damage and accuracy by 10% for 4s. | ||||||||||||||||||||||||||||||||||||||
1312 | |||||||||||||||||||||||||||||||||||||||
1313 | |||||||||||||||||||||||||||||||||||||||
1314 | |||||||||||||||||||||||||||||||||||||||
1315 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
1316 | |||||||||||||||||||||||||||||||||||||||
1317 | P38 (NO. 9) ★★ | Accessories | ○ Good tile coverage | ○ Cannot negate night debuff despite being specialised at it ○ Useless during day | "My fans, have they increased?" | ||||||||||||||||||||||||||||||||||
1318 | Magazine | Makes flares look good, except... flares do not offset the 90% decrease in night battles on their own. For example, if a doll has a base accuracy stat of 50, it will be debuffed to 5 at night. A 100% buff to her accuracy followed by a flare will bring her back to a total of 10. If you are not using a PEQ, it's useless. Even if you are using PEQ, it would be more beneficial to use a buffer that can boost actual DPS like SAA. With a buff tile coverage that is fit for the backline, her below-average HP pool average base evasion stat of 86 is appropriate. However her tile buffs are not ideal. The RoF increase is too miniscule to make an impact and the accuracy buffs would be useless for most dolls. Not optimal for RFHGs, due to other options having better ROF buffs. ARSMG teams do not need these buffs and MGSG teams have better HGs to benefit from than P38. Her skill will only work at night, meaning she is not viable to use in day battles. There are a lot more HGs that will work better than her during the day as well as night. Overall, not recommended to use 99.9% of the time. | looks like P08 and C96 | ||||||||||||||||||||||||||||||||||||
1319 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1320 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1321 | 28 | 49 | 81 | 57 | 330 | ||||||||||||||||||||||||||||||||||
1322 | |||||||||||||||||||||||||||||||||||||||
1323 | Buffs All Types Rate of Fire 14% Accuracy 56% | ||||||||||||||||||||||||||||||||||||||
1324 | |||||||||||||||||||||||||||||||||||||||
1325 | |||||||||||||||||||||||||||||||||||||||
1326 | Flare: Increase all allies' accuracy by 90% during nighttime for 15s. | ||||||||||||||||||||||||||||||||||||||
1327 | |||||||||||||||||||||||||||||||||||||||
1328 | |||||||||||||||||||||||||||||||||||||||
1329 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1330 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1331 | PPK (NO. 10) ★★ | Accessories | ○ Excellent RoF tile buff and good coverage ○ Bonus crit tile buff ○ Very high evasion | ○ Very low base HP ○ Underwhelming skill buff | "Oh my, this is funny~" | ||||||||||||||||||||||||||||||||||
1332 | Magazine | This is PPK, Girls' Frontline's resident masochist. Despite how certain voicelines of hers indicate a love for pain, PPK's tile and skill buffs significantly empower her fellow dolls, allowing her teammates to bring the hurt to Sangvis Ferri and unfortunately reducing the likelihood for PPK to become heavily damaged. For a 2★ HG, PPK's tile buff is very generous, providing 32% RoF and some crit rate as a bonus. Due to this, she is prized as a beginner friendly pick for those who are building their first RFHG. Unlike her tile buff, her skill provides FP buff instead along with more crit rate. While the damage buff multiplier is not as generous as her tile buff, the crit rate boost it provides is very appreciable, especially in the early game when players have yet to max out their crit scopes. PPK's exceptional base evasion can be considered a suitable stat for the frontline role she finds herself in due to her tile layout. Her base HP, on the other hand, is among the lowest. No matter how evasive she can be, an unlucky stray bullet can easily bring her down. Kiting with PPK instead of relying on luck to evade shots is therefore highly recommended, as is the case with most frontline HGs. Overall, PPK is recommended for early game. She costs no cores to dummy link as copies of her are abundant, and heavy data investment in PPK's skill is unnecessary given the poor scaling and the fact that her strength lies within her powerful tile buff. Note that PPK can still remain useful for endgame commanders as a valuable source of Crit Rate in teams with Px4 Storm or Jill's Bleeding Jane - few other dolls can buff this stat. | PPK & Mk48 are perfect for | ||||||||||||||||||||||||||||||||||||
1333 | T-Doll Equipment | each other -Ayker | |||||||||||||||||||||||||||||||||||||
1334 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1335 | 29 | 59 | 100 | 63 | 285 | ||||||||||||||||||||||||||||||||||
1336 | |||||||||||||||||||||||||||||||||||||||
1337 | Buffs All Types Rate of Fire 32% Critical Rate 16% | ||||||||||||||||||||||||||||||||||||||
1338 | is a masochist | ||||||||||||||||||||||||||||||||||||||
1339 | |||||||||||||||||||||||||||||||||||||||
1340 | Annihilation Command: Increase all allies' damage by 10% and critical rate by 35% for 8s. | ingame suggests she's a | |||||||||||||||||||||||||||||||||||||
1341 | masochist, | ||||||||||||||||||||||||||||||||||||||
1342 | |||||||||||||||||||||||||||||||||||||||
1343 | |||||||||||||||||||||||||||||||||||||||
1344 | but artbook bio suggests | ||||||||||||||||||||||||||||||||||||||
1345 | Initial CD | 6s | she's also | ||||||||||||||||||||||||||||||||||||
1346 | Skill CD | 12s | a sadist :hkstare3: | ||||||||||||||||||||||||||||||||||||
1347 | FNP9 (NO. 90) ★★ | Accessories | ○ Excellent tile coverage | ○ Low base HP ○ Heavy accuracy buff not suitable for general usage | "The stage was a huge success, and my efforts finally paid off!" | ||||||||||||||||||||||||||||||||||
1348 | Magazine | A diva-wannabe obsessed with standing in the spotlight. Ironically, FNP9 won't even have the chance to see herself on the "stage". With the same role and similiar tile buffs as M1911, with only 10% less accuracy buffs, FNP9 serves as RoF buffer, which will mostly be given to RFs or ARs. Her skill debuffs the enemies' evasion by 40%, making them more susceptible to diededing. This can give DPS a better hit rate, especially during night battles for those not equipped with PEQs. Its usage however is rather limited, as it's nothing unique and can be remedied with PEQs, which is usually favored over the prior method. Aside from that, it could give them better leverage against enemies with higher evasion, which will be encountered often late-game. These circumstances won't ever be dire enough for her to be called, though. All it does is improve one's hit rate, so she's not recommended. No need to bring fame upon her unworthy performance. | |||||||||||||||||||||||||||||||||||||
1349 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1350 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1351 | 28 | 53 | 83 | 61 | 300 | ||||||||||||||||||||||||||||||||||
1352 | |||||||||||||||||||||||||||||||||||||||
1353 | Buffs All Types Rate of Fire 20% Accuracy 40% | ||||||||||||||||||||||||||||||||||||||
1354 | Attention Whore | ||||||||||||||||||||||||||||||||||||||
1355 | |||||||||||||||||||||||||||||||||||||||
1356 | Cover Suppression: Decrease all enemies' evasion by 40% for 8s. | It doesn't help that her | |||||||||||||||||||||||||||||||||||||
1357 | official | ||||||||||||||||||||||||||||||||||||||
1358 | bio said how she's failed to | ||||||||||||||||||||||||||||||||||||||
1359 | Initial CD | 6s | stand out in the crowd | ||||||||||||||||||||||||||||||||||||
1360 | Skill CD | 12s | Y I K E S - Batty | ||||||||||||||||||||||||||||||||||||
1361 | MP-446 (Viking) (NO. 91) ★★ | Accessories | ○ Good FP tile buff with excellent coverage | ○ Defensive skill not suitable for general usage | "Hahaha!~ Everyone, this big success is because of "Viking", remember it!" | ||||||||||||||||||||||||||||||||||
1362 | Magazine | Doesn't look like one of the Scandinavian raiders, but this one is good enough as a budget HG. MP-446 Viking is a russian HG focused on buffing her team with crude FP buffs. Buffing her team with FP buffs of 28% FP, it's a good number for a budget HG tile buffing potential. Her great tile coverage also means that she can be put either at the frontline or backline, but with a mediocre evasion at 74 evasion and lacking HP at 330 HP, it might be better to put her in the backline most of the times. Her skill debuffs the enemies' RoF by 22%, buying your tanks some more time and giving them better survivability. Overall, its utility is limited compared to other HGs' skills though. She's a usable good budget HG, but she's replacable with other FP buffer HGs as you progress through the game. | |||||||||||||||||||||||||||||||||||||
1363 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1364 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1365 | 30 | 53 | 74 | 59 | 330 | ||||||||||||||||||||||||||||||||||
1366 | Doesn't look like a viking | ||||||||||||||||||||||||||||||||||||||
1367 | Buffs All Types Damage 28% | to me - Zero | |||||||||||||||||||||||||||||||||||||
1368 | |||||||||||||||||||||||||||||||||||||||
1369 | |||||||||||||||||||||||||||||||||||||||
1370 | Assault Suppression: Decrease all enemies' rate of fire by 22% (MOD 1 28%) for 8s. | ||||||||||||||||||||||||||||||||||||||
1371 | |||||||||||||||||||||||||||||||||||||||
1372 | |||||||||||||||||||||||||||||||||||||||
1373 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1374 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1375 | MP-446 (Viking) (MOD 3) ★★★★ | Accessories | ○ Gives an offensive buff in addition to some defensive utility on skill activation. | ○ The duration of the secondary skill may be a bit low, which can mean that you need to rethink your strategy to lay out all your damage within this window and time your skills appropriately to make maximum use of this window. | |||||||||||||||||||||||||||||||||||
1376 | Magazine | MP446 MOD offers the ability to provide both FP and RoF while debuffing the enemies at the same time. Although rarely seen, the combined utility is not as potent as it may seem. MP446 MOD receives a substantial improvement to her tile buff, providing a generous 36% FP buff. Tidal Breach allows her to give a short duration burst of RoF buff on top of the debuff effect on her skill 1. Although the multiplier of MP446's RoF buff is fairly strong, there are notable downsides to this, including its buff range and short duration. In order to receive the RoF buff, her allies must be within her tiles. Usually this is not a problem as her tile range is expansive and it is relatively easy to maneuver within them. The buff duration of Tidal Breach is only 4s, halved of the usual HG buff duration. You may find your DPS to not do as much damage during long battles as her uptime to much shorter than other buffer HGs. MP446 is optional to MOD. She is a cheap MOD, but players will have better mileage from raising other recommended HGs before setting their sites on Viking. For non-dupers, MP446 is a recommended MOD as she gives effects that you would be hard-pressed to look for in existing dolls. | |||||||||||||||||||||||||||||||||||||
1377 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1378 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1379 | 30 | 57 | 79 | 60 | 340 | ||||||||||||||||||||||||||||||||||
1380 | (+4) | (+5) | (+1) | (+10) | |||||||||||||||||||||||||||||||||||
1381 | |||||||||||||||||||||||||||||||||||||||
1382 | Buffs All Types Damage 36% | ||||||||||||||||||||||||||||||||||||||
1383 | |||||||||||||||||||||||||||||||||||||||
1384 | |||||||||||||||||||||||||||||||||||||||
1385 | Tidal Breach: Increase rate of fire of allies situated on her tiles by 20% for 4s upon Assault Suppression's activation. | ||||||||||||||||||||||||||||||||||||||
1386 | |||||||||||||||||||||||||||||||||||||||
1387 | |||||||||||||||||||||||||||||||||||||||
1388 | |||||||||||||||||||||||||||||||||||||||
1389 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1390 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1391 | Bren Ten (NO. 139) ★★ | Accessories | ○ Good FP/RoF tile buff and coverage | ○ Very low base evasion ○ Lackluster skill buff due to low rarity | "Ehehehe!~ This is the capability of a renowned star! I'm not lying, you know~" | Her slide actually recoils | |||||||||||||||||||||||||||||||||
1392 | Magazine | Coming fresh off Cartoon Network, Bren Ten is the alien killing machine you always needed but never wanted. Bren Ten is a traditional FP HG, a 2★ version to the many options like SAA and Grizzly. The difference is that Bren Ten has a RoF tile buff that the others do not. This can give her an edge when you need the RoF, however her lower FP multiplier as a 2★ leaves much to be desired. Rarely would you ever willing to sacrifice the stronger FP buff from other FP HGs for just a small amount of additional RoF. While Bren Ten has a fairly decent kit for a 2★, with good tile buff/coverage and skill, she has her limit with lower base stats and multipliers. Coupled with the fact that she only drops from chapter 7 onward and SAA being a career reward, there is simply no room for her even in the early game. She is not recommended. | during her firing animation | ||||||||||||||||||||||||||||||||||||
1393 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1394 | DMG | ACC | EVA | ROF | HP | is a qt - Zero | |||||||||||||||||||||||||||||||||
1395 | 31 | 51 | 63 | 58 | 350 | ||||||||||||||||||||||||||||||||||
1396 | "New Client poggers" - Batty | ||||||||||||||||||||||||||||||||||||||
1397 | Buffs All Types Damage 16% Rate of Fire 10% | ||||||||||||||||||||||||||||||||||||||
1398 | "Does she has an | ||||||||||||||||||||||||||||||||||||||
1399 | Omnitrix?" | ||||||||||||||||||||||||||||||||||||||
1400 | Fire Command: Increase all allies' damage by 18% for 8s. | ||||||||||||||||||||||||||||||||||||||
1401 | "..Armed with powers she's | ||||||||||||||||||||||||||||||||||||||
1402 | on the case, | ||||||||||||||||||||||||||||||||||||||
1403 | fighting off evil from earth or | ||||||||||||||||||||||||||||||||||||||
1404 | space.." | ||||||||||||||||||||||||||||||||||||||
1405 | |||||||||||||||||||||||||||||||||||||||
1406 | Initial CD | 6s | Sick rhymes mang -Ayker | ||||||||||||||||||||||||||||||||||||
1407 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1408 | USP Compact (NO. 141) ★★ | Accessories | ○ Nothing | ○ Awful tile placement ○ Accuracy buff not suitable for usage | "Please don't praise me. I'm only hiding in the back all the time, it's true!" | ||||||||||||||||||||||||||||||||||
1409 | Magazine | Die Universale Selbstladepistole is a 2* HG who was later added with the implementation of Chapter 7 in the story, along with the other 2* HG, Bren Ten. She has an above-average evasion stat of 86 and a below-average HP pool of 330, which doesn't go very well with where her buff tile coverage forces her to be positioned in, as aforementioned stats would make her a barely viable HG tank. Her skill buffs the entire team's accuracy by 100% at max, which may sound appealing if one were unaware of how insignificant this particular stat is for most dolls, except for MGs. Unfortunately, this is all MGs could benefit from, as the 20% RoF her tiles would provide them with will practically go to waste, since MGs have a fixed RoF stat. Increasing it any more would simply increase their reload speed, which is not worth the effort. Other doll types like ARs and RFs would appreciate the additional RoF buff greatly, but again, with her skill buffing accuracy, which they need the least of, you're better off looking for another substitute. To recap, it's almost as if USP simply doesn't know which doll types to favor as a buffer. Her tanking capability is also disputed, prone to making her a rather unoptimal choice. Plus, many more 2*s could fit in her place for the teams you build with even better return. Not recommended. | |||||||||||||||||||||||||||||||||||||
1410 | T-Doll Equipment | broken-leg chibi animation | |||||||||||||||||||||||||||||||||||||
1411 | DMG | ACC | EVA | ROF | HP | in EN | |||||||||||||||||||||||||||||||||
1412 | 24 | 60 | 86 | 64 | 330 | ||||||||||||||||||||||||||||||||||
1413 | is a qt too - Zero | ||||||||||||||||||||||||||||||||||||||
1414 | Buffs All Types Rate of Fire 28% | ||||||||||||||||||||||||||||||||||||||
1415 | I still care about you USP | ||||||||||||||||||||||||||||||||||||||
1416 | |||||||||||||||||||||||||||||||||||||||
1417 | Precision Command: Increases all allies' accuracy by 100% for 8s. | ||||||||||||||||||||||||||||||||||||||
1418 | |||||||||||||||||||||||||||||||||||||||
1419 | |||||||||||||||||||||||||||||||||||||||
1420 | |||||||||||||||||||||||||||||||||||||||
1421 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1422 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1423 | Noel (NO. 1001) ★ | Accessories | ○ Excellent RoF tile buff ○ Bonus evasion tile buff | ○ Low base HP Tile placement often cannot buff both DPS and tank ○ Wack skill with very niche usage | "I'm the winner~" | ○ No longer available in EN Something something "hidden" skill | Rachel Alucard when | ||||||||||||||||||||||||||||||||
1424 | Magazine | Wielding a pair of magical handguns, Demon Guns: Bolverk, 2nd Liutenant Noel was supposed to be a strong character with her true form as "God Slayer" Mu-12, according to BlazBlue's lore. Unfortunately, her performance in the GFL-verse seems to reflect her nerfed status lately in the meta of latter BlazBlue installments. As per usual we'll start with her stats. She boasts good enough evasion but with it a rather low HP pool, making her unfit for tanking should the formation ever demand it. Her tile buffs certainly appear to be doing so, and with them buffing RoF and evasion, they're not the most wanted among HGs. Her FP is above average to say the least, which should be adressed due to her offensive skill, which in itself is, well, "interesting" to say the least. In practice its effects can be decent and in actuality it brings some specific quirks with it. Noel cannot perform any action other than retreat during the skill animation. She also has complete invincibility against all attacks except for AOE ones ( nades or any other AOE ). An enemy targeted by Noel will be "stunned" until the duration of her skill is over. All enemies except bosses will be afflicted by this (Only for original skin, doesn't work with "μ-12"). However, even if she's unoptimal for usage, she's still an Extra doll. | |||||||||||||||||||||||||||||||||||||
1425 | T-Doll Equipment | "If you cannot provide an | |||||||||||||||||||||||||||||||||||||
1426 | DMG | ACC | EVA | ROF | HP | attorney, one will be | |||||||||||||||||||||||||||||||||
1427 | 39 | 60 | 82 | 65 | 300 | provided for you." | |||||||||||||||||||||||||||||||||
1428 | |||||||||||||||||||||||||||||||||||||||
1429 | Buffs All Types Rate of Fire 30% Evasion 20% | her true Astral Heat is | |||||||||||||||||||||||||||||||||||||
1430 | her cooking | ||||||||||||||||||||||||||||||||||||||
1431 | |||||||||||||||||||||||||||||||||||||||
1432 | Zero Gun: Fenrir: Dash towards the enemy and inflict 1.2x Noel's damage for 8 hits within a small area. | ||||||||||||||||||||||||||||||||||||||
1433 | |||||||||||||||||||||||||||||||||||||||
1434 | THE WHEEL | ||||||||||||||||||||||||||||||||||||||
1435 | Initial CD | 6s | OF | ||||||||||||||||||||||||||||||||||||
1436 | Skill CD | 12s | FATE IS TURNING | ||||||||||||||||||||||||||||||||||||
1437 | Clear (NO. 1009) ★ | Accessories | ○ Excellent RoF tile buff and coverage ○ Bonus accuracy tile buff ○ Very high skill multiplier ○ Low skill cooldown ○ High base evasion | ○ Low base HP ○ Must stop to distribute buffs | |||||||||||||||||||||||||||||||||||
1438 | Magazine | Clear is an extremely powerful buff-oriented HG with a unique skill that sequentially buffs allies with a single skill activation, unlike conventional buff-oriented HGs that buff the entire team at once.
Clear has great tile buff coverage and offers powerful 30% RoF/50% Accuracy boosts. She is the only 5★ HG aside from Calico who has an RoF-oriented tile buff that can cover the backline DPS from tile 5. Clear's skill "Make It Better" is what makes her stand out among the HGs. When her skill activates, Clear plays her guitar 5 times (once per second), providing a 30% (40% with her SPEQ) FP and Accuracy buff for 3s to the ally that has dealt the highest damage who is not currently buffed by "Make It Better". This buff does not stack with itself: applying the buff to an already-buffed ally (which occurs when there are no unbuffed allies remaining) will simply refresh its duration to 3s. Clear synergizes extremely well with M4A1 MOD, whose MOD skill requires that only three allies be on field during activation. With only 3 T-Dolls on the field, Clear will reliably double buff M4A1 to give her ~6s of a massive 40% FP buff. Clear also has a shorter skill CD of only 8s, unlike most HGs. Clear's skill benefits greatly from CDR tile buffs from RFs; if she is given any cooldown reduction at all from RFs, Clear can maintain almost indefinite buff uptime on the two main DPS of the team. Note that while Clear isn't forced to stand still during skill, Clear cannot distribute her buffs while moving. This drawback can be mitigated by swapping Clear with the tile 4 HG at the beginning of the fight or intelligently letting Clear stop between kiting cycles to let her distribute her buffs. Clear is overall one of the greatest buff-oriented HGs in the game with a very strong tile buff and an incredibly powerful active skill with very high uptime. Her minor drawbacks do not change her usefulness as a super buffer. As a result, Clear is highly recommended for all players. You will deeply regret missing out on Clear and her SPEQ during the DJMAX Collaboration event. | |||||||||||||||||||||||||||||||||||||
1439 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1440 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1441 | 31 | 62 | 88 | 61 | 330 | ||||||||||||||||||||||||||||||||||
1442 | |||||||||||||||||||||||||||||||||||||||
1443 | Buffs All Types Rate of Fire 30% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1444 | |||||||||||||||||||||||||||||||||||||||
1445 | |||||||||||||||||||||||||||||||||||||||
1446 | Make It Better: Stop attacking to put on 5 performances. Each performance increases a random ally's damage and accuracy by 30% (40% with Glorylight equipped). Max 1 stack. Each stack lasts 3s. | ||||||||||||||||||||||||||||||||||||||
1447 | |||||||||||||||||||||||||||||||||||||||
1448 | |||||||||||||||||||||||||||||||||||||||
1449 | |||||||||||||||||||||||||||||||||||||||
1450 | |||||||||||||||||||||||||||||||||||||||
1451 | |||||||||||||||||||||||||||||||||||||||
1452 | |||||||||||||||||||||||||||||||||||||||
1453 | |||||||||||||||||||||||||||||||||||||||
1454 | |||||||||||||||||||||||||||||||||||||||
1455 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1456 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1457 | Fail (NO. 1010) ★ | Accessories | ○ Excellent FP tile buff and coverage
○ Bonus accuracy tile buff ○ Low skill cooldown ○ High base evasion | ○ Defensive skill not suitable for general usage ○ Low base HP ○ Must stop to distribute debuffs | |||||||||||||||||||||||||||||||||||
1458 | Magazine | Fail is one of the exchangeable rewards in the Event shop during the DJMAX Collaboration event. In many ways, Fail is a mirror image of her counterpart Clear. Fail has a 30% Firepower and 50% Accuracy tile buff, which is suitable for most team compositions. Fail's forward-facing tile buff shape means she must be placed on tile 4 in order to make the most use of her buff. Due to her strong tile buffs, she's a decent contender as a tile 4 HG, though she directly competes with the likes of SAA and M1895 Nagant Revolver. When Fail activates "Sin Prisa", she plays her guitar five times (once per second), each time debuffing three enemies for 12% RoF and Accuracy (15% with her SPEQ equipped) stacking up to twice, prioritizing enemies with the highest health. Paired with her low CD of 8s, Fail's skill sports a high uptime for a debuff skill, though it is offset by the fact that she does not apply an immediate global debuff upon activation. Fail fails to provide much defensive support in mobbing fights due to the high ICD and the staggered nature of her skill. Because Fail's skill prioritizes enemies with the highest health, she will more often debuff the tanky frontline units that don't deal much damage to begin with (e.g. debuff Guards instead of Jaegers). By the same token, Fail fills a small niche in boss fights due to her high uptime and HP-priority debuff. However, running a bonafide buffer on tile 4 will generally fare better than running Fail. For general use, Fail suffers many of the same problems as most debuffing HGs. Her only redeeming quality is her strong tile buff, but its boon is offset by the its awkward shape. As a result, she is not recommended and niche at best. Nevertheless, you should still claim Fail and her SPEQ in the Event shop because she will be unobtainable once the DJMAX Collaboration ends, reruns notwithstanding. | |||||||||||||||||||||||||||||||||||||
1459 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1460 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1461 | 31 | 62 | 88 | 61 | 330 | ||||||||||||||||||||||||||||||||||
1462 | |||||||||||||||||||||||||||||||||||||||
1463 | Buffs All Types
Damage 30% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1464 | |||||||||||||||||||||||||||||||||||||||
1465 | |||||||||||||||||||||||||||||||||||||||
1466 | Sin Prisa: Stop attacking to put on 5 performances. Each performance decreases 3 random enemies' rate of fire and accuracy by 12% (15% with Black Cat equipped). Max 2 stacks. Each stack lasts 3s. | ||||||||||||||||||||||||||||||||||||||
1467 | |||||||||||||||||||||||||||||||||||||||
1468 | |||||||||||||||||||||||||||||||||||||||
1469 | |||||||||||||||||||||||||||||||||||||||
1470 | |||||||||||||||||||||||||||||||||||||||
1471 | |||||||||||||||||||||||||||||||||||||||
1472 | |||||||||||||||||||||||||||||||||||||||
1473 | |||||||||||||||||||||||||||||||||||||||
1474 | |||||||||||||||||||||||||||||||||||||||
1475 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1476 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1477 | Jill Stingray (NO. 1017) ★ | Accessories | ○ Excellent FP tile buff and coverage ○ High base HP ○ Very high base evasion ○ Very versatile due to different skill buffs | ○ Can't attack ○ Has an effective ICD of 9s without any reduction ○ Limited collab doll (VA11-Hall-A) ○ Holy sh- that skill | [No CV yet] | ○ Special Equipment: Jill's Drink Ingrediants (EVA +15 each) (Collab Exclusive) | |||||||||||||||||||||||||||||||||
1478 | Magazine | The protagonist of VA-11 Hall-A, Jill arrives with a mountain of skills and scenarios for you to use them all in. In order to make this analysis cover as much as possible, we've broken it down to each individual combination of SPEQs and skill. | |||||||||||||||||||||||||||||||||||||
1479 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1480 | DMG | ACC | EVA | ROF | HP | Time to mix drinks and | |||||||||||||||||||||||||||||||||
1481 | 30 | 53 | 96 | 55 | 400 | change lives | |||||||||||||||||||||||||||||||||
1482 | Sugar Rush | Straightforward and outright disappointing for a 9s ICD skill, so try to avoid it as much as possible. | |||||||||||||||||||||||||||||||||||||
1483 | Buffs All Types Damage 40% Accuracy 40% | ||||||||||||||||||||||||||||||||||||||
1484 | Big Beer | For the most part, this skill is actually pretty useless. It's very much unusable in many scenarios or just simply not worth running. If you're looking for more armor, there's always the option of using damage debuff skills which can be used to much greater effect. Synergy with Dana is pretty mediocre as well, as you're giving up almost all support for your MGs just to bolster Dana's tankiness as an exchange. | let me pet Fore, Jill | ||||||||||||||||||||||||||||||||||||
1485 | :blobreach: | ||||||||||||||||||||||||||||||||||||||
1486 | Mixing Time: During battle, Jill takes 3s to mix different drinks depending upon her equipment. Each drink grants a different buff to her echelon. Jill cannot attack. Each point of Jill's base damage stat grants herself 1% skill cooldown reduction (does not affect initial cooldown time), max 30%. | ||||||||||||||||||||||||||||||||||||||
1487 | |||||||||||||||||||||||||||||||||||||||
1488 | our beloved magical girl | ||||||||||||||||||||||||||||||||||||||
1489 | Brandtini | The buffs are actually pretty good and sync with many 2nd volley MG skills' activation time. If you're using Jill in 2nd volley MG teams, you can consider this option. However, Jill's insane tile buffs also make her a monster of a buffer in 1st volley MG teams, so don't handicap yourself by forcing yourself to go 2nd volley. She's also got excellent synergy with the 2nd volley nature of Alma. | bartender | ||||||||||||||||||||||||||||||||||||
1490 | |||||||||||||||||||||||||||||||||||||||
1491 | |||||||||||||||||||||||||||||||||||||||
1492 | |||||||||||||||||||||||||||||||||||||||
1493 | A Adelhyde F Flanergide K Karmotrine B BronsonExt D PwdDelta | Piano Woman | This drink covers both offense and defense at the same time similar to P22, and can be useful for teams that need both. The long ICD and lack of HP shielding means Jill cannot replace P22 is general. You can nevertheless consider using this setup in drawn out fights, though Jill may not be the best pick if you have the option of picking other versatile HG buffers. Notably, Piano Woman's synergy with Dorothy as her favorite drink is really good as well, providing more EVA and reducing the drawbacks of Dorothy's skill. | ||||||||||||||||||||||||||||||||||||
1494 | |||||||||||||||||||||||||||||||||||||||
1495 | |||||||||||||||||||||||||||||||||||||||
1496 | |||||||||||||||||||||||||||||||||||||||
1497 | ╔∷∷∷∷∷∷♪♪Menu♪♪∷∷∷∷∷∷╗ BFK Big Beer Increase SG armor by 20% and damage and accuracy by 30% for 8s. AAD Brandtini Increase MG damage and accuracy by 25% for 8s. ABK Piano Woman Increase the front column's evasion by 60% and the other positions' damage by 20% for 8s. AAK Moonblast Increase all allies' rate of fire by 22% for 8s. FBD Bleeding Jane Increase RF and AR crit rate by 25% and 60% of the crit rate over the cap becomes additional crit damage for 8s. KKK Fringe Weaver Increase all allies' damage by 35% for 5s. After the skill effect ends, become drunk and decrease damage and accuracy by 15% for 3s. Default: Sugar Rush Increase all allies' damage by 18% for 8s. ╚∷∷∷∷∷♪♪Night Night♪♪∷∷∷∷∷╝ | ||||||||||||||||||||||||||||||||||||||
1498 | |||||||||||||||||||||||||||||||||||||||
1499 | Moonblast | While this setup isn't that bad by itself, the ICD's inability to sync with RF skill activation times for example, paired with the existence of Bleeding Jane, pretty much overshadows this setup entirely. You'd rarely see this skill being used in RFHGs, the most common team setup that often requires RoF buffers. Piano Woman also often overshadows Moonblast due to the incredible utility paired with offensive aspect of Piano Woman being much more valuable in most cases. Synergy with Sei sort of forces her and Stella in the same team, making it pretty restrictive. | |||||||||||||||||||||||||||||||||||||
1500 | |||||||||||||||||||||||||||||||||||||||
1501 | |||||||||||||||||||||||||||||||||||||||
1502 | |||||||||||||||||||||||||||||||||||||||
1503 | |||||||||||||||||||||||||||||||||||||||
1504 | is a half-French | ||||||||||||||||||||||||||||||||||||||
1505 | Bleeding Jane | While incredibly powerful on paper, the setup necessary to bring the most out of this drink is hard. Firstly, you need to run specific t-dolls such as 5-7 and PPK or Pink and Python, and secondly you need to give Jill the tile buff from the RFs to lower her initial CD. Without the crit rate boosters from specific dolls, the skill is largely mediocre, and without the reduced CD, the setup becomes incredibly inflexible, forcing you into timing the skills for the damage. There are other better way to stack damage. | is bisexual | ||||||||||||||||||||||||||||||||||||
1506 | smokes a lot | ||||||||||||||||||||||||||||||||||||||
1507 | |||||||||||||||||||||||||||||||||||||||
1508 | |||||||||||||||||||||||||||||||||||||||
1509 | Why cant she shake my pp like that -Kira | ||||||||||||||||||||||||||||||||||||||
1510 | |||||||||||||||||||||||||||||||||||||||
1511 | Fringe Weaver | Speaking of stacking damage, Fringe Weaver is perhaps Jill's most used drink. Due to Jill's inherently long CD, most of the drinks are not very viable as there are other dolls providing similar effects at lower CD. Fringe Weaver is no different. Contender's damage amplifier and Clear's massive FP buff can achieve similar feat as this drink does: buffing an incredible amount of FP to the team. The difference between Fringe Weaver and the other drinks is that you are more likely to try and stack damage than say RoF or evasion. This gives Jill a situational use where she can be run alongside previously mentioned HGs for damage stacking, or used in prolonged battles (Uhlans) where her high skill uptime (given that she receives CD reduction tiles) can be fully exploited. The downside is largely negligible since she is more than likely to sync up with the RFs during their skill duration. | |||||||||||||||||||||||||||||||||||||
1512 | |||||||||||||||||||||||||||||||||||||||
1513 | |||||||||||||||||||||||||||||||||||||||
1514 | |||||||||||||||||||||||||||||||||||||||
1515 | |||||||||||||||||||||||||||||||||||||||
1516 | |||||||||||||||||||||||||||||||||||||||
1517 | |||||||||||||||||||||||||||||||||||||||
1518 | |||||||||||||||||||||||||||||||||||||||
1519 | Jill's 9s ICD drawback leaves her largely underused outside of being a tile bot. She relies on the support of the RFs and is best used in long battles where her high skill uptime and overpowered buffs can be an asset to the team. A unique and solid t-doll with noticeable drawbacks, Jill is niche and optional. | ||||||||||||||||||||||||||||||||||||||
1520 | plein d'anguilles" | ||||||||||||||||||||||||||||||||||||||
1521 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1522 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1523 | Sei Asagiri (NO. 1018) ★ | Accessories | ○ Unique shield skill ○ Excellent FP tile buff and good coverage ○ Bonus evasion tile buff ○ Very high base HP | ○ Shield does not protect the DPS classes ○ Has no offensive skill buff ○ Limited collab doll (VA11-Hall-A) | [No CV yet] | ○ Special Equipment: White Knight's Armor (EVA +34) (Collab Exclusive) | |||||||||||||||||||||||||||||||||
1524 | Magazine | Our lovely ex-White Knight lady is here, providing assistance to those in need with her shield... or not? Sharing the same tiles as Grizzly, it's no doubt that Sei has amazing tile coverage. Her skill offers protection for SMG/HG/SG, especially against AoE attacks due to how shields reduce AoE attacks from hitting all links to be counted as hitting 1 link. As such, she provides pretty good protection against Cyclops nades and Rodelero lasers. However, due to her shield not covering AR/RF/MG, who are often the DPSes of the team, it makes her skill less desirable against any uncontrollable AoE attacks that can hit the backline (Doppelsoldners). For a HG that provides a less picky team-wide shield, HS2000 is your choice. If you only need to increase the survivability of your tanks with shields, P22 is an option. Additionally, both can provide extra DPS buffs on top of their shields. You'll see uses for her in a more defensive oriented ARSMG/RFHG team with the shielding. Otherwise, her skill isn't that versatile as compared to your traditional buffs/debuffs (FP/RoF up for team or ACC down for enemies). She earns a niche status. | so qt in GFL | ||||||||||||||||||||||||||||||||||||
1525 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1526 | DMG | ACC | EVA | ROF | HP | she's actually buffed like | |||||||||||||||||||||||||||||||||
1527 | 30 | 59 | 77 | 53 | 425 | M16 in VA-11 HALL-A | |||||||||||||||||||||||||||||||||
1528 | |||||||||||||||||||||||||||||||||||||||
1529 | Buffs All Types Damage 30% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
1530 | |||||||||||||||||||||||||||||||||||||||
1531 | |||||||||||||||||||||||||||||||||||||||
1532 | White Knight's Shield: Grant ally SGs, SMGs, and HGs a shield with a base HP of 32 points for 5s. The shield gains additional HP based upon the target's missing HP, with the minimum increase being 0.8x and the maximum being 1.8x. When Stella is present, Sei's attacks count toward Stella's passive skill. Favorite Drink: When buffed by a Moonblast, skill takes effect for the duration of the Moonblast, and the additional shield HP gain based upon the target's missing HP is doubled. | ||||||||||||||||||||||||||||||||||||||
1533 | |||||||||||||||||||||||||||||||||||||||
1534 | |||||||||||||||||||||||||||||||||||||||
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1539 | |||||||||||||||||||||||||||||||||||||||
1540 | |||||||||||||||||||||||||||||||||||||||
1541 | character design likely | ||||||||||||||||||||||||||||||||||||||
1542 | based on Rei Ayanami | ||||||||||||||||||||||||||||||||||||||
1543 | |||||||||||||||||||||||||||||||||||||||
1544 | Initial CD | 6s | Sei x Stella ftw | ||||||||||||||||||||||||||||||||||||
1545 | Skill CD | 10s |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Name | Statistics | Pros | Cons | Analysis | Notes | Memes | ||||||||||||||||||||||||||||||||
2 | Additional Info | Bamboo | Crit Rate | 40% | Mobility | 7 | Recent
Edits | Added M110, Saiga 308 (Jan 20, 2024) | |||||||||||||||||||||||||||||||
3 | "Specific target" | Targets furthest enemy based on x-axis and their range of fire, does not switch until target is killed. | Added TF-Q, SCAR-H (Jul 09, 2023) | ||||||||||||||||||||||||||||||||||||
4 | "Frame Data" | Added XM3 MOD (Dec 31, 2022) | |||||||||||||||||||||||||||||||||||||
5 | Added Model 99 (Aug 04, 2022) | ||||||||||||||||||||||||||||||||||||||
6 | Kar98k (NO. 46) ★★★★★ | Magazine | ○ Low initial CD ○ Very fast aim time ○ High skill damage even without charging any stack | ○ Unpredictable targeting without the presence of boss ○ Charge shot not optimal for general usage | "Everyone, let's do our best in the future as well." | ||||||||||||||||||||||||||||||||||
7 | Accessories | Kar98k is one of the very first anti-elite RFs in the game. Coming from an era where elite enemies neither posed a threat nor called for specific T-Dolls to counter them, Kar98k has always been shunned away due to her inability to mob or boss effectively. With the bamboo rework that substantially improved her Chain Shot and the impending release of new elite enemies that need to be dispatched ASAP in the ever closer inching future, perhaps Kar98k will finally find her place. Chain Shot is a unique double-shot skill, allowing Kar98k to hit two targets. This lets her effectively swap to a new target if her first shot has successfully killed one, making it effective against both elite units who come with a sizable health pool as well as multiple groups of threatening foes. As with other charged-shot RFs, Kar98k’s two shots both bypasses armor and evasion, allowing her to snipe evasive enemies at night even with the night penalty in effect. Unlike other charged-shot RFs, Kar98k's damage is far higher at zero stacks AND can be activated sooner. For comparison, Springfield and Mosin-Nagant deal 2.8x damage at zero stacks, 5s into battle, and scale into 6x at max stacks. Kar98k, on the other hand, deals 2.8x damage twice at zero stacks, at only 4s into battle. This makes her a great option for sniping out high priority enemies without having to charge up in order to deal sufficient damage to them. When her damage at zero stacks is not high enough, Kar98k can simply hold onto her skill and activate it in sync with any accompanying HGs' skills, resulting in a much bigger burst to take out beefier enemies with ease. Although it has a low cooldown of 4s, Chain Shot's targeting is somewhat unpredictable against non-boss units, making Kar98k unreliable in sniping dangerous mobs such as Jaegers and Strikers when they are being protected by meat shields like Guards (who can eat up both her shots just by themselves). Combined with the lack of self-buffing attribute, she is not effective against trash mobs and should be used primarily against elites instead, as Chain Shot seems to hit the right target more often when in the presence of such enemies. Kar98k is niche, and as with other anti-elites, her use is limited. With that being said, she is an optional pick with a unique, strong skill who may see more use in the future against elite enemies, against whom Carcano M91/38 cannot deal high damage. | GFL's Poster Girl | ||||||||||||||||||||||||||||||||||||
8 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
9 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
10 | 135 | 78 | 41 | 34 | 420 | Do you like... MY KAR??? | |||||||||||||||||||||||||||||||||
11 | *eurobeat intensifies* | ||||||||||||||||||||||||||||||||||||||
12 | Buffs HG Reduce Skill CD by 18% | Hidden S tier | |||||||||||||||||||||||||||||||||||||
13 | "Dorm Mom" | ||||||||||||||||||||||||||||||||||||||
14 | |||||||||||||||||||||||||||||||||||||||
15 | Chain Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 4 stacks maximum. Tap the skill to aim for 0.5s twice, remove all charges and deal 2.8x - 3.5x damage per shot to the current target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
16 | |||||||||||||||||||||||||||||||||||||||
17 | |||||||||||||||||||||||||||||||||||||||
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20 | |||||||||||||||||||||||||||||||||||||||
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24 | |||||||||||||||||||||||||||||||||||||||
25 | |||||||||||||||||||||||||||||||||||||||
26 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
27 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
28 | WA2000 (NO. 48) ★★★★★ | Magazine | ○ High base RoF ○ Powerful RoF self-buff | ○ Tsundere girl is not to
everyone's liking ○ Some Commanders will never get her somehow | "There, you'd better be thankful!" | is a tsundere (duh.) | |||||||||||||||||||||||||||||||||
29 | Accessories | WA2000, your textbook tsundere. No waifu game would be complete without them, except this one just happens to be a very powerful doll that should not be taken lightly. WA's stat spread is spot on. Her RoF is notably high among RFs, with a RoF self-buff complimenting it. This means she requires the least babysitting from RoF buff to be able to perform very well. She might as well fit in ARSMG with how independent she is. Her FP is on the low end among the 5★, but that does not stop her from performing very well, achieving one of the highest DPS among RFs. Highly Recommended. | secretly loves ice cream | ||||||||||||||||||||||||||||||||||||
30 | T-Doll Equipment | Afraid of ghosts | |||||||||||||||||||||||||||||||||||||
31 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
32 | 130 | 82 | 30 | 39 | 440 | ||||||||||||||||||||||||||||||||||
33 | "8* RF Goddess" | ||||||||||||||||||||||||||||||||||||||
34 | Buffs HG Reduce Skill CD by 18% | "Wa-chan", "Wawa", | |||||||||||||||||||||||||||||||||||||
35 | "Waifu2k" | ||||||||||||||||||||||||||||||||||||||
36 | our Tsundere Queen | ||||||||||||||||||||||||||||||||||||||
37 | Assault Focus: Increases self rate of fire by 75% for 5s. | ||||||||||||||||||||||||||||||||||||||
38 | |||||||||||||||||||||||||||||||||||||||
39 | |||||||||||||||||||||||||||||||||||||||
40 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
41 | Skill CD | 8s | Relatively "common" | ||||||||||||||||||||||||||||||||||||
42 | Lee Enfield (NO. 50) ★★★★★ | Magazine | ○ Powerful FP self-buff | ○ Prone to overkilling due to high FP early on | "Such a short-lived victory." | ||||||||||||||||||||||||||||||||||
43 | Accessories | Lee is pretty much the FP version of WA2000. She also has great stats spread but instead of RoF self-buff, it's FP self-buff. Her DPS is comparable on paper, but due to Lee being FP focused, she's prone to overkilling, resulting in her being less efficient. Good thing is, as content is getting harder and enemies are growing stronger, she will be more effective as the player progresses. What distinguishes her from the RoF RFs is that she hits harder, and will need fewer shots to kill something. Even if she shoots slow, she is still at an advantage when she can kill one whole platoon in three shots, while others take five. But that's something more prominent in later chapters. Not that she isn't viable right now, in fact, she can beat anything RoF RFs can, just a bit slower and thus taking a bit more scratch damage. Against latter enemies with higher armor value, she will shine more thanks to being able to punch through armor harder. Highly Recommended. | |||||||||||||||||||||||||||||||||||||
44 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
45 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
46 | 135 | 78 | 40 | 36 | 400 | thinks that skirts are lewd | |||||||||||||||||||||||||||||||||
47 | |||||||||||||||||||||||||||||||||||||||
48 | Buffs HG Reduce Skill CD by 18% | "Lee Menfield" | |||||||||||||||||||||||||||||||||||||
49 | |||||||||||||||||||||||||||||||||||||||
50 | |||||||||||||||||||||||||||||||||||||||
51 | Damage Focus: Increases damage by 75% for 5s. | ||||||||||||||||||||||||||||||||||||||
52 | |||||||||||||||||||||||||||||||||||||||
53 | |||||||||||||||||||||||||||||||||||||||
54 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
55 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
56 | NTW-20 (NO. 53) ★★★★★ | Magazine | ○ Highest base FP among RFs | ○ Low base RoF ○ Very long initial CD ○ Charge shot not optimal for general usage ○ Lewd Senpai | "Well, let's go home. Mission clear." | ||||||||||||||||||||||||||||||||||
57 | Accessories | NTW-20, once a romanticized nuke, now fills the role of a sure-hit RF. In the anti-elite role, NTW-20's high initial CD and her lackluster damage at low stacks makes it difficult for her to perform well, especially given the need to kill threatening enemies sooner rather than later. With the change to charged-shot RFs, NTW-20 has her initial CD reduced to 8s instead of 15s, but with her skill multiplier significantly reduced accordingly. By waiting for stacks and firing off the skill later, Interdiction Shot can be charged back up to deal its original multiplier. Instead of being solely limited to one-shotting enemy bosses after some heavy setup, NTW is now more flexible and can be used as an anti-elite RF, crippling a single target with her sure-hit, armor-penetrating shot. This niche is highly competitive - other RFs can often do a better job than NTW-20. Kar98k has a much lower ICD (4s) and better damage output against elite enemies at 0 stacks (two shots of 2.8x vs one shot of 3.4x), while Carcano M91/38 can deal a whopping 45x damage to non-elites at a 6s initial CD. Since most elite enemies will become non-elite after stopping, there are few scenarios, if any, in which NTW-20 can outperform her peers. She can be considered heavily outclassed in the charged-shot niche, like the vast majority of RFs with a similar skill. NTW's only advantage over the other charged-shot RFs is her fully charged damage multiplier, which can deal high enough damage to possibly one-shot some weaker bosses. In most boss battles, this is impractical, as many enemies tend to either have skill sets that directly counter stall teams, or too much health for NTW-20 to one-shot. Any player who can meet the unit, equipment, fairy, and micro-control requirements to properly stall such fights would have a much easier time fielding conventional teams instead. NTW is simply niche, and is not recommended. | |||||||||||||||||||||||||||||||||||||
58 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
59 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
60 | 165 | 75 | 29 | 30 | 465 | ||||||||||||||||||||||||||||||||||
61 | |||||||||||||||||||||||||||||||||||||||
62 | Buffs HG Reduce Skill CD by 18% | SASS' Senpai | |||||||||||||||||||||||||||||||||||||
63 | |||||||||||||||||||||||||||||||||||||||
64 | |||||||||||||||||||||||||||||||||||||||
65 | Interdiction Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 7 stacks maximum. Tap the skill to aim for 1.5s, remove all charges and deal 3.4x - 8x to the closest target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
66 | |||||||||||||||||||||||||||||||||||||||
67 | |||||||||||||||||||||||||||||||||||||||
68 | |||||||||||||||||||||||||||||||||||||||
69 | |||||||||||||||||||||||||||||||||||||||
70 | |||||||||||||||||||||||||||||||||||||||
71 | |||||||||||||||||||||||||||||||||||||||
72 | |||||||||||||||||||||||||||||||||||||||
73 | |||||||||||||||||||||||||||||||||||||||
74 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
75 | Skill CD | 9s | |||||||||||||||||||||||||||||||||||||
76 | NTW-20 (MOD 3) ★★★★★★ | Accessories | ○ FP can reach the next level of high ○ Can take out both high priority targets and their escorts | ○ Still long initial CD ○ Follow-up shots can miss | |||||||||||||||||||||||||||||||||||
77 | Magazine | Don’t let the shiny new exotic red rarity border fool you; NTW is just as situational and niche as before. NTW MOD 3 rewards players who are able to get the kill shot with her first skill, allowing additional weaker shots to be fired with her second skill. Her passive improves her damage against targets with 50% HP or higher, ensuring that she can one-shot her targets. Her kit may seem cool and powerful, but its practicality leaves much to be desired. Her initial CD is still fairly high and in most cases she would be doing the same job of hunting Hydra/Gundam as existing RFs such as Carcano M91/38. In comparison, NTW's CD is longer and her multiplier is weaker than Carcano M91/38. Her follow-ups can miss, making it ineffective at night. Worst of all, she is incredibly costly and neural upgrading her may take up to 5 months as Fire Control Cores are time-gated. The only advantage she has over Carcano M91/38 is that she is not penalized against bosses and elites. Unfortunately, as mentioned in her original analysis, bosses are complex enough that simply bursting them down is a very difficult task (not to mention her targeting might mess her up by one-shotting an escort if she does not have enough damage to one-shot the boss), and there are RFs that can handle elites at a cheaper cost like M82A1 as well. She is optional as other rifles like Carcano M91/38 and M82A1 in part can do the same job you probably want NTW for. If you have extra frags and willing to put in additional investment, she is fine for the additional utility her second skill can potentially bring the team. As a side note, she has the most FP out of any rifle when using a max enhanced special equipment along with her 190+ affection bonus. This makes her extremely useful for Data Ranking leaderboard. | |||||||||||||||||||||||||||||||||||||
78 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
79 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
80 | 168 | 80 | 30 | 32 | 470 | ||||||||||||||||||||||||||||||||||
81 | (+3) | (+5) | (+1) | (+2) | (+5) | ||||||||||||||||||||||||||||||||||
82 | |||||||||||||||||||||||||||||||||||||||
83 | Buff HG Reduce Skill CD by 20% | ||||||||||||||||||||||||||||||||||||||
84 | |||||||||||||||||||||||||||||||||||||||
85 | |||||||||||||||||||||||||||||||||||||||
86 | Hunter's Mania: Begin charging after skill cooldown ends, gaining 1 charge stack every 1s, up to a maximum of 7 stacks. When skill is activated, aim for 1.5s, prioritizing the enemy with the highest HP that can be killed in one-shot (affected by Link protection). If no enemy can be instantly killed, prioritize the enemy with the highest HP. After aiming, deal 5-10x DMG that ignores HP shields based on the current number of charge stacks. All stack will be consumed on skill used. | ||||||||||||||||||||||||||||||||||||||
87 | |||||||||||||||||||||||||||||||||||||||
88 | |||||||||||||||||||||||||||||||||||||||
89 | |||||||||||||||||||||||||||||||||||||||
90 | |||||||||||||||||||||||||||||||||||||||
91 | |||||||||||||||||||||||||||||||||||||||
92 | |||||||||||||||||||||||||||||||||||||||
93 | |||||||||||||||||||||||||||||||||||||||
94 | |||||||||||||||||||||||||||||||||||||||
95 | |||||||||||||||||||||||||||||||||||||||
96 | Initial CD: 15s Skill CD: 16s | Initial CD | 7s | ||||||||||||||||||||||||||||||||||||
97 | Skill CD | 9s | |||||||||||||||||||||||||||||||||||||
98 | Mist Box: When "Hunter's Mania" kills an enemy, activate skill again and gain 3 charge stacks. Can activate up to 3 times. The additional skill uses incur no aiming time and do not gain bonus DMG from charge stacks, dealing 4x DMG that can miss, depending on target's EVA. Prioritizes enemy with lowest HP. Increase DMG of normal attacks and skill by 10% when attacking enemies with more than 50% HP. | ||||||||||||||||||||||||||||||||||||||
99 | |||||||||||||||||||||||||||||||||||||||
100 | |||||||||||||||||||||||||||||||||||||||
101 | |||||||||||||||||||||||||||||||||||||||
102 | |||||||||||||||||||||||||||||||||||||||
103 | |||||||||||||||||||||||||||||||||||||||
104 | |||||||||||||||||||||||||||||||||||||||
105 | |||||||||||||||||||||||||||||||||||||||
106 | |||||||||||||||||||||||||||||||||||||||
107 | Passive | ||||||||||||||||||||||||||||||||||||||
108 | |||||||||||||||||||||||||||||||||||||||
109 | M99 (NO. 128) ★★★★★ | Magazine | ○ Very high base FP | ○ Low base RoF ○ Very long initial CD ○ Charge shot not optimal for general usage | "Ehehe!~ Commander, I, have I grown up?" | ||||||||||||||||||||||||||||||||||
110 | Accessories | M99 fills the role of a sure-hit RF with her skill. Unfortunately, this is a highly competitive role where many other RF perform better, so M99's comparatively long initial CD of 8 seconds and lackluster damage at low stacks makes her far from being a good pick. M99 is niche and not recommended. For more details, you can read NTW-20's analysis. | |||||||||||||||||||||||||||||||||||||
111 | T-Doll Equipment | will get you jailed - Zero | |||||||||||||||||||||||||||||||||||||
112 | DMG | ACC | EVA | ROF | HP | jail is just a room - Kira | |||||||||||||||||||||||||||||||||
113 | 157 | 81 | 32 | 32 | 440 | age is just a number - Aria | |||||||||||||||||||||||||||||||||
114 | |||||||||||||||||||||||||||||||||||||||
115 | Buffs HG Reduce Skill CD by 18% | "DFC" | |||||||||||||||||||||||||||||||||||||
116 | |||||||||||||||||||||||||||||||||||||||
117 | |||||||||||||||||||||||||||||||||||||||
118 | Steady Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 7 stacks maximum. Tap the skill to aim for 1.5s, remove all charges and deal 3.4x - 8x to the furthest target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
119 | |||||||||||||||||||||||||||||||||||||||
120 | |||||||||||||||||||||||||||||||||||||||
121 | |||||||||||||||||||||||||||||||||||||||
122 | |||||||||||||||||||||||||||||||||||||||
123 | |||||||||||||||||||||||||||||||||||||||
124 | |||||||||||||||||||||||||||||||||||||||
125 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
126 | Skill CD | 9s | |||||||||||||||||||||||||||||||||||||
127 | IWS-2000 (NO. 148) ★★★★★ | Magazine | ○ Very high base FP ○ Massive FP self-buff | ○ Low base RoF with skill that reduces RoF further ○ Very prone to overkilling due to high FP ○ Auto-retarget backrow during skill ○ Needs an adequate and suitable enemy to be present to maximize her usefulness ○ Not suitable for general usage | "Phew.. if I keep this up, the Commander will think higher of me!" | ○ Resets targetting to the backrow automatically during skil | |||||||||||||||||||||||||||||||||
128 | Accessories | IWS is a highly specified FP RF, sacrificing her RoF for a huge increase in FP. She's especially good when dealing with highly armored units or bosses mainly, due to her high damage which can easily reach 1000+ damage per shot. This kind of damage causes players to tunnel vision her capabilities, thinking that her damage is sufficient for most if not all content. This is not the case. IWS' incredible damage per shot is a specialized niche that is used to deal with high health and incredibly armoured enemies; the FP increase greatly mitigates any armour reduction and the damage allows her to finish fights that have a dangerous enemy that must be wiped out as fast as possible. She is one of the several units that are capable of feats like this, with an infamous alternative of Carcano M91/38, but with the difference that IWS can consistently output this damage over a period of time rather than in one shot. Due to her debilitating debuff in the stat that RFs would ideally want more of (her ROF), her use in echelons that deal with general enemies or 'slightly more than a little' number of enemies is limited. Once she pops her skill she becomes one of the slowest firing units in the game. One can attempt to reduce this disadvantage by stuffing the echelon with ROF buffing handguns, however this echelon type is not recommended as it is for a very specific purpose and will not deal with a lot of other fights very well. One can attempt to pair her with another RF that can take advantage of the ROF buffs as well (such as Lee Enfield/M14), but the argument comes again to debate whether her overwhelming firepower is required for the fight in question. In almost all circumstances, it is not and so the patched up echelon performs worse than when using the more common and less damage inflicting RFs together. These comps require extremely heavy investment from the player for, not just IWS, but also the HGs and the additional RF if added. The equipment to make such feats achievable flawlessly also require significant investment. Therefore these comps are not recommended to be made immediately as a first RFHG comp for new commanders. To recap, she is niche and one should identify exactly when the situation calls for the use of this Austrian Princess and her unparalleled firepower. | |||||||||||||||||||||||||||||||||||||
129 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
130 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
131 | 162 | 78 | 29 | 32 | 440 | ||||||||||||||||||||||||||||||||||
132 | |||||||||||||||||||||||||||||||||||||||
133 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
134 | |||||||||||||||||||||||||||||||||||||||
135 | "Exodia Team" | ||||||||||||||||||||||||||||||||||||||
136 | Giant Eagle Assault: In return of decreasing self rate of fire by 35%, increase damage by 180% for 10s. | ||||||||||||||||||||||||||||||||||||||
137 | |||||||||||||||||||||||||||||||||||||||
138 | |||||||||||||||||||||||||||||||||||||||
139 | |||||||||||||||||||||||||||||||||||||||
140 | |||||||||||||||||||||||||||||||||||||||
141 | |||||||||||||||||||||||||||||||||||||||
142 | |||||||||||||||||||||||||||||||||||||||
143 | |||||||||||||||||||||||||||||||||||||||
144 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
145 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
146 | Gd DSR-50 (NO. 179) ★★★★★ | Magazine | ○ Very high base FP | ○ Low base RoF ○ Very long initial CD ○ Charge shot not optimal for general usage | "Not bad~, my desire, and commander's wish, both have been fulfilled." | ||||||||||||||||||||||||||||||||||
147 | Accessories | Ara, ara. If you've read our reviews on NTW-20 and M99 then you get the general idea with DSR. In short, she's a sure-hit RF with long initial CD of 8s and low damage without stacks, making her a weak option among the many sure-hit anti-elite RFs. Unfortunately, DSR is nothing more than fan-service. She is niche and not recommended. For more details, you can read NTW-20's analysis. | if she breathes.... | ||||||||||||||||||||||||||||||||||||
148 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
149 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
150 | 163 | 87 | 33 | 31 | 410 | ||||||||||||||||||||||||||||||||||
151 | |||||||||||||||||||||||||||||||||||||||
152 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
153 | |||||||||||||||||||||||||||||||||||||||
154 | |||||||||||||||||||||||||||||||||||||||
155 | Armor Breaking Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 7 stacks maximum. Tap the skill to aim for 1.5s, remove all charges and deal 2.8x - 6x to the highest HP target depending on the number of stacks. If the enemy is armored, deal 4x - 10x damage instead. | ||||||||||||||||||||||||||||||||||||||
156 | |||||||||||||||||||||||||||||||||||||||
157 | |||||||||||||||||||||||||||||||||||||||
158 | |||||||||||||||||||||||||||||||||||||||
159 | |||||||||||||||||||||||||||||||||||||||
160 | |||||||||||||||||||||||||||||||||||||||
161 | |||||||||||||||||||||||||||||||||||||||
162 | is she constantly on the | ||||||||||||||||||||||||||||||||||||||
163 | heat or something?? | ||||||||||||||||||||||||||||||||||||||
164 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
165 | Skill CD | 9s | big fucking tits | ||||||||||||||||||||||||||||||||||||
166 | JS05 (NO. 192) ★★★★★ | Magazine | ○ High base FP ○ Low intial CD | ○ Low base RoF ○ Long aim time for such a weak nuke ○ Charge shot not optimal for general usage despite the penetrating effect ○ Limited event doll (Voucher event) | "I win! It seems I've worried too much~" | Demonstration for good utilization of JS05's skill | |||||||||||||||||||||||||||||||||
167 | Accessories | JS05 is a RF that introduces piercing shot, a charged shot that does damage to all enemies it passes through, and thus is considered one of the first RFs to introduce AoE to their kit. Given that JS05 aims at the furthest enemy, one would expect her skill to hit multiple enemies on its trajectory, effectively allowing her to clear out waves of enemies, but that is not the reality we live in. Piercing shot has all the properties of a charged shot, which means JS05 cannot crit with her skill. Most of RFs' damage comes from crit with their inherently high crit rate from base and crit damage from cape. By removing the ability to crit on top of the skill's awfully low multiplier, there is little to no chance that piercing shot can kill anything at all even when fully charged. The skill also suffers very long aim time of 1.5s. Even with a low initial CD of 4s, having to aim for another 1.5s is not a good sign for a RF who is suppose to be able to handle mobs. Speaking of mobs, piercing shot is very often unhelpful, being restricted to conga-line comp from the enemies in order to hit more than 2 groups at a time (before going back to her awful pre-skill performance with her low RoF trying to clear out the same enemies she could not kill due to the awful damage from her skill). JS05 is not recommended. The implementation of piercing shot on her kit is flawed and hardly useful. If you wish to make use of this mechanic, Type 4 is the RF you are looking for. | |||||||||||||||||||||||||||||||||||||
168 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
169 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
170 | 158 | 88 | 33 | 31 | 450 | ||||||||||||||||||||||||||||||||||
171 | |||||||||||||||||||||||||||||||||||||||
172 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
173 | Looks like MG5 | ||||||||||||||||||||||||||||||||||||||
174 | |||||||||||||||||||||||||||||||||||||||
175 | Piercing Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 4 stacks maximum. Tap the skill to aim for 1.5s, remove all charges, fire a bullet with penetrating effect at the furthest target, dealing 1x - 2x damage to pierced enemies an an equal amount of additional damage to the target. | Infukun didn't get fucked in | |||||||||||||||||||||||||||||||||||||
176 | the ass for this | ||||||||||||||||||||||||||||||||||||||
177 | |||||||||||||||||||||||||||||||||||||||
178 | |||||||||||||||||||||||||||||||||||||||
179 | |||||||||||||||||||||||||||||||||||||||
180 | |||||||||||||||||||||||||||||||||||||||
181 | |||||||||||||||||||||||||||||||||||||||
182 | |||||||||||||||||||||||||||||||||||||||
183 | |||||||||||||||||||||||||||||||||||||||
184 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
185 | Skill CD | 12s | Unique piercing skill :sealsmug: | ||||||||||||||||||||||||||||||||||||
186 | Carcano M1891 (Pink) (NO. 197) ★★★★★ | Magazine | ○ Skill buffs RFs even further ○ Buffs on other RFs pretty much ties down to her RoF | ○ Not that stellar innate RoF ○ Very low performance standalone, even with SL 10 ○ Requires specific setups to shine, otherwise she's just a RF with an odd HG skill | "It's a superb tactical guidance, such is our Commander!" | ○ Dolls do not have to be on her tiles to benefit from her skill's passive effect. | Pink Cano | ||||||||||||||||||||||||||||||||
187 | Accessories | M1891, aka "Pink", "Cano" or "Strawberry", is another unique RF added to the roster. Sharing similar tile buffs with M91/38 in the sense that they both buff RFs on tiles, M1891 is often regarded as getting the short end of the stick. This is mostly due to her skill which has very low values for both RoF and Crit Chance buffs. It should be pretty clear that M1891 is by no means your traditional pure DPS rifle, as evidently shown by her relatively mediocre RoF and terrible skill mutlipliers, especially with 2 RFs being the more common choice. This hurts M1891's standalone performance considerably as she heavily relies on the number of RF's in the team to get larger RoF/Crit buffs. However, the right way to approach M1891 would be if you need her unique support/DPS hybrid kit. For example, she has crazy good synergy with Python, matching if not exceeding the DPS done by SVD due to her skill being able to procc Python's passive. Other synergy includes helping M91/38 to get more of her valuable skill shots by utilizing M1891's tiles. M1891 proves to be a truly unique RF, but at the same time it hurts her standalone performance a lot. Due to her nature of being a subpar DPS/Support hybrid, she earns her self a status of "niche" (and recommended for use for players wanting to utilise their Python). Fret not, there are plenty of scenarios for her to shine when her younger sister M91/38 calls for the support of her trusty Onee-chan. | |||||||||||||||||||||||||||||||||||||
188 | T-Doll Equipment | nice design | |||||||||||||||||||||||||||||||||||||
189 | DMG | ACC | EVA | ROF | HP | make clothes for her sister | |||||||||||||||||||||||||||||||||
190 | 138 | 85 | 42 | 34 | 400 | still less popular than her | |||||||||||||||||||||||||||||||||
191 | sister | ||||||||||||||||||||||||||||||||||||||
192 | Buffs RF Reduce Skill CD by 10% | ||||||||||||||||||||||||||||||||||||||
193 | "Brave Cano" | ||||||||||||||||||||||||||||||||||||||
194 | |||||||||||||||||||||||||||||||||||||||
195 | Horn of Mars: Active: increases self critical rate and rate of fire by 8% for each RF T-Doll within the Echelon for 7.5s. Passive: Each attack has a 40% chance to increase critical rate and rate of fire by 4% for T-Dolls within the same column for 2s (max 3 stacks). | ||||||||||||||||||||||||||||||||||||||
196 | |||||||||||||||||||||||||||||||||||||||
197 | |||||||||||||||||||||||||||||||||||||||
198 | |||||||||||||||||||||||||||||||||||||||
199 | |||||||||||||||||||||||||||||||||||||||
200 | |||||||||||||||||||||||||||||||||||||||
201 | satisfies twintail fetish | ||||||||||||||||||||||||||||||||||||||
202 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
203 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
204 | Carcano M91/38 (Purple/Grape) (NO. 198) ★★★★★ | Magazine | ○ Extremely high damage (45x) on skill against non-elite ○ Low intial cooldown and cooldown ○ Passive aspect of the skill allows multiple procs during downtime ○ Significantly higher FP than average ○ Skillshot doesn't miss | ○ Mediocre RoF ○ Overkill issues ○ Skill doesn't provide much value as compared to generic FP/RoF choices except for specific mobs ○ High skill investment to be consistent (Skill level 10) ○ Skill doesn't crit | "To reverse a certain defeat, as expected from our Commander." | ○ Click here for a proper demonstration of crit damage interaction with Purple | |||||||||||||||||||||||||||||||||
205 | Accessories | M91/38, more affectionately known as "Purple", "Grape", "Cino", or "Ceno", is an interesting addition to the RF family. She is best known for her quick but very deadly 45x multiplier charged shot that can decimate big targets. Purple's skill "Mask of Hermes" is a charged-shot skill, but unlike other charged-shot skills, her skill has no aiming time nor scaling mechanic. With its 45x multiplier, Purple is capable of one-shotting most if not all non-elite enemies with minimal to no external FP buffs. It is recommended that players level her skill to SL10, as this will completely eliminate the RNG factor of her Active present when using her skill at lower levels. While 45x is overkill against most enemies, starting from Chapter 10 onwards the game introduces more enemies with very high health pools (9k+ per link), such as Hydras and Gundams. As these enemies often also pose an extreme threat to your dolls, the ability to take them out quickly is highly valued. Regarding elite enemies, beside a few trash mobs that are considered perma-elites (e.g. Cyclops/Jaegers etc), enemies such as Uhlans, Typhoons, Goliaths and Striders are considered perma-elites and thus cannot have their elite status removed for the sake of Purple's 45x multiplier. Pay attention to these enemies and avoid using Purple against them. While M91/38 is niche, her niche is in very high demand from Chapter 10/Singularity onwards, earning her an overall status of highly recommended. Players looking to invest into M91/38 should get her skill to 10, as this completely eliminates the chance of bad RNG causing her to not be able to use her skillshot in time if she doesn't get any stacks before 6 seconds. | Purple Cano | ||||||||||||||||||||||||||||||||||||
206 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
207 | DMG | ACC | EVA | ROF | HP | "Pinocchio Cano" | |||||||||||||||||||||||||||||||||
208 | 146 | 90 | 44 | 34 | 365 | ||||||||||||||||||||||||||||||||||
209 | :heh: | ||||||||||||||||||||||||||||||||||||||
210 | Buffs RF Reduce Skill CD by 10% | ||||||||||||||||||||||||||||||||||||||
211 | |||||||||||||||||||||||||||||||||||||||
212 | |||||||||||||||||||||||||||||||||||||||
213 | Mask of Hermes: Passive: Attacks have a 70% chance to gain 2 stacks. When stacks reach 18, the next attack against elite enemy will deal 300% (4500% against normal enemy) and will reset the stacks. Active: Immediately gain 18 stacks. | ○ There was a mechanic where Hydras/Manticores/Doppelsodners maintained their Elite status until they've stopped moving at least once. This has been fixed so this doesn't happen anymore. | |||||||||||||||||||||||||||||||||||||
214 | |||||||||||||||||||||||||||||||||||||||
215 | |||||||||||||||||||||||||||||||||||||||
216 | |||||||||||||||||||||||||||||||||||||||
217 | |||||||||||||||||||||||||||||||||||||||
218 | |||||||||||||||||||||||||||||||||||||||
219 | |||||||||||||||||||||||||||||||||||||||
220 | best emote material | ||||||||||||||||||||||||||||||||||||||
221 | |||||||||||||||||||||||||||||||||||||||
222 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
223 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
224 | Ballista (NO. 204) ★★★★★ | Magazine | ○ None | ○ Long initial CD ○ Limited event doll (Singularity) | |||||||||||||||||||||||||||||||||||
225 | Accessories | A crate drop from Singularity, Ballista unfortunately does not have a kit matching her rare availability. Her skill revolves around her unique stacks which allows her to fire off an additional shot. Combined with her active, she gets 14s to gather up stacks before her skill duration ends. This roughly translates to 9 stacks, meaning she'd 9 extra hits off during first skill activation. However, there's a downside. The skill would end prematurely if all the marks are consumed, meaning that you'd want to shoot slower if you're looking to maximise the usage of the mark, stuttering slightly after the mark is consumed. Prior skill activation, you should get a 5 marks leeway. Afterwards, at 9s/10.5s/12s/13.5s, you'd get 1 mark respectively. Somwhere around 72~84 RoF should be fine. With essentially what's a self-imposed cap and a skill that decreases in effectiveness against multiple groups of enemies, Ballista really pales in comparison to your generic FP buffing RFs. While she boast a 1s better uptime, the RoF limitation paired with bad ICD and bad uptime outright shoots her back in the face. There's honestly almost no reason you should ever field Ballista over other RFs. She doesn't bring anything functionally new compared to your RoF/FP buffing RFs and doesn't have any form of utiltiy such as sure hit to cover up her terrible state. You might find some use for Ballista in a boss battle that lasts for 14s or so, but even then she's really terrible. She's almost right beside JS05 as one of the few worst 5-stars made in this game. She gets a "suisad", or "not recommended" rating. | |||||||||||||||||||||||||||||||||||||
226 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
227 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
228 | 139 | 92 | 35 | 36 | 410 | ||||||||||||||||||||||||||||||||||
229 | |||||||||||||||||||||||||||||||||||||||
230 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
231 | |||||||||||||||||||||||||||||||||||||||
232 | |||||||||||||||||||||||||||||||||||||||
233 | Falcon's Execution Grounds: Passive: Apply a mark to an enemy unit every 1.5s. Active: When this skill activates, every attack against a marked enemy will deal an additional hit and consume 1 mark. Skill effect lasts 6s or when all marks are consumed. | ||||||||||||||||||||||||||||||||||||||
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241 | |||||||||||||||||||||||||||||||||||||||
242 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
243 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
244 | SRS (NO. 211) ★★★★★ | Magazine | ○ Good tile coverage for HG buff ○ Does not sacrifice a lot of offensive stats for accuracy (a heavily underestimated stat) | ○ Exclusive (can only be obtained through Point Event and rare rescue events) ○ ICD is 1s longer than classic self-buff rifles ○ Picky about which fights she would shine in, and is outperformed by lower rarity substitutes in most situations | "This one, could be worthy of a perfect score." | ||||||||||||||||||||||||||||||||||
245 | Accessories | The Stealth Recon Scout, or the SRS, is a rifle that comes free :tm: from the 2019 "Entrance Exam" Point Event. She can be considered the firepower equivalent of T-5000 as they both showcase a skill that improves accuracy along with their respective offensive stat. This accuracy boon trades off a bit of their offensive buff but it by no means makes them useless. In current EN content, it is very rare to see heavily armoured enemies evading and dodging your shots. That makes SRS perform worse than her 5★ counterpart Lee-Enfield and on par with G28 in terms of raw damage. However this does happen in some encounters currently, but this combination will be prevalent in the future due to the fusion of nighttime gameplay mechanics. Her accuracy boon comes into great effect in these circumstances as these enemies have enough armour to heavily discourage the use of ARSMG, and enough evasion that other rifles with pure FP/ROF buffs/non-surehit abilities will have a hard time against. Overall, SRS is a strong contender if you need a rifle to do lots of damage and lack Lee-Enfield in the current state of EN. She is recommended to raise in this regard, but if you do have Lee-Enfield she will be a low priority due to her worse multiplier, the lack of appropriate enemies to fully utilise her skill on, and general core-heavy costs (both because of her rarity, and her exclusivity). | ara-ara sensei | ||||||||||||||||||||||||||||||||||||
246 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
247 | DMG | ACC | EVA | ROF | HP | the 3rd GFL girl drawn by | |||||||||||||||||||||||||||||||||
248 | 135 | 82 | 35 | 35 | 435 | neco-sensei | |||||||||||||||||||||||||||||||||
249 | |||||||||||||||||||||||||||||||||||||||
250 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
251 | |||||||||||||||||||||||||||||||||||||||
252 | |||||||||||||||||||||||||||||||||||||||
253 | Hunting Demonstration: Increases damage by 60% and accuracy by 40% for 5s. | ||||||||||||||||||||||||||||||||||||||
254 | |||||||||||||||||||||||||||||||||||||||
255 | |||||||||||||||||||||||||||||||||||||||
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257 | |||||||||||||||||||||||||||||||||||||||
258 | |||||||||||||||||||||||||||||||||||||||
259 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
260 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
261 | TAC-50 (NO. 222) ★★★★★ | Magazine | ○ High base FP ○ Good tile formation ○ Skill scales with crit damage buff from outer sources | ○ Low base RoF ○ Still a bamboo | "Everyone's effort has paid off~" | Maple syrup everywhere | |||||||||||||||||||||||||||||||||
262 | Accessories | TAC-50, your friendly maple syrup has come along to shake up the bamboo scene. Unfortunately, this area is already as dead as a cemetery. TAC-50 is another nuke RF with an interesting twist. She suffers from a much lower base multiplier compared to her counterparts, but her nuke is able to crit, which makes her shot extra potent with the right fairies and HGs. From her base alone, she's able to hit 7.875x damage when critting with a fully upgraded cape. Pair it with a 5* shiny Command Fairy? You're hitting around 14.56~x worth of damage without HG buffs on crits. While big numbers are fun and all, TAC-50 is still unable to escape her nature as a nuke shot RF. Her drone also causes a huge headache, randomly jumping between targets every second. You'd most likely have to manual her and squint your eyes to look out for where she's marking, after all you wouldn't want her to fire that meganuke on some Dinergate instead of the boss, would ya. While she sits on the throne of nuke shots, ultimately she'd still be a queen without much content to rule over. She'd be an excellent choice if you're looking for bamboos to raise, however you'd still be better off raising traditional DPS/Self buffing RFs over any bamboos. TAC-50 earns herself a "not recommended" status, or at best a "niche" status. Having such a devasting nuke shot does however open up more possiblites in nuking bosses, so if that's what you're looking for, feel free to grab yourself some maple syrup. | has a sharingan | ||||||||||||||||||||||||||||||||||||
263 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
264 | DMG | ACC | EVA | ROF | HP | starring as High Elf Archer | |||||||||||||||||||||||||||||||||
265 | 155 | 83 | 31 | 32 | 435 | from Goblin Slayer in her | |||||||||||||||||||||||||||||||||
266 | halloween costume | ||||||||||||||||||||||||||||||||||||||
267 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
268 | |||||||||||||||||||||||||||||||||||||||
269 | |||||||||||||||||||||||||||||||||||||||
270 | Maple Firefly: Passive: TAC's drone will randomly mark an enemy after skill cooldown (changes every second) after reaching 5 stacks of charges. Active: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.2x - 4.5x damage (able to crit) to the highest HP enemy depending on the number of stacks. Will prioritize attacking the marked enemy if there is one. | ||||||||||||||||||||||||||||||||||||||
271 | |||||||||||||||||||||||||||||||||||||||
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277 | |||||||||||||||||||||||||||||||||||||||
278 | *maple syrup intensifies* | ||||||||||||||||||||||||||||||||||||||
279 | |||||||||||||||||||||||||||||||||||||||
280 | |||||||||||||||||||||||||||||||||||||||
281 | Initial CD | 5s | Terras draws cute girls | ||||||||||||||||||||||||||||||||||||
282 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
283 | M82A1 (NO. 231) ★★★★★ | Magazine | ○ High base FP ○ Good tile formation ○ Low initial CD and high multiplier for a charge shot ○ Skill gains upward 30% additional damage from battle victories | ○ Charge shot not optimal for general usage | |||||||||||||||||||||||||||||||||||
284 | Accessories | The Barrett M82A1 is the crate reward for the story event Continuum Turbulence. She may look familiar to some of you anime geeks, because her artist is indeed the artist that drew Yuzuriha Inori from Guilty Crown. As for usage, the M82A1 is a rifle that is considered one of the alternatives to Carcano M91/38 in the business of hunting dangerous high priority enemy units (namely the infestations of Doppelsoldners that are prevalent in the post-CT era). She competes with the likes of Kar98k in this niche. Revelation of the False Idol has a relatively high multiplier for its initial CD and this is made even better to aid her prolific use in the CT ranking stage "Hurricane Rescue" by using the advantaged map buff to really make those shots count. It is unlikely that in a single battle she can fire all three of her bullets to make use of the quirk; however if she does fire this third bullet, she is still able to use the skill but it won't ever launch this special bullet for the current battle again. Add on to the fact that she can build up her bullet damage by racking up successive victories, she is indeed a force to be reckoned with. She is a niche and optional RF. Players should not prioritise raising M82A1 if there are gaping holes in their current rifle lineup as self-buffers are still some of the best in dealing with threats. However if a player has enough of a lineup to make some teams and would like an additional player in Doppel hunting, don't be afraid to give Funeral Parlor a ring to borrow her for a spin. | |||||||||||||||||||||||||||||||||||||
285 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
286 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
287 | 158 | 77 | 30 | 34 | 440 | ||||||||||||||||||||||||||||||||||
288 | |||||||||||||||||||||||||||||||||||||||
289 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
290 | |||||||||||||||||||||||||||||||||||||||
291 | |||||||||||||||||||||||||||||||||||||||
292 | Revelation of the False Idol: Start each battle with three special bullets. Use one special bullet per skill activation, aim for 1s to deal 4.2x damage. The last special bullet deals double damage and decreases the target's damage by 20% for 5s. Increase the damage of this skill by 10% per battle victory in the current mission. Max 3 stacks. | ||||||||||||||||||||||||||||||||||||||
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302 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
303 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
304 | M200 (NO. 257) ★★★★★ | Magazine | ○ Cannot miss during skill duration ○ Can still crit with skill despite being charged ○ Bonus damage to non-armor ○ Bonus debuff on hit during skill ○ Good tile formation | ○ Has fixed aiming time during skill ○ Auto-retarget backrow during skill ○ Not optimal for general usage due to long aiming time | "I was pretty useful, apparently. I'm glad though." | EN's exclusive T-Doll | |||||||||||||||||||||||||||||||||
305 | Accessories | EN server's representative, M200 is a unique RF capable of performing tasks that none others are. With her skill up, she is the only RF to be able to shoot not one, not two, but up to six charged shots, capable of bypassing any evasion, with the additional potential of landing a crit. This defines her role as an anti-evasion RF, making her a powerful RF option against evasive enemies at night, where other RFs have trouble with due to the night penalty. On the other hand, M200 has many issues. Due to the fixed and lengthy aiming time, she does not benefit from RoF buff and is very ineffective against large groups. It is recommended to pair her with a RoF RF such as WA2000 to escort her to her targets. Her targeting during her skill can also be a hindrance against constant streams of moving enemies especially. She does not prioritize any specific target and may ignore bosses or elites if there is another enemy standing further from them within her range. In addition, if she fails to one-shot a target and another target meets her targeting condition, she will not finish them off, leaving another menace barely alive. With new events bringing ever increasing numbers of armored and evasive enemies at night, M200 completely dominates the field as one of the strongest picks against them. She is Niche, but Highly Recommended when you need her niche. | queen of 360 no scope | ||||||||||||||||||||||||||||||||||||
306 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
307 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
308 | 145 | 96 | 31 | 34 | 440 | ||||||||||||||||||||||||||||||||||
309 | |||||||||||||||||||||||||||||||||||||||
310 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
311 | |||||||||||||||||||||||||||||||||||||||
312 | |||||||||||||||||||||||||||||||||||||||
313 | Unspoken Killing Intent: Active: Enter sniper mode for 9s. After every 1.5s of aiming (2.5s at SL1), deal 2x damage (able to crit, but affected by armor) that cannot be dodged to the furthest target and decrease their damage by 10% for 3s. Passive: Normal attacks against armorless enemies deal 1.05x damage. | ||||||||||||||||||||||||||||||||||||||
314 | |||||||||||||||||||||||||||||||||||||||
315 | |||||||||||||||||||||||||||||||||||||||
316 | |||||||||||||||||||||||||||||||||||||||
317 | Potato | ||||||||||||||||||||||||||||||||||||||
318 | EN af | ||||||||||||||||||||||||||||||||||||||
319 | |||||||||||||||||||||||||||||||||||||||
320 | Tactical AF - Her Kit | ||||||||||||||||||||||||||||||||||||||
321 | Has a Peltor comtac 3 | ||||||||||||||||||||||||||||||||||||||
322 | ACH Headset | ||||||||||||||||||||||||||||||||||||||
323 | Initial CD | 6s | Has a ballistics calculator | ||||||||||||||||||||||||||||||||||||
324 | Skill CD | 16s | nice shoes | ||||||||||||||||||||||||||||||||||||
325 | QBU88 (NO. 261) ★★★★★ | Magazine | ○ Very high base RoF ○ Good tile formation ○ Low initial CD ○ Passive can bypass evasion and deal high damage to dummy linked enemies | ○ Low DPS ceiling ○ Requires 3 shots on the same target for passive ○ Passive does not crit, leading to weaker scaling to crit than other RFs ○ Passive AoE is so small it might as well be single target | |||||||||||||||||||||||||||||||||||
326 | Accessories | The QBU88 is a 5★ rifle that is probably best known for her obscurity among the Imoko dolls as she doesn't get as good of a treatment compared to the others. QBU88's stats are nearly identical to Springfield with special equipment, with very high base RoF and a FP not too far from average of the RF class. Similar to Springfield, QBU88 has very good pre-skill DPS. QBU88's Rock Piercing Cloud is a charged shot that specializes in dealing AoE damage. With its low CD of 4s, she can swiftly thin down enemies by activating the skill early. The passive portion of the skill cannot miss when it procs, and being AoE allows it to deal extra damage to enemies with dummy links similar to that of a grenade. Unfortunately, this part of the skill is AoE for the sake of dealing with dummy links, rather than hitting multiple groups of enemies, as the AoE of the passive is very small you should not expect it to ever hit more than 1 group of enemies. The condition of needing to hit the target at least 3 times makes it hard to use in practice, and can only be used against tanky enemies, who are often alone with no dummy link. QBU88's passive has limited use for the time being, but she is especially effective against tanky enemies with evasion at night post-Isomer. QBU88's tile formation guarantees that at least 2 HGs are always present in a standard formation (even some of the exotic formations used in current CN content will still have at least 2 handguns present within the tiles). This ties in well with her skill as the HGs will pop their skill much earlier and factoring in the travel time and aim time of QBU88's skill, can apply their bonuses to the shot. QBU88 is niche and optional. She has uses as a stand in for general use RFHG teams due to her skill being on a very low CD with AoE potential, but will be outpaced by self-buffers once their skills pop off. | |||||||||||||||||||||||||||||||||||||
327 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
328 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
329 | 126 | 87 | 41 | 42 | 420 | ||||||||||||||||||||||||||||||||||
330 | |||||||||||||||||||||||||||||||||||||||
331 | Buff HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
332 | |||||||||||||||||||||||||||||||||||||||
333 | |||||||||||||||||||||||||||||||||||||||
334 | Rocks Piercing Clouds: Active: Begin charging after skill cooldown ends, gaining 1 charge stack every 1s, up to a maxium of 4 stacks. When skill is activated, aim for 1s, then deal 2.5x - 5x DMG to the enemy with the highest HP based on the current number of charge stacks. Additionally, deal 1.5x explosive damage to enemies within a radius of 1.5. All stacks will be consumed on skill use Passive: After attacking the same target 2 times, deal 1.5x bonus explosive damage within a small radius on the next attack. | ||||||||||||||||||||||||||||||||||||||
335 | |||||||||||||||||||||||||||||||||||||||
336 | |||||||||||||||||||||||||||||||||||||||
337 | |||||||||||||||||||||||||||||||||||||||
338 | |||||||||||||||||||||||||||||||||||||||
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340 | |||||||||||||||||||||||||||||||||||||||
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344 | |||||||||||||||||||||||||||||||||||||||
345 | |||||||||||||||||||||||||||||||||||||||
346 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
347 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
348 | R93 (NO. 266) ★★★★★ | Magazine | ○ Exceptional accuracy ○ High base RoF ○ Good tile coverage ○ Hybrid self-buff ○ Strong pre-skill DPS thanks to passive and base stats | ○ Passive is ineffective against soft targets ○ Targeting is changed on skill activation | |||||||||||||||||||||||||||||||||||
349 | Accessories | A top tier self buff RF and one of the newer additions to that category, R93 is a solid competitor for the likes of WA2000, Lee-Enfield and M14 MOD in both raw DPS and general usability, thanks to her potent stats and powerful hybrid skill. R93 has incredible stats spread with high FP, RoF and accuracy, a direct upgrade to even WA2000's. While FP and RoF are important, the high accuracy is also appreciated for enemies that have significant evasion and armor at night. R93's skill "Lucky Trigger" has an active and a passive component. The passive has her ramp up her RoF against the same target after every shot, up to 3 stacks. Under the right conditions, this can give her extremely high pre-skill DPS, which is invaluable when you need to kill certain enemies before skill activation without compromising later damage output. The nature of her passive also means she benefits strongly from HGs with RoF tiles, as these let her build stacks faster. Her active skill is a 40% FP self buff, but also makes it so her passive stacks no longer reset, turning it into a permanent 33% RoF buff for the duration of her skill. The multiplicative nature of hybrid skills like R93 is part of why she's so potent, as such the two combined buffs work out to an effective 86% damage multiplier under ideal conditions. R93 is best used against high HP targets (i.e. Uhlans, Doppelsoldners, Hydras, Manticores) but is hardly a slouch in other scenarios. At worst she still has similar performance to other top of the line self buff RFs, while at her best she has overwhelming sustained DPS no other RF can match. R93 is a guaranteed reward from the EN 2nd anniversary point event, meaning that while her availability is limited she's also not subject to production RNG, and it is highly recommended for every commander to get her from the event and level her. | |||||||||||||||||||||||||||||||||||||
350 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
351 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
352 | 133 | 97 | 34 | 39 | 405 | ||||||||||||||||||||||||||||||||||
353 | |||||||||||||||||||||||||||||||||||||||
354 | Buff HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
355 | |||||||||||||||||||||||||||||||||||||||
356 | |||||||||||||||||||||||||||||||||||||||
357 | Lucky Trigger: Passive: Consecutive attacks on the same target within 3s will increase rate of fire by 10% for 3s. Max 3 stacks. Stacks reset when target changes. Active: Increase damage by 40% for 5s. The target switches to the farthest enemy until it dies. While the skill is active, stacks do not reset when target changes. | ||||||||||||||||||||||||||||||||||||||
358 | |||||||||||||||||||||||||||||||||||||||
359 | |||||||||||||||||||||||||||||||||||||||
360 | |||||||||||||||||||||||||||||||||||||||
361 | |||||||||||||||||||||||||||||||||||||||
362 | |||||||||||||||||||||||||||||||||||||||
363 | |||||||||||||||||||||||||||||||||||||||
364 | |||||||||||||||||||||||||||||||||||||||
365 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
366 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
367 | SL8 (NO. 296) ★★★★★ | Magazine | ○ Flexible tile buff ○ Traits allow her to be used in hybrid formations with ease | ○ In some cases, cooldown reduction is preferred rather than these tiles (but these are rare) | |||||||||||||||||||||||||||||||||||
368 | Accessories | General purpose DPS RF that provides a minor but still appreciable buff to the rest of the squad, well suited for hybrid squads. SL8 is for the most part a fairly standard self buff DPS RF in the mold of Lee-Enfield or WA2000, with the unique twist that her tiles provide a class unrestricted buff to the rest of the squad. Due to the rather low multipliers, this buff can actually be less useful than the CDR tiles RFs usually get (assuming they are used to buff sufficiently game-changing HGs), but will almost always provide some benefit to the rest of the squad. SL8 also gains a conditional buff depending on how many different classes of dolls were on her tiles during her skill activation. In a standard RFHG formation, where SL8 would have 2 different classes (HG and RF) on her tiles, this allows her to hit DPS equal to WA2000, so one does not need to go out of their way to maximize the effects of this buff. That said, this conditional along with her universal buff tiles make her a good candidate in the odd cases where you want to run hybrid formations (for example RF-SMG-HG). The one downside is that SL8 can lose out if other dolls are not present on her tiles at the time of skill activation due to kiting or combat losses, but this issue can be avoided by a sufficiently attentive player. SL8 is Recommended, for her DPS that is competitive with that of WA2000 under most conditions while being a team player that buffs the rest of the squad regardless of team composition. | |||||||||||||||||||||||||||||||||||||
369 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
370 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
371 | 120 | 78 | 39 | 41 | 425 | ||||||||||||||||||||||||||||||||||
372 | |||||||||||||||||||||||||||||||||||||||
373 | Buff All Types Damage by 10% Evasion by 18% | ||||||||||||||||||||||||||||||||||||||
374 | |||||||||||||||||||||||||||||||||||||||
375 | |||||||||||||||||||||||||||||||||||||||
376 | Shimmering Waves: Raise self attack speed by 60%, and buff self depending on the number of gun types on the buff tiles. For every different gun type on the tiles, gain a stack of 5% damage increase lasting for 5s, with a maximum of 3 stacks. | ||||||||||||||||||||||||||||||||||||||
377 | |||||||||||||||||||||||||||||||||||||||
378 | |||||||||||||||||||||||||||||||||||||||
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380 | |||||||||||||||||||||||||||||||||||||||
381 | |||||||||||||||||||||||||||||||||||||||
382 | |||||||||||||||||||||||||||||||||||||||
383 | |||||||||||||||||||||||||||||||||||||||
384 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
385 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
386 | SVCh (NO. 329) ★★★★★ | Magazine | ○ Good against low health hordes as she clears them up very well with a ramping damage passive. ○ Good generalist rifle, doesn't compete with Position 7 or more greedy DPS rifles position tiles. | ○ Usefulness in nodes with very fleshy enemies is questionable. She doesn't ramp up a lot in those situations and her active is not going to carry her in this compared to a firepower buffer. ○ Added damage is unable to be affected by many handgun skill buffs. ○ Active damage is not as good as specialized sure-hit rifles damage against evasive/armoured enemies. | |||||||||||||||||||||||||||||||||||
387 | Accessories | SVCh is DPS-oriented rifle that is designed to deal with multiple formations of enemies. Her passive stacks up to 4 times and lasts 5 seconds each, meaning that to get the maximum bonus, she has to swap between 4 targets for each shot. This is a meh boon if you're against a lot of chonky boys but this helps in ramping up damage when dealing with low health enemies and fodder. Her active is something that should be discussed. The bonus damage outputted by the dummies is fixed damage; this means that it is not scaled by any of your damage buffs (since it's not based on the unit's stats) but it is scaled by any of the following effects: Damage amplification (e.g. Contender's bullet, various enemy debuffing effects boosting damage), damage reduction (e.g. Paradeus force shields), and fixed damage effects (e.g. Orthos 1-damage shields). With consideration to the effect of the active, SVCh's performance on enemies is middling. The damage isn't significant enough to warrant use against evasion-centric enemies; in these cases, bringing a rifle that is specialized in hitting through evasion is a better choice. Even with a modest boost on her passive, the damage increase is not a great improvement even if it is easier to maintain; similar DPS rifles have a much higher multiplier and short enough downtime that it overshadows SVCh. The only place where SVCh is competitive against other DPS-rifles is when the team is pitted against enemies where she has a lot of kill efficiency. This means if she is able to kill a lot of enemies very fast, she can abuse the advantage she has from her multiplicative stacking passive and uptime to finish the fight extremely well. SVCh is recommended to raise. But hold on, didn't we just go with how she doesn't fit well at all in situations? In terms of generalist rifles, SVCh has the kit to make use of the fodder present in weaker enemies to amp up her damage significantly and this doesn't mean she is entirely useless as in those teams, she gives many top-tier rifles a run for their money. | |||||||||||||||||||||||||||||||||||||
388 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
389 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
390 | 144 | 97 | 30 | 35 | 435 | ||||||||||||||||||||||||||||||||||
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392 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
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395 | Passive: When changing attack targets, increaseself damage by 10% for 5 seconds, stacking up to 4 times. Active: Within 5 seconds of skill activation, each Dummy's attack deals a fixed 150-point damage that ignores enemy evasion, armor and shields. This effect is multiplied against targets with multiple Dummy-links | ||||||||||||||||||||||||||||||||||||||
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405 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
406 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
407 | De Lisle (NO. 337) ★★★★★ | Magazine | ○ Exceptional debuffing effects that improve the on-hit damage of your other DPS units. ○ Exceptional coverage from Position 1 that hits all of the prime handgun tiles. | ○ Is not an exceptional DPS machine herself. ○ Requires some investment to get your a good enough team that outputs a lot of damage already. ○ Sometimes, you don't need her because M91/38 exists to one-shot the enemy and so you don't need the debuff. | |||||||||||||||||||||||||||||||||||
408 | Accessories | De Lisle is a new addition to the archetype of support RFs, joining Carcano M1891. Right off the bat, we can see that De Lisle isn't meant to be a premier DPS that people attribute most rifles to; she has a very low firepower stat for an RF that she can't really buff herself at all. People wanting damage will not be getting a lot of mileage from fielding De Lisle as a main DPS. However, we can't write off her usefulness based on this alone. De Lisle, lacking in DPS she may, plays a huge part in allowing your other DPS units to deal a lot more damage. Her skill allows debuffing of enemy buffs such as HP shields, evasion increases, and armour increases as well as reducing the last two stats by a percentage. This is important because in order to understand exactly how beneficial this is we will need to understand how damage is calculated. Rifles' main DPS stat is critical strike chance as they possess the highest critical strike value in the game. Critical strike damage is calculated based on the actual damage dealt prior to critical strike calculation. As armour reduces the value that is used for this calculation, armour is more effective in neutering critical strikes. By removing a significant portion of this armour, you can guarantee that critical strikes will hit harder and more often. The active portion of De Lisle's skill is of varying usefulness, being useful if you do not have a critical strike buffer in your composition (or using PX4), and to being a sort of "okay yeah it exists I guess" if you already have max critical strike chance. It is a good idea to put a critical strike buffer in the team however so that De Lisle is able to proc her passive reliably (88% vs 100% is pretty significant in consistent application). Overall, De Lisle is a good supplementary rifle to add to your arsenal once you have raised a few DPS-oriented rifles such as Lee Enfield, R93, or M14 MOD. She is a recommended raise after that. | |||||||||||||||||||||||||||||||||||||
409 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
410 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
411 | 109 | 87 | 38 | 37 | 510 | ||||||||||||||||||||||||||||||||||
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413 | Buffs HG and RF Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
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416 | Passive: Every critical hit scored by each Dummy applies a mark to the target, stacking up to 15 times. When a target has a total of 15 marks, remove all enemies' shields, evasion buffs and armor buffs, while also reducing the target's evasion and armor by 50% for 5 seconds. An enemy can only be affected once by the debuff. Active: Increase all friendly units' critical chance by 15%. 3% vulnerability is also applied to the target for each mark present on the battlefield, lasting 5 seconds. | ||||||||||||||||||||||||||||||||||||||
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430 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
431 | Skill CD | 10s | |||||||||||||||||||||||||||||||||||||
432 | VSK-94 (NO. 312) ★★★★★ | Magazine | ○ Huge potential upfront damage after skill activation ○ Strong base stats, not considering skill bonuses ○ Nice tileshape | ○ FP boost doesn't significantly increase DPS by a noticable amount
○ Multishot can overkill, wasting the limited amount of multishots given per skill activation | |||||||||||||||||||||||||||||||||||
433 | Accessories | VSK-94 is a generalist RF with two... huge... sections to her skill, that make her a powerful option within her category. The first half of the self-buff is the 20% accuracy that is transferred to her FP stat. With her average base accuracy, 20% of her accuracy becomes ~15 FP; a mere 11% FP increase in a vacuum. Further accuracy buffs from fairies and tiles can increase the FP given by this skill, but the conversion rate is not worth building a team around. VSK-94 should not prioritise accuracy buffs over FP and RoF. Extra accuracy is to be treated as a slight dps increase, not the main focus of her skill. This FP bonus is applied after skills, so it cannot be further multiplied by FP HG skills. Night battles will decrease the FP buff given due to night penalty on accuracy, but because the buff isn't exactly influential on final DPS, VSK works perfectly fine at night. Her second (and more influential) half to the skill is the 3 multishot attacks following skill activation. Being able to attack twice as many times in the same timeframe as other RFs gives her a huge DPS increase over her peers for the short period after skill activation. As a fight continues the distance between VSK's performance against other RFs decreases, but her average DPS plateaus roughly in the same area as many standard generalist self-buff RFs such as Lee-Enfield and WA-2000. Due to the nature of her skill, she benefits more from FP buffs to increase the damage of these multishots. However, RoF buffs aren't detrimental to her either, so she can be placed alongside RoF self-buff RFs who similarly benefit from 1 RoF/2 FP buff distributions. All things considered, VSK-94 has a relatively simple skill, and performs equally to most other generalist RFs. Her main draw is her ches- I mean ti- sorry I was trying to say boo- personality, but her performance is nothing to joke about. She is Recommended to any commander looking to add a powerful generalist RF to their arsenal. | |||||||||||||||||||||||||||||||||||||
434 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
435 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
436 | 133 | 79 | 32 | 38 | 440 | ||||||||||||||||||||||||||||||||||
437 | |||||||||||||||||||||||||||||||||||||||
438 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
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441 | Double Guard: Increase self damage by 20% of self accuracy before skill activation for 5 seconds. The first 3 attacks after skill activation deal 2 hits. | ||||||||||||||||||||||||||||||||||||||
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449 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
450 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
451 | General Liu (NO. 316) ★★★★★ | Magazine | ○ Passive skills that rival most other recommended RFs during their skill uptimes.
○ Increased volleys from clones shred HP shields that reduce damage (Orthrus, Garm) compared to any other RF ○ Targetting switch can be used to counter frontline enemies that commonly challenge RFHGs (Dinergates/Tarantulas, Recce Centers/Pathfinders) | ○ Clones can die
○ Tile-based buffs often don't affect clones ○ Forced targetting can cause issues with certain enemy formations where the target doesn't sit in the front or the rear, requiring more time to lock on | Clones are not considered as RFs with class-based buffs (K5, Bleeding Jane Jill, etc) | ||||||||||||||||||||||||||||||||||
452 | Accessories | General Liu is a rifle hailing from early 20th century China, bringing with her one of the most unique skills of any generalist RF. With a set of two passives, Liu covers all possible bases against a wide array of different enemies. Her first passive is the more recognisable portion of the skill; summoning 3 sets of 3-linked Liu clones to provide reinforcements from the backline. These clones inherit a fraction of Liu's stats, and each link only has 5 HP. Due to their location, the clones are not affected by most tile-based buffs, while HGs with global buffs such as SAA and Stechkin help the clones' DPS. This, however, isn't completely necessary, as the clones only account for a fraction of Liu's total DPS, letting tile-based HGs such as Px4 Storm and P22 perform perfectly fine in any normal RFHG using Liu. The second part of her skill is a toggled passive, alternating between forced backline targetting, with a +20% FP buff and -10% RoF debuff, and forced frontline targetting, with a +20% RoF buff and a -10% FP debuff. This allows you to manually toggle her (and her clone's) targetting for the enemy composition you face. While each skill does debuff Liu, the average DPS stays relatively equal between the two modes. Furthermore, the buff/debuffs dont change her stats drastically enough to cement her in a certain "FP/RoF self-buffer" role, allowing her to sit as a generalist in any RFHG formation, benefitting from both buffs comfortably. General Liu's DPS is incredible; with amazing base stats, two strong passives, and overwhelming firepower from her clones for consistent attacks against many enemies. Her versatility allows her to be Highly Recommended to all players, regardless of the content in question. | |||||||||||||||||||||||||||||||||||||
453 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
454 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
455 | 139 | 88 | 30 | 40 | 400 | ||||||||||||||||||||||||||||||||||
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457 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
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460 | Shared Hatred: [Passive]: At the start of battle, summon 3 reinforcement T-Dolls with 3 dummy links each to the rear of the echelon. Each reinforcement has 5 HP per dummy link and inherits the following stats from General Liu; 35% damage, 60% rate of fire and 40% accuracy. The remaining stats and targeting mode are also the same as General Liu. [Active]: Activate the skill to switch between the following modes; [Rear-Focus (default)]: Reduces own rate of fire by 10% and increases own damage by 20% and targets the furthest enemy from self. [Vanguard-Focus]: Reduces own damage by 10% and increases own rate of fire by 20% and targets the nearest enemy from self. | ||||||||||||||||||||||||||||||||||||||
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474 | Initial CD | 1s | |||||||||||||||||||||||||||||||||||||
475 | Skill CD | 1s | |||||||||||||||||||||||||||||||||||||
476 | Model 99 (Savage 99) (NO. 334) ★★★★★ | Magazine | ○ Ramps to the strongest potential damage per shot under perfect conditions | ○ Heavy RNG to target the correct prey pre-skill ○ Cannot retarget shots manually ○ Cannot "one-shot" the enemy to immediately gain the buff (damage must be applied initially for it to be considered "participation") | Her attacks are not "sticky" (she can be retargeted via skills and taunt effects) but it is not possible to manually change the enemy she prioritises outside of those circumstances. | ||||||||||||||||||||||||||||||||||
477 | Accessories | Savage 99 takes her own approach to single target DPS. With permanent stacking FP for every kill against targeted enemies, and ramping FP against a target during her skill, she excels in single target scenarios that nuke RFs are often used in; while also having the generalist capabilities to not be caught out in the open if you need more consistent damage. Her skills revolve around "Prey". At the beginning of a battle, a random target is chosen to be prey, who will give Savage 45% FP (multiplicatively) and +6 Acc on death if she participates in the kill. Her active will force the "Prey" status onto the highest HP enemy and target them until death. Every second spent attacking that target will give an additional multiplicative 15% FP each second for the duration of the skill, stacking to 5 total (a 201% increase in the final second). Revolving around killing specific targets, Savage suffers against hordes, moreso than the standard RF. If the prey is not a rearline target, the chances of participating in its death is relatively low. If it is rearline, you may still need to reset for her to target the correct enemy.. In smaller groups of enemies, however, she excels. With a higher chance of having a prey be immediately targetable, it is likely to get a kill preskill; having additional FP before skills begin to ramp DPS. As a single target DPS unit, she has synergy with damage amplification dolls; primarily in the form of units such as Contender. A 40% damage increase on top of potential passive FP and the ramping skill FP on a single unit. While usage like this may be more niche, with the need for solo target DPS weaning with each event released, it is still a considerable DPS increase over simply giving FP buffs. Although her skills may seem odd, she simply magnifies an RFs strengths and weaknesses; strong single target damage, but crumbles when there are more enemies on the field than bullets flying towards them. If you treat her as a standard FP buffer, with a little more duress to ensure she kills her prey, she will return the favor in the form of high damage output. Savage 99 is Optional to those who look to expand their armory with unique generalists once they have a sufficient amount raised already. | |||||||||||||||||||||||||||||||||||||
478 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
479 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
480 | 127 | 84 | 38 | 35 | 485 | ||||||||||||||||||||||||||||||||||
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482 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
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485 | Hunting Time: Passive: At the start of the battle, randomly select an enemy unit as "prey". Killing the prey increases self damage by 45% and accuracy by 6% for the duration of the battle. When the prey is killed, another living enemy unit is chosen as prey. Active: Activate Hunting Time and immediately redesignate the enemy unit with the highest HP as the prey. Attacks focus on that unit until it dies. While this skill is in effect, every attack increases self damage by 15%, stacking up to 5 times. Hunting Time lasts for 5 seconds or until the current prey is killed. | ||||||||||||||||||||||||||||||||||||||
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498 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
499 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
500 | HS.50 (NO. 348) ★★★★★ | Magazine | ○ Incredible pre-skill DPS ○ Absurd multiplier against armored opponents | ○ 5 second downtime leads to harsh HG requirements ○ Low RoF cap forces 5 second window to attack | |||||||||||||||||||||||||||||||||||
501 | Accessories | HS.50 flips the script on skill timings for RFHGs. With a passive skill that's down during standard HG skill activations, it takes a specialised team to make the most out of her. Her skill passively increases damage by x2, and further increases that damage to x4 against armored targets. Her attacks prioritise armored targets, who often have high HP pools; taking advantage of her 400% FP shots against them. The downside to this insane potential damage is that she cannot shoot faster than 1 shot a second (or 49 RoF), and she must reload for 5 seconds after every 5 attacks. In optimal circumstances this means her attack pattern will be five seconds of damage followed by five seconds of downtime. While we see similar behaviour in MGs, for an RFHG it alters the dynamic that the team formation often builds towards. Whereas most RFHGs are built around both the RF and HG having 6 second initial cooldowns, HS.50 benefits most from 0icd skills such as Nagant MOD's skill 2 and Kolibri; both activating immediately giving strong FP buffs for her 5 shots. Additionally, HS.50's 49 RoF cap means she cannot combo well with RFs that benefit from RoF buffs, with self-FP buffers suffering the most. Although her skill limits her ability to simply be dropped into a team, HS.50 is certainly Recommended within the Niche use she has as a hardcore anti-armor unit. Give her 49% RoF buffs to hit her 1 shot a second at 49 RoF, one or two 0icd HGs to buff her shots immediately, and pair her with an RF that does not rely on skill activations at the 6 second timeframe most RFs and HGs fall into to ensure that you make the most out of her immediate damage output. | |||||||||||||||||||||||||||||||||||||
502 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
503 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
504 | 159 | 84 | 29 | 33 | 440 | ||||||||||||||||||||||||||||||||||
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506 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
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509 | Comet Conflagration: With the shortest interval between attacks being 1 second, prioritize attacking armored enemy units, dealing 2x damage. After every 5 attacks, take 5 seconds to recover. Damage dealt to armored units is increased by 100%. | ||||||||||||||||||||||||||||||||||||||
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525 | SCAR-H (NO. 377) ★★★★★ | Magazine | ○ This is dupable | ○ Still one of the rarest in the game lole | |||||||||||||||||||||||||||||||||||
526 | Accessories | SCAR-H is part 2/2 of the greatest unit pair to grace this game. To get the unity skill out of the way because you won't ever field them alone, having the SCARs together starts the battle with 40 stacks and increases the stacks per second to 5 total. In a standard F/b formation, SCAR-H will have 70-80 stacks and SCAR-L will have 76-96 stacks. SCAR-H passively grants a 30% additional instance of crittable damage (as a second shot) to all units standing on "Luna Maria" tiles, as well as immunity to odd damage under 30. Remember these as odd tiles, or the tiles that DPS and main tank usually stand on (1, 7 + 5). Her active consumes all stacks and converts it into additive RoF to all units for 10 seconds. In practice, this is +70 RoF to herself, but only about 6 RoF to allies standing on her tiles. This caps herself. While previously stated they won't be fielded alone, H does have the potential to do so if you are lucky enough to get a dupe but not lucky enough to dupe L. the 30% damage instance applies to all non-skill damage, meaning selfbuffs are very potent with it, but skillshots are not so lucky. In a standard RFHG, she is definitely a powerhouse in her own right. SCAR-H is HIGHLY RECOMMENDED when PAIRED WITH SCAR-L and recommended in the case that you have an extra SCAR-H with no SCAR-L to partner with. | |||||||||||||||||||||||||||||||||||||
527 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
528 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
529 | 114 | 93 | 29 | 41 | 425 | ||||||||||||||||||||||||||||||||||
530 | |||||||||||||||||||||||||||||||||||||||
531 | Buffs AR, RF Damage 15% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
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533 | |||||||||||||||||||||||||||||||||||||||
534 | Shining Maria: [Passive]: After battle begins, odd-numbered tiles on the map become [Luna Maria] tiles. Friendly units standing on Luna Maria tiles gain +1 point of [Mare Potentia] every second they are on that tile, up to a maximum of 100 points. Allies standing on Luna Maria tiles will not take odd-numbered amounts of damage below 30 points. Friendly units who perform normal attacks while standing on a Luna Maria tile trigger the [Combo Hit] effect, dealing an additional instance of 30% damage. [Active]: Consumes all points of Mare Potentia to grant allies +1 point of rate of fire per point of Mare Potentia expended, lasting for 10 seconds. | ||||||||||||||||||||||||||||||||||||||
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550 | |||||||||||||||||||||||||||||||||||||||
551 | Initial CD | ||||||||||||||||||||||||||||||||||||||
552 | Skill CD | ||||||||||||||||||||||||||||||||||||||
553 | M110 (NO. 381) ★★★★★ | Magazine | |||||||||||||||||||||||||||||||||||||
554 | Accessories | M110 is the first doll to take full advantage of the reworked RoF stat introduced in client 3.0.
At 100 RoF, she becomes a double multishot with 60% total damage per hit, resulting in an effective 20% FP buff. At 150 RoF, she becomes a triple multishot with 45% total damage per hit, resulting in an effective 35% FP buff. The two main drawbacks of multishots is that the effective FP buff doesn't translate against armor nearly as well, and that they don't play nice with some skills that don't apply to skillshots. M110 ignores both of these drawbacks by being able to equip AP ammo and having a clause specifically stating that these multishot attacks function as standard attacks. On top of this passive, she has an incredibly powerful 100% RoF buff. This alone skyrockets her RoF to 74, placing her comfortably amongst the top RoF RFs not named SCAR-H. From here, an additional 102% RoF is needed to hit the cap of 150 RoF. 2 Powerful RoF buffers should be more than enough to hit this threshold. While she is a very powerful generalist, she is still a generalist. Recommended if you obtain her early to mid game, and Optional if you are at the point where you aren't actively clearing maps to progress. | |||||||||||||||||||||||||||||||||||||
555 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
556 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
557 | |||||||||||||||||||||||||||||||||||||||
558 | |||||||||||||||||||||||||||||||||||||||
559 | Buffs HG CDR 18% | ||||||||||||||||||||||||||||||||||||||
560 | |||||||||||||||||||||||||||||||||||||||
561 | |||||||||||||||||||||||||||||||||||||||
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577 | |||||||||||||||||||||||||||||||||||||||
578 | |||||||||||||||||||||||||||||||||||||||
579 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
580 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
581 | Springfield (NO. 36) ★★★★ | Magazine | ○ Has a special ammo that boosts her RoF significantly ○ Obtainable at 4x lvl70 from career quest (5-4) | ○ Low base RoF ○ Reliance on special equip to perform adequately ○ Charge shot not optimal for general usage | "Ehehe~ it's a big victory!" | ||||||||||||||||||||||||||||||||||
582 | Accessories | Springfield is a beginner-friendly RF that can jump start your first RFHG until you can replace her with better ones, as she is given to new players after clearing 5-4 at Level 70 and 4x Dummy Link. Springfield's stats and skill are far from optimal. She has a pitiful 32 RoF and 128 FP, which is quite low for a charged-shot RF. Early on, she is not used as a charged-shot RF, but rather a generalist, in which case her skill is not very suitable for the job. Comparing to M14, a 3★ RF, Springfield is weaker in every aspect: her RoF is much lower, and while her FP is higher, she lacks a self-buff like M14 does and her sustained DPS suffers. While Springfield's performance as a generalist can be improved by obtaining her special equipment in 1-4N, the process is time- and resource-consuming to the point where players would benefit more by simply leveling another RF instead. Her availability gives Springfield a use early on to fill a spot in an early RFHG, but ultimately she is just a temporary option due to her poor stats. She is "recommended" for early game, and not recommended once you can replace her. As a side note, Springfield was once considered a small bamboo, a nuke RF capable of one-shotting bosses when paired with FP HGs and her partner, Mosin-Nagant. Sadly this is only true in the past, as new bosses are more than capable of avoiding being one-shot with their complex kit and higher health pool. As a result, the boss OHKO niche is no longer relevant, and other team comps with better sustained damage output can easily outperform her in such encounters. Even for high-priority targets like Hydras and Gundams, other anti-elite specialists can handle these much better, especially since Springfield's targeting of the furthest enemy may not always let her hit the right foe. | gay for WA-chan | ||||||||||||||||||||||||||||||||||||
583 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
584 | DMG | ACC | EVA | ROF | HP | "Momfield" | |||||||||||||||||||||||||||||||||
585 | 128 | 72 | 40 | 32 | 420 | "Triggeredfield", "Corefield" | |||||||||||||||||||||||||||||||||
586 | |||||||||||||||||||||||||||||||||||||||
587 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
588 | |||||||||||||||||||||||||||||||||||||||
589 | |||||||||||||||||||||||||||||||||||||||
590 | Steady Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.8x - 6x to the furthest target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
591 | |||||||||||||||||||||||||||||||||||||||
592 | Best girl - Lintton | ||||||||||||||||||||||||||||||||||||||
593 | |||||||||||||||||||||||||||||||||||||||
594 | |||||||||||||||||||||||||||||||||||||||
595 | |||||||||||||||||||||||||||||||||||||||
596 | |||||||||||||||||||||||||||||||||||||||
597 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
598 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
599 | Mosin Nagant (NO. 39) ★★★★ | Magazine | ○ Has a special cape that boosts her FP and crit damage significantly | ○ Low base RoF ○ Reliance on special equip to perform adequately ○ Charge shot not optimal for general usage | "Yaaay!~" | ||||||||||||||||||||||||||||||||||
600 | Accessories | Out of the box, Mosin Nagant is not a rifle that is suited for general use. She has a low base ROF and possesses a skill that focuses a lot of damage in a single shot which makes her unsuited to dealing with multiple groups of enemies. She does have a decent base damage statline of 131 and this gels well with her 6x multiplier at maximum charge from her skill. She can be compared to Springfield as they both have a very similar job. Her skill is a short-cooldown sure-hit skill that deals a lot of unavoidable damage to a target. This is especially useful to taking down or severely crippling high priority targets like Doppelsoldners. While it is definitely not as good as Carcano M91/38's skill (after all, who is), she can do it adequately enough. It gets better when she gets her mod. Speaking of special equipment, Mosin Nagant gets her own from 5-4N, the Hahya Memory Chip. It provides a whopping 30+ Damage which is the highest out of all equipment and 30% Crit Damage. This is a much better version of a cape, and allows Mosin to be better in two fronts; the flat damage allows her pre-skill damage to become much higher and scales her skill in addition. Unfortunately the crit damage doesn't scale her skill, but it helps with her normal attack damage which will begin to hurt a lot with the aforementioned damage increase. Despite all the benefits described above, sure-hit rifles are niche by nature. While fulfilling an important niche, there are quite a few candidates in this area that do their job without as much investment that Mosin requires. She is a niche and optional RF to raise. | |||||||||||||||||||||||||||||||||||||
601 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
602 | DMG | ACC | EVA | ROF | HP | Xopowo | |||||||||||||||||||||||||||||||||
603 | 131 | 85 | 38 | 30 | 440 | OWO | |||||||||||||||||||||||||||||||||
604 | |||||||||||||||||||||||||||||||||||||||
605 | Buffs HG Reduce Skill CD by 15% | "White Death" | |||||||||||||||||||||||||||||||||||||
606 | |||||||||||||||||||||||||||||||||||||||
607 | "Moist Nugget" | ||||||||||||||||||||||||||||||||||||||
608 | Steady Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.8x - 6x (MOD 1 3x - 6.5x) to the furthest target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
609 | |||||||||||||||||||||||||||||||||||||||
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613 | |||||||||||||||||||||||||||||||||||||||
614 | |||||||||||||||||||||||||||||||||||||||
615 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
616 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
617 | Mosin Nagant (MOD 3) ★★★★★ | Magazine | ○ Has a special cape that boosts her FP and crit damage significantly. ○ The MOD3 SPEQ is a solid 50% crit rate at maximum, which is slightly better than a maxed VFL. | ○ Heavy reliance on SPEQs to perform. | |||||||||||||||||||||||||||||||||||
618 | Accessories | Boasting superior FP per shot with almost no downtime, Mosin Nagant post Mod is a RF with excellent mobbing capabilities, growing stronger with every kill. Mosin's approach towards wave-clearing as a RF is different from the usual generalist self-buffers. Instead, Mosin paired with her MOD 2 skill and Hayha Chip allows her to deal massive damage per shot akin to firepower buffing RFs with skill on, snowballing into a killing machine on the field. Paired with the option to nuke high-priority targets via Steady Shot, she can receive a RoF buff from her second skill if she manages to kill her target. As a result, you'd likely want a balance of RoF and DMG buffs to maximise Mosin Nagant's potential. That being said, being a 4★>5★ MOD also means she's an expensive investment. While her role as a mobbing/nuker hybrid is unique, the game tends to reward more specialized setups in the future, meaning you'd likely only get to use one of her niches rather than both at once. As such, there's a lot of 5★ RFs that can do the same job without requiring a SPEQ (Hayha Chip) and MOD3 investment. She earns herself an optional status. An excellent MOD but only held back by the core costs and limited number of moments to fully shine on the stage. | |||||||||||||||||||||||||||||||||||||
619 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
620 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
621 | 136 | 89 | 40 | 31 | 455 | ||||||||||||||||||||||||||||||||||
622 | (+5) | (+4) | (+2) | (+1) | (+15) | ||||||||||||||||||||||||||||||||||
623 | |||||||||||||||||||||||||||||||||||||||
624 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
625 | |||||||||||||||||||||||||||||||||||||||
626 | |||||||||||||||||||||||||||||||||||||||
627 | Pale Reaper: Increase damage by 20% for 3s after killing an enemy with a normal attack (does not stack). Increase rate of fire by 30% for 5s after killing an enemy with Steady Shot. | ||||||||||||||||||||||||||||||||||||||
628 | |||||||||||||||||||||||||||||||||||||||
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633 | |||||||||||||||||||||||||||||||||||||||
634 | Passive | ||||||||||||||||||||||||||||||||||||||
635 | |||||||||||||||||||||||||||||||||||||||
636 | PTRD (NO. 42) ★★★★ | Magazine | ○ Very high base FP | ○ Very low base RoF ○ Very long initial CD ○ Charge shot not optimal for general usage | "It's finally over! Let's go home~" | ○ Has a special equipment (Cape) | |||||||||||||||||||||||||||||||||
637 | Accessories | Just like with her Nuke counterparts, M99 and NTW-20, I'm going to preface this by saying that Nuke RFs should never, under any circumstances, be fighting anything but event bosses. They have a very low RoF stat and their skills take much too long to proc in general fights. Now that introductions are out of the way, PTRD is what I like to call your "budget Nuke". She has a damage multiplier of 7x, rather than 8x, and this alone pushes her into almost unusable territory. Nuke RFs are already niche enough in their own right, and the crutch of having a low damage multiplier, means that this could be the difference between one-shotting an opponent and not. Most of the time, x7 will not be enough. To reiterate, nuke squads are a luxury and are not something that you should pursue if you're not completely stacked on echelons. PTRD is in an awkward position, where nukes are niche enough in their own right, so if you're going to invest in one, you definitely don't wouldn't want to half-ass it, meaning PTRD will simply be thrown away in favor of M99 + NTW. Honestly, unless you really cannot acquire both M99 and NTW, or you're confident you've done the math and are able to one-shot something with PTRD+another nuke, PTRD is not recommended. Her SPEQ does not add any meaningful stats to her as a nuke RF, thus does not affect her performance in this regard. | |||||||||||||||||||||||||||||||||||||
638 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
639 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
640 | 159 | 75 | 29 | 28 | 465 | ||||||||||||||||||||||||||||||||||
641 | Lewd | ||||||||||||||||||||||||||||||||||||||
642 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
643 | |||||||||||||||||||||||||||||||||||||||
644 | voice sounds like gyaru | ||||||||||||||||||||||||||||||||||||||
645 | Interdiction Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 7 stacks maximum. Tap the skill to aim for 1.5s, remove all charges and deal 3.1x - 7x to the closest target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
646 | |||||||||||||||||||||||||||||||||||||||
647 | |||||||||||||||||||||||||||||||||||||||
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650 | |||||||||||||||||||||||||||||||||||||||
651 | |||||||||||||||||||||||||||||||||||||||
652 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
653 | Skill CD | 9s | |||||||||||||||||||||||||||||||||||||
654 | SVD (NO. 43) ★★★★ | Magazine | ○ Great overall stats ○ RoF self-buff | ○ "Relatively rare" amongst 4★ ○ Not as good as the top tier general RFs in future content | "Ufufu~ the fruit of victory, don't mind if I do." | ||||||||||||||||||||||||||||||||||
655 | Accessories | SVD is a wonderful starter gun as she is the best performing 4★ RFs out there. Her base FP and RoF stats, being 130 and 37 respectively, are very good and go hand-in-hand with her skill, making her one of the go-to RFs in early game. When given the right buffs, SVD can be a heavy hitter who's able to dish out a lot of DPS. Being an RoF self-buffer, she is less dependent on having RoF buffs from HGs. Regardless, she does require some RoF buffs to hit as close to the cap as possible, though often it is easy enough to leave room for at least one more FP HG. Typical starter comps would include one FP buffer like SAA or Grizzly, and one RoF buffer like Astra or M950A. The last HG can be a FP buffer like Mk23 or a utility HG like Welrod Mk II. * Other options such as Stechkin or 5-7 are just as viable, though an FP buffer would have to be placed on position 5 instead. Nevertheless, in the current meta SVD struggles to keep up with first-line general-use RFs such as R93, Rico, Lee-Enfield, and WA2000 as the player progresses and have the resources to invest on them. Since generalist RFs are often shoved out of meta in future content (due to enemies having a much larger health pool and can give your frontline immense pressure if not properly dealt with), SVD won’t see major use in the near future. Strong specialist RFs like Carcano M91/38 (single-target sniping) or M200 (sure-hit) will be fielded much more often for ranking maps despite not being as generally flexible as SVD. SVD is a RF recommended for early game. She would probably be replaced as you progress as her stats are subpar compared to other general-use RFs - though some of the top-of-the-line RFs (like Rico/R93) are limited and you may not have a choice in the matter. SVD is optional if you already made significant progress in the game. | sexy voice | ||||||||||||||||||||||||||||||||||||
656 | T-Doll Equipment | Play max volume in public | |||||||||||||||||||||||||||||||||||||
657 | DMG | ACC | EVA | ROF | HP | Best girl -Ayker | |||||||||||||||||||||||||||||||||
658 | 130 | 80 | 33 | 37 | 400 | ||||||||||||||||||||||||||||||||||
659 | |||||||||||||||||||||||||||||||||||||||
660 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
661 | |||||||||||||||||||||||||||||||||||||||
662 | |||||||||||||||||||||||||||||||||||||||
663 | Assault Focus: Increases self rate of fire by 65% for 5s. | "7* RF Goddess" | |||||||||||||||||||||||||||||||||||||
664 | |||||||||||||||||||||||||||||||||||||||
665 | |||||||||||||||||||||||||||||||||||||||
666 | |||||||||||||||||||||||||||||||||||||||
667 | Close friends with SV-98. | ||||||||||||||||||||||||||||||||||||||
668 | Both like collecting | ||||||||||||||||||||||||||||||||||||||
669 | badges, SVD puts them on | ||||||||||||||||||||||||||||||||||||||
670 | Initial CD | 5s | her briefcase while SV-98 | ||||||||||||||||||||||||||||||||||||
671 | Skill CD | 8s | puts them on her uniform. | ||||||||||||||||||||||||||||||||||||
672 | PSG-1 (NO. 117) ★★★★ | Magazine | ○ High base RoF | ○ Long initial CD ○ Charge shot not optimal for general usage ○ Limited farmable event doll (Operation CUBE) | "It was a triumphant victory, thank you everyone." | ||||||||||||||||||||||||||||||||||
673 | Accessories | PSG-1 is another 4★ nuker with a designated shot skill just like Springfield and Mosin Nagant. In comparison, PSG-1 can serve as a better generalist than either Springfield or Mosin Nagant without their special equips, thanks to her higher base RoF. However, once the special equips are taken into account, she loses to both of them as either bamboo or generalist. Her RoF and FP are both lower than Springfield and she lacks the damage potential of Mosin Nagant's massive FP and crit damage. This makes her less viable to be used in the small bamboo team, as by the time you develop your own small bamboo, you would have the means and resources to invest in special equips to outscale her. She's also not as readily available, as she is only traditionally obtainable as an event drop and can only be crafted from the heavy crafting pool in the future. To recap, PSG-1 is the weaker of 4★ bamboo and is not recommended. | |||||||||||||||||||||||||||||||||||||
674 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
675 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
676 | 120 | 73 | 26 | 39 | 465 | ||||||||||||||||||||||||||||||||||
677 | "Quiet, is that you?" | ||||||||||||||||||||||||||||||||||||||
678 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
679 | |||||||||||||||||||||||||||||||||||||||
680 | "Why are we still here, | ||||||||||||||||||||||||||||||||||||||
681 | Steady Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.8x - 6x to the furthest target depending on the number of stacks. | just to suffer?..." | |||||||||||||||||||||||||||||||||||||
682 | |||||||||||||||||||||||||||||||||||||||
683 | |||||||||||||||||||||||||||||||||||||||
684 | |||||||||||||||||||||||||||||||||||||||
685 | |||||||||||||||||||||||||||||||||||||||
686 | |||||||||||||||||||||||||||||||||||||||
687 | |||||||||||||||||||||||||||||||||||||||
688 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
689 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
690 | G28 (NO. 146) ★★★★ | Magazine | ○ High base RoF ○ FP self-buff | ○ Limited farmable event doll (Arctic Warfare) | "Ahahaha! Did you see that, 416? I'm surely a weapon of the new era!" | what a nice girl | |||||||||||||||||||||||||||||||||
691 | Accessories | G28 is a 4★ RF to fill in the rank of FP RFs of M14 and Lee Enfield. Just like the two, she is powerful and is very much viable. Her stats spread is lovely. While her FP is on the lower end, it is compensated by her own FP self-buff. Her high base RoF is desirable, allowing her to nail those heavy-hitting shots of a FP RF more often. Overall she is simply great. A 4★ version of M14 and Lee Enfield you could say. Recommended. | HK416's Long Lost Sister | ||||||||||||||||||||||||||||||||||||
692 | T-Doll Equipment | you can already tell they're | |||||||||||||||||||||||||||||||||||||
693 | DMG | ACC | EVA | ROF | HP | sisters from the size of their | |||||||||||||||||||||||||||||||||
694 | 119 | 80 | 29 | 39 | 440 | bazongas | |||||||||||||||||||||||||||||||||
695 | |||||||||||||||||||||||||||||||||||||||
696 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
697 | |||||||||||||||||||||||||||||||||||||||
698 | |||||||||||||||||||||||||||||||||||||||
699 | Damage Focus: Increases damage by 65% for 5s. | ||||||||||||||||||||||||||||||||||||||
700 | |||||||||||||||||||||||||||||||||||||||
701 | |||||||||||||||||||||||||||||||||||||||
702 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
703 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
704 | PzB39 (NO. 180) ★★★★ | Magazine | ○ Very high base FP ○ Low initial CD | ○ Low base RoF ○ Long aim time for such a weak nuke ○ Charge shot not optimal for general usage despite the penetrating effect ○ Limited farmable event doll (Deep dive) | "If I win this time I'll surely win next time, rest assured I'll make it happen." | ||||||||||||||||||||||||||||||||||
705 | Accessories | PzB39 is to put it simply, JS05 but worse due to her rarity decreasing her base stats as well as her multiplier. To keep this short, PzB39 has weaker base stats beside the irrelevant +1 higher RoF than JS05 as well as worse skill multiplier, while retaining all weaknesses of the skill itself. Refer to JS05's entry for the analysis on piercing shot. Not recommended. | another handsome biker | ||||||||||||||||||||||||||||||||||||
706 | T-Doll Equipment | t-doll in Princes' Frontline | |||||||||||||||||||||||||||||||||||||
707 | DMG | ACC | EVA | ROF | HP | costume | |||||||||||||||||||||||||||||||||
708 | 148 | 71 | 31 | 32 | 420 | ||||||||||||||||||||||||||||||||||
709 | |||||||||||||||||||||||||||||||||||||||
710 | Buffs HG Reduce Skill CD by 15% | wears expensive clothes | |||||||||||||||||||||||||||||||||||||
711 | on a daily basis | ||||||||||||||||||||||||||||||||||||||
712 | |||||||||||||||||||||||||||||||||||||||
713 | Piercing Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 4 stacks maximum. Tap the skill to aim for 1.5s, remove all charges, fire a bullet with penetrating effect at the furthest target, dealing 0.9x - 1.8x damage to pierced enemies an an equal amount of additional damage to the target. | ||||||||||||||||||||||||||||||||||||||
714 | |||||||||||||||||||||||||||||||||||||||
715 | |||||||||||||||||||||||||||||||||||||||
716 | |||||||||||||||||||||||||||||||||||||||
717 | |||||||||||||||||||||||||||||||||||||||
718 | |||||||||||||||||||||||||||||||||||||||
719 | |||||||||||||||||||||||||||||||||||||||
720 | |||||||||||||||||||||||||||||||||||||||
721 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
722 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
723 | T-5000 (NO. 184) ★★★★ | Magazine | ○ RoF/Accuracy self-buff ○ Good tile formation | ○ Worse offensive stats than her competitors ○ Lower RoF multiplier and worse initial CD than her competitors ○ Accuracy buff on RF is usually unnecessary | "I will fight against the destiny, and I will show that I can win!" | looks like Makise Kurisu | |||||||||||||||||||||||||||||||||
724 | Accessories | T-5000 can directly be compared to SVD as they are both RoF RF of the same rarity. Sadly she's on the losing side of the fight. Her stats are lower than SVD with FP at 126 and RoF at 36. This wouldn't say much until her skill is taken into account. T-5000's skill takes 1s longer to activate unlike WA2K and SVD. It also trades 15% RoF buff for 50% accuracy buff, a meaningless trade as accuracy rarely makes a difference especially with RF's already high accuracy stats and their role as armor killers more often than not. Night battles still cut whatever final accuracy has been accounted for by 90% so it's not as effective as it may seem. Doesn’t sound very special when put that way, does it? Well, because it isn‘t, but not to her dismay. While T-5000 is weaker than SVD, she's not terrible enough to be brushed aside. Additionally, unlike SVD, she's nowhere as rare to pull so she's a recommended option, just that she is replaceable. | |||||||||||||||||||||||||||||||||||||
725 | T-Doll Equipment | Burning Fever | |||||||||||||||||||||||||||||||||||||
726 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
727 | 126 | 85 | 28 | 36 | 450 | ||||||||||||||||||||||||||||||||||
728 | |||||||||||||||||||||||||||||||||||||||
729 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
730 | |||||||||||||||||||||||||||||||||||||||
731 | |||||||||||||||||||||||||||||||||||||||
732 | Lock-on Focus: Increase self rate of fire by 50% and accuracy by 50% for 6s. | ||||||||||||||||||||||||||||||||||||||
733 | |||||||||||||||||||||||||||||||||||||||
734 | |||||||||||||||||||||||||||||||||||||||
735 | Initial CD | 6s | another kamen rider t-doll | ||||||||||||||||||||||||||||||||||||
736 | Skill CD | 8s | is a fangirl | ||||||||||||||||||||||||||||||||||||
737 | XM3 (NO. 200) ★★★★ | Magazine | ○ Common drop in 10-4E ○ Cute | ○ Long initial CD ○ Impractical during the day ○ Limited map drop doll (10-6 and 10-4E) | "If it's you, I believe you can do it, Commander. Let's keep this up." | ||||||||||||||||||||||||||||||||||
738 | Accessories | XM3 is a night RF of average stats. Being a night specialist, she shares the same major weaknesses as other night RFs such as Hanyang and G43: long initial CD and weak daytime multiplier. As powerful as it seems, nighttime RFs tend to be restricted to fighting non-evasive enemies, as they cannot equip PEQ to overcome nighttime penalty. Running RFs at night means you need to pick the right enemies, restricting the otherwise restricted XM3 even further. Despite having the strongest RoF self-buff among RFs when she finally picks the right fight, she simply cannot pop her skill fast enough. 8s initial CD is a major drawback. Most battles would end at this point, and battles that last any longer (boss fights) are often ill-suited for the slow and squishy RFHG. Everywhere else, she either faces accuracy issue (nighttime evasive enemies) or heavy penalty on her skill (daytime). Unfortunately, XM3 is not recommended. | |||||||||||||||||||||||||||||||||||||
739 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
740 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
741 | 130 | 90 | 32 | 35 | 410 | ||||||||||||||||||||||||||||||||||
742 | |||||||||||||||||||||||||||||||||||||||
743 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
744 | |||||||||||||||||||||||||||||||||||||||
745 | |||||||||||||||||||||||||||||||||||||||
746 | Assault Focus N: During nighttime, increase self rate of fire by 100% (Mod 1 110%) (32% (Mod 1 35%) during daytime) for 5s. (Mod 1 Attacks prioritize the enemy with the lowest HP.) | ||||||||||||||||||||||||||||||||||||||
747 | |||||||||||||||||||||||||||||||||||||||
748 | |||||||||||||||||||||||||||||||||||||||
749 | |||||||||||||||||||||||||||||||||||||||
750 | |||||||||||||||||||||||||||||||||||||||
751 | Initial CD | 8s | > 6s | ||||||||||||||||||||||||||||||||||||
752 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
753 | XM3 (MOD 3) ★★★★★ | Magazine | ○ Ignores taunts ○ Ridiculously high skill multiplier ○ Can surehit | ○ Still sucks during day | |||||||||||||||||||||||||||||||||||
754 | Accessories | XM3 Mod gets some much needed improvements to her kit. Her Mod 1 fixes her horribly long initial cooldown by lowering it to 6 seconds. This lets her use the majority of her skill's uptime along with other RFs and HGs on the team. It also has XM3 Mod prioritize the enemies with the lowest current HP. So she prioritizes the potentially squishier yet more dangerous enemies in the enemy's formation, as well as ignores taunts from enemies like Gladiators. Her skill 2, White Ghost, lets XM3 Mod counteract the downsides of the night accuracy penalty even more as well as hit harder if she crits for her first shot on any unit. The loss of the critical damage buff during the daytime just further drives home how much XM3 needs to be used only in night battles. The Special Equipment is pretty bad, sometimes even being worse than using sniper ammo, so Mod 3 is not usually worth it. Even with a neural upgrade, XM3 Mod is still particularly bad at daytime, but her mod fixes enough so that she can be a prime candidate for use during night battles alongside other generalist RFs, and also gets a small sub-niche of her own due to unique targeting mechanics that counter certain enemies. XM3 Mod is niche. | |||||||||||||||||||||||||||||||||||||
755 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
756 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
757 | 140 | 94 | 33 | 37 | 430 | ||||||||||||||||||||||||||||||||||
758 | (+10) | (+4) | (+1) | (+2) | (+20) | ||||||||||||||||||||||||||||||||||
759 | |||||||||||||||||||||||||||||||||||||||
760 | Buffs HG Reduce Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
761 | |||||||||||||||||||||||||||||||||||||||
762 | |||||||||||||||||||||||||||||||||||||||
763 | White Ghost: While the skill is active, the first attack on each target is guaranteed to hit, and critical damage of this attack is increased by 20% (critical damage buff does not take effect during daytime). | ||||||||||||||||||||||||||||||||||||||
764 | |||||||||||||||||||||||||||||||||||||||
765 | |||||||||||||||||||||||||||||||||||||||
766 | |||||||||||||||||||||||||||||||||||||||
767 | |||||||||||||||||||||||||||||||||||||||
768 | |||||||||||||||||||||||||||||||||||||||
769 | Passive | ||||||||||||||||||||||||||||||||||||||
770 | |||||||||||||||||||||||||||||||||||||||
771 | Mk 12 (NO. 226) ★★★★ | Magazine | ○ Very high base RoF ○ Hybrid self-buff with RoF and critical damage ○ Good tile formation | ○ Low base FP ○ Lower multiplier and worse initial CD than her competitors ○ Critical damage does not bypass armor ○ Not as good as the top tier general RFs in future content ○ Limited event doll | |||||||||||||||||||||||||||||||||||
772 | Accessories | The Mk12 is an obtainable rifle from the story event Continuum Turbulence. She has the highest base RoF at the time this is written, and the first hybrid self-buff RF with her RoF and crit damage self-buff. Mk12 has the highest base RoF of any RF in the game at 46, surpassing even M14. Her high base RoF gives her a significant edge in pre-skill mobbing capability compared to most other RFs. Unfortunately, her FP also takes the title of being one of the lowest at only 101 FP. Against enemies where this reduced FP results in Mk12 taking more hits to kill a dummy link, this actually worsens her effective DPS. The low FP also puts Mk12 at a very unfortunate position vs. late game enemies who often have heavy armor. Her skill "Inspiration of Wrath" unfortunately only buffs her RoF and crit damage, which isn't as useful as a straight FP buff against the aforementioned enemies. With the AP rework, the lower effectiveness of Crit Damage buffs relative to Damage buffs is not as big of a deal for players with maxed 5-star AP ammo - but it can significantly reduce Mk12's effectiveness for players in the early game that can't quite fully breach enemy armor with their equipment yet. Despite all of these caveats, Mk12 can be a killing machine if she picks the right enemies to fight with. The 30% RoF and crit damage gives Mk12 an effective 66.4% DPS increase - easily on par with other 4-star RFs. While Mk12 cannot be compared with the top RFs such as WA2000, Lee Enfield or R93, she is very much a decent option to have in the early game. A downside to this skill is its slightly longer initial CD and its low multiplier due to being a hybrid skill; don't expect her to cap RoF with ease just because she can buff RoF with her skill. Mk12 is a handy RF to have in the early game. However, she suffers the same problems with SVD, gaining her only an Optional rating. | |||||||||||||||||||||||||||||||||||||
773 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
774 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
775 | 101 | 82 | 32 | 46 | 405 | ||||||||||||||||||||||||||||||||||
776 | |||||||||||||||||||||||||||||||||||||||
777 | Buff HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
778 | |||||||||||||||||||||||||||||||||||||||
779 | |||||||||||||||||||||||||||||||||||||||
780 | Inspiration of Wrath: Increase rate of fire and critical damage by 30% for 5s. | ||||||||||||||||||||||||||||||||||||||
781 | |||||||||||||||||||||||||||||||||||||||
782 | |||||||||||||||||||||||||||||||||||||||
783 | |||||||||||||||||||||||||||||||||||||||
784 | |||||||||||||||||||||||||||||||||||||||
785 | |||||||||||||||||||||||||||||||||||||||
786 | |||||||||||||||||||||||||||||||||||||||
787 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
788 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
789 | SPR A3G (NO. 235) ★★★★ | Magazine | ○ Decent overall stats ○ Reasonably quick nuke with a decent multiplier | ○ Long ICD ○ Low multiplier for self buff | "When victory is in reach, the only thing left is when you will take it; this is all about the timing!" | ||||||||||||||||||||||||||||||||||
790 | Accessories | SPR A3G is a charged-shot RF that tries to bandaid in a self-buff for good measure, but fails to excel at either nuking or DPSing. Her extremely-edgy sounding Arrogance skill is simply a rebranded charged-shot skill that has a secondary self-buff component. With an 8s initial CD, this was once a rather short CD for a nuke skill that has been left in the dust after the charged-shot rework. Other 4★ charged-shot RFs such as Mosin-Nagant now come with a much shorter initial CD and can charge up by holding onto their skill. This highly increased their flexibility, as the player can choose to fire a quick, weaker shot at a low health target or charge them up to full damage when necessary. SPR A3G meanwhile is stuck with an 8s initial CD and no stacking mechanic, leaving no flexibility for her. The self-buff component would have been her one advantage, if not for its lackluster multiplier of only 25% RoF that activates way too late to help in a typical battle, if it even procs in the first place. To add insult to injury, SPR A3G also has a longer aim time of 1.5s unlike Mosin-Nagant and Springfield's 1s, so she cannot synchronize damage with other small bamboo RFs for the nuke niche even if you wanted to use her. SPR A3G is therefore not recommended. | dat ears on her hat | ||||||||||||||||||||||||||||||||||||
791 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
792 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
793 | 130 | 83 | 31 | 35 | 435 | ||||||||||||||||||||||||||||||||||
794 | |||||||||||||||||||||||||||||||||||||||
795 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
796 | |||||||||||||||||||||||||||||||||||||||
797 | |||||||||||||||||||||||||||||||||||||||
798 | Arrogance: Mark current target for 5s After aiming for 1.5s, shoot the marked target for 5.5x damage. If the target dies while marked, increase rate of fire by 25% for 5s. | ||||||||||||||||||||||||||||||||||||||
799 | |||||||||||||||||||||||||||||||||||||||
800 | |||||||||||||||||||||||||||||||||||||||
801 | hmmmmm | ||||||||||||||||||||||||||||||||||||||
802 | constantly "observing" SKK | ||||||||||||||||||||||||||||||||||||||
803 | Initial CD | 8s | monkaS | ||||||||||||||||||||||||||||||||||||
804 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
805 | K31 (NO. 247) ★★★★ | Magazine | ○ High base RoF ○ Very high multiplier | ○ Decreases her accuracy (Does not matter vs enemies with no evasion) ○ Slightly longer ICD than standard | "What is the record this time? I'll do better next time." | a very timely girl | |||||||||||||||||||||||||||||||||
806 | Accessories | K31 is another RoF increasing RF who's skill functions as an inverse to T-5000's. Instead of trading a lower RoF increase for an additional accuracy buff, K31 decreases her own accuracy for a higher RoF multiplier. K31 has a slightly longer initial CD of 6s instead of standard 5s for a self-buff RF. In exchange, her multiplier is higher than usual, effectively making her as fast as WA2000 during skill. The bigger downside to her skill is that she receives an accuracy penalty, making her a bad pick against evasive enemies in general. In the early night chapters, K31's performance is largely unaffected by the accuracy penalty as armored enemies tend to have 0 evasion. However, later contents come with evasive, yet heavily armored enemies like Doppelsoldners and Uhlans (not to mention the evasive non-armored escorts that often come with these enemies). It becomes increasingly harder for ARSMG to cover her weakness as only RFs are capable of penetrating these enemies. At this point of the game, K31's accuracy penalty becomes her downfall since every other RF without said penalty will outperform her against these enemies. Although K31 is able to match up to WA2000 in performance with her high RoF multiplier, she is not as versatile due to the accuracy penalty, especially against later contents. She is recommended in the early game, but not recommended later on. | |||||||||||||||||||||||||||||||||||||
807 | T-Doll Equipment | another best girl - Zero | |||||||||||||||||||||||||||||||||||||
808 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
809 | 126 | 78 | 37 | 39 | 390 | ||||||||||||||||||||||||||||||||||
810 | |||||||||||||||||||||||||||||||||||||||
811 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
812 | |||||||||||||||||||||||||||||||||||||||
813 | |||||||||||||||||||||||||||||||||||||||
814 | Emergency Current: Sacrifice 35% accuracy to increases rate of fire by 80% for 5s. | ||||||||||||||||||||||||||||||||||||||
815 | |||||||||||||||||||||||||||||||||||||||
816 | |||||||||||||||||||||||||||||||||||||||
817 | |||||||||||||||||||||||||||||||||||||||
818 | |||||||||||||||||||||||||||||||||||||||
819 | Initial CD | 6s | yuno gasai with deadly | ||||||||||||||||||||||||||||||||||||
820 | Skill CD | 8s | cooking | ||||||||||||||||||||||||||||||||||||
821 | KSVK (NO. 252) ★★★★ | Magazine | ○ Very high base FP | ○ Low base RoF ○ Weaker multiplier agains the main target than other charge shot RFs ○ Charge shot not optimal for general use ○ Questionable usefulness from AoE debuff ○ Limited event doll (Isomer) | |||||||||||||||||||||||||||||||||||
822 | Accessories | Another addition to the charged shot category, mostly notable for being heavily doted on by her artist. Unfortunately the love showered on KSVK by her artist didn't translate to her actually being good gameplay wise. Her skill isn't really much; it's a charged shot that trades off some damage in exchange for getting a conical AoE and a debuff effect. With charged shots already being rather niche in general, KSVK's own spin on things unfortunately fails to find a relevant gameplay niche; she doesn't do anything another doll can't do better. Not recommended if you're not planning to upgrade her; her mod gives her an interesting 2nd skill that completely changes the way she's used, but it takes a lot of investment to get her to that point and until you are able to upgrade her, she has no real use. | |||||||||||||||||||||||||||||||||||||
823 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
824 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
825 | 158 | 78 | 30 | 31 | 440 | ||||||||||||||||||||||||||||||||||
826 | |||||||||||||||||||||||||||||||||||||||
827 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
828 | |||||||||||||||||||||||||||||||||||||||
829 | |||||||||||||||||||||||||||||||||||||||
830 | Concussive Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2x - 4x (MOD 1 2.6x - 5x) damage to the closest target depending on the number of stacks. Additionally, deal 0.5x damage to enemies within a radius of 2 behind the main target and decrease their accuracy and rate of fire by 20% for 5s. | ||||||||||||||||||||||||||||||||||||||
831 | |||||||||||||||||||||||||||||||||||||||
832 | |||||||||||||||||||||||||||||||||||||||
833 | |||||||||||||||||||||||||||||||||||||||
834 | |||||||||||||||||||||||||||||||||||||||
835 | |||||||||||||||||||||||||||||||||||||||
836 | |||||||||||||||||||||||||||||||||||||||
837 | |||||||||||||||||||||||||||||||||||||||
838 | |||||||||||||||||||||||||||||||||||||||
839 | |||||||||||||||||||||||||||||||||||||||
840 | |||||||||||||||||||||||||||||||||||||||
841 | Initial CD | 5s | > 4s | ||||||||||||||||||||||||||||||||||||
842 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
843 | KSVK (MOD 3) ★★★★★ | Magazine | ○ Even higher FP ○ Targets closest enemy in Shock Grenade mode (can be useful) ○ Shock Grenade mode gives every attack an extra AoE component that scales off KSVK's link count ○ No ICD + Perma uptime on Shock Grenade mode with correct setup ○ Makes Pandea happy that his daughter is getting attention ○ Targets closest instead of furthest enemy | ○ Event-limited doll ○ Weak AoE multiplier (only 0.3x damage) ○ No particular advantage against single enemies ○ Requires specific handguns or fairies (debuffers) to achieve best results ○ Targets closest instead of furthest enemy | shes really cute MaN | ||||||||||||||||||||||||||||||||||
844 | Accessories | The first event-limited doll to get a mod. KSVK's mod upgrade significantly changes up her usage by giving her a rather interesting 2nd skill. Her 2nd skill, Concussive Blast, gives her a [Shock Grenade] mode that activates whenever there are any enemies on the field under the effects of any sort of debuff. This mode changes her targeting and gives her an AoE backblast on every attack. Unlike other AoE attacks which are generally tied to an active skill or limited by specific activation conditions, the activation requirement for Shock Grenade mode is not particularly difficult to meet due to the large number of effects that count as debuffs. The right setups can give KSVK effectively zero ICD and extremely good uptime, mitigating the low AoE multiplier per shot and turning her into a powerful tool for clearing out massed groups of enemies. Note that KSVK's Shock Grenade mode is a bit of an oddity; it ignores armor + accuracy and does not crit, but unlike most AoE attacks the damage is multiplied by KSVK's own links as opposed to the target's links. This means that unlike grenades or QBU-88's passive shots, KSVK's AoE attacks do not lose efficacy against targets as their remaining HP goes down. The change in targeting from normal RF targeting to continually retargeting the closest enemies in Shock Grenade mode can be a good or bad thing depending on the circumstances; if the most dangerous enemies in an enemy formation are the ones that need to get close first (e.g. hydras), KSVK's flipped targeting priorities can be very useful; on the other hand, if the backline is the threat that needs to be eliminated first another RF would be a better choice. As well, KSVK doesn't have any particular advantage against single targets. A mod upgrade that salvages a previously sidelined T-doll and gives her a potent niche by making her into a powerful AoE damage dealer. | |||||||||||||||||||||||||||||||||||||
845 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
846 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
847 | 165 | 87 | 31 | 32 | 455 | ||||||||||||||||||||||||||||||||||
848 | (+7) | (+9) | (+1) | (+1) | (+15) | ||||||||||||||||||||||||||||||||||
849 | |||||||||||||||||||||||||||||||||||||||
850 | Buffs HG, SG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
851 | |||||||||||||||||||||||||||||||||||||||
852 | |||||||||||||||||||||||||||||||||||||||
853 | Shockwave Demolition Round: When any enemy units are suffering from a negative status effect, normal attacks switch to Demolition Round mode and prioritize the closest enemies with negative status effects on them, also dealing 0.3x splash damage to all enemy units in a 2-unit radius behind their target. | ||||||||||||||||||||||||||||||||||||||
854 | |||||||||||||||||||||||||||||||||||||||
855 | |||||||||||||||||||||||||||||||||||||||
856 | |||||||||||||||||||||||||||||||||||||||
857 | |||||||||||||||||||||||||||||||||||||||
858 | |||||||||||||||||||||||||||||||||||||||
859 | |||||||||||||||||||||||||||||||||||||||
860 | |||||||||||||||||||||||||||||||||||||||
861 | |||||||||||||||||||||||||||||||||||||||
862 | |||||||||||||||||||||||||||||||||||||||
863 | Passive | ||||||||||||||||||||||||||||||||||||||
864 | |||||||||||||||||||||||||||||||||||||||
865 | Type 4 (NO. 270) ★★★★ | Magazine | ○ High base RoF ○ Evasion bypassing passive ○ Good tile formation, covering at least 2 HGs regardless if she's placed in 7 or 1 | ○ Low base FP ○ Lower RoF multiplier and worse initial CD than her competitors | |||||||||||||||||||||||||||||||||||
866 | Accessories | The Type 4 is a RF that attempts to bring back the interesting but very lackluster piercing shots mechanic presented on PzB39 and JS05. Instead of being an active skill, the piercing shot from Type 4 comes from her passive, where she unleashes a piercing shot to the furthest target on every 3rd shot before going back to her original target. The biggest downside of piercing shot prior to Type 4 is its long aim time and low damage, not to mention being CD-locked prevents the skill from being used more than once. While Type 4 does not improve its damage, being on a passive lets her activate piercing shots more often, as well as allowing her to have a self-buff active skill that complements the sure-hit component of piercing shot. With the prevalence of evasive armored enemies at night, the consistent sure-hit shots are appreciated. Type 4's weakness also comes from her passive, as piercing shot cannot critically strike. This limits her potential damage ceiling as she cannot take advantage of critical damage multipliers coming from buffer fairies and capes. She also has relatively low FP for a RF, affecting her performance against heavily armored enemies where AP is not sufficient enough to fully pierce them. Type 4 is recommended, due to her unique and usable skill that allows her to be used as a generalist when needed. Commanders should anticipate situations where her passive is greatly appreciated and her usefulness will skyrocket. | |||||||||||||||||||||||||||||||||||||
867 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
868 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
869 | 112 | 74 | 37 | 39 | 420 | ||||||||||||||||||||||||||||||||||
870 | |||||||||||||||||||||||||||||||||||||||
871 | Buff HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
872 | |||||||||||||||||||||||||||||||||||||||
873 | |||||||||||||||||||||||||||||||||||||||
874 | Dead Line Strike: Active: Increase rate of fire by 55% for 5s. Passive: Every third attack deals 1x damage with perfect accuracy and piercing effect. | ||||||||||||||||||||||||||||||||||||||
875 | |||||||||||||||||||||||||||||||||||||||
876 | |||||||||||||||||||||||||||||||||||||||
877 | |||||||||||||||||||||||||||||||||||||||
878 | |||||||||||||||||||||||||||||||||||||||
879 | |||||||||||||||||||||||||||||||||||||||
880 | |||||||||||||||||||||||||||||||||||||||
881 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
882 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
883 | SSG3000 (NO. 273) ★★★★ | Magazine | ○ Cannot miss during skill duration ○ Can still crit with skill despite being charged ○ Bonus debuff on hit during skill | ○ Compete with M200 who is effectively a direct upgrade ○ Has fixed aiming time during skill ○ Auto-retarget backrow during skill ○ Not optimal for general usage due to long aiming time ○ Limited story event doll | |||||||||||||||||||||||||||||||||||
884 | Accessories | The SSG3000 is a RF obtainable from the major story event Shattered Connexion. As one of the few consistent damage dealers with sure-hit as part of their skill, she is a good investment because of this trait alone. One can see instantly that SSG3000's skill is almost a carbon copy of M200's. She will shoot a shot that cannot miss, can critically strike, but is affected by armour. Compared to M200, her damage multiplier is lower and does not have a passive component, but she does reduce her target's damage by a higher amount (15% instead of 10%). SSG3000 finds great usage in conditions where there are evasive enemies at night that you would really like consistency on. Examples for these enemies include Paradeus units during nighttime. Unfortunately, the curse of 4★ rarities comes and strikes. She possesses a much lower firepower stat than M200 (126 compared to 145), and even in her optimal setting (Shattered Connexion's ranking stage with a 20% firepower bonus), this still doesn't quite reach M200's damage (due to her 1.8x multiplier compared to 2.0x). She performs adequately enough to see heavy usage, but dupers would probably want another M200 rather than a SSG3000. For non-dupers, SSG3000 is a must to acquire, as you will be hard pressed to find anything that can perform as consistently as M200 in that field. She is optional. Currently, there isn't a fight that really puts that +5% damage reduction to use, and due to her stats being lower in all other aspects, M200 is still the supreme version. | |||||||||||||||||||||||||||||||||||||
885 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
886 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
887 | 126 | 77 | 30 | 37 | 440 | ||||||||||||||||||||||||||||||||||
888 | |||||||||||||||||||||||||||||||||||||||
889 | Buff HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
890 | |||||||||||||||||||||||||||||||||||||||
891 | |||||||||||||||||||||||||||||||||||||||
892 | Silent Hunter: Enter sniper mode for 9s. After every 1.5s of aiming, deal 1.8x damage (perfect accuracy, affected by armor, able to crit) to the furthest target and decrease their damage by 15% for 3s. | ||||||||||||||||||||||||||||||||||||||
893 | |||||||||||||||||||||||||||||||||||||||
894 | |||||||||||||||||||||||||||||||||||||||
895 | |||||||||||||||||||||||||||||||||||||||
896 | |||||||||||||||||||||||||||||||||||||||
897 | |||||||||||||||||||||||||||||||||||||||
898 | |||||||||||||||||||||||||||||||||||||||
899 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
900 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
901 | Tabuk (NO. 305) ★★★★ | Magazine | ○ Unique trait that has the potential to be useful. | ○ Without her trait, there are better options for purely self-buffing rifles. | |||||||||||||||||||||||||||||||||||
902 | Accessories | Tabuk is a 4* RF with a unique as of this moment twist. Statwise, Tabuk is nothing to write home about, having a modest rate of fire and accuracy along with a slightly lower than comfortable amount of firepower when compared to other 4* rifles. The unique effect that Tabuk can bring is that she is able to modify her attack range and targeting properties. Her skill grants a generic damage bonus but prioritises enemies within a range of 5 (this range is shown when skill is activated so don't worry about needing to know exactly how long this is) and dealing increased damage to them. If there are no applicable units within this area, she will deal standard damage to enemies. As of yet, there is not really a situation that Tabuk would perform marvelously with her trait compared to other powerhouses. Due to her lower firepower, she will also be outperformed by G28, who boasts a higher firepower multiplier and also doesn't really get used in a first-string RF echelon either. Tabuk is optional and not a priority for raising, mostly due to her unique trait so far as we cannot predict when such targeting would be nice to have over others. | |||||||||||||||||||||||||||||||||||||
903 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
904 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
905 | 115 | 81 | 36 | 39 | 420 | ||||||||||||||||||||||||||||||||||
906 | |||||||||||||||||||||||||||||||||||||||
907 | Buff HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
908 | |||||||||||||||||||||||||||||||||||||||
909 | |||||||||||||||||||||||||||||||||||||||
910 | Symmetrical Adjustment: Increase self firepower by 55% for 5s. While skill is in effect, prioritize attacking targets within 5 units of self and deal 10% extra damage to units within 5 units of self. | ||||||||||||||||||||||||||||||||||||||
911 | |||||||||||||||||||||||||||||||||||||||
912 | |||||||||||||||||||||||||||||||||||||||
913 | |||||||||||||||||||||||||||||||||||||||
914 | |||||||||||||||||||||||||||||||||||||||
915 | |||||||||||||||||||||||||||||||||||||||
916 | |||||||||||||||||||||||||||||||||||||||
917 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
918 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
919 | Mondragon M1908 (NO. 317) ★★★★ | Magazine | ○ Can arguably provide equal team DPS to a HG against high armored opponents such as Hydras | ○ Requires 3 maxed equipment to perform marginally worse than a HG. Removing the equipment reduces the DPS even further ○ Limited doll means you can't even argue that she could be viable to early-game commanders | Her SPEQ removes her RoF debuff, leading to potentially higher DPS totals | ||||||||||||||||||||||||||||||||||
920 | Accessories | Mondragon, the RF Ribeyrolles, gets her comparison for the most obvious reason; she tosses her self DPS under the bus to buff her teammates. The issue however, is that the buffs provided by Mondragon are abysmal, resulting in worse DPS than simply using a HG. Her passive portion sacrifices her own RoF to increase crit rate and damage. The issue with this, however, is that the buffs aren't enough to increase DPS by any meaningful amount. The crit rate given can easily be supplied by PPK or Five-seveN, both with the added benefit of strong RoF provided alongside the crit rate. The crit damage is miniscule, with the increase being relative to that of a 1* fairy. Her active is a slight FP and RoF buff for 5 seconds. With a 16 second cooldown. To put that into perspective, Stechkin is an reasonably accessible HG of the same rarity who shares Mondragon's recommended postion on tile 4, with an 8/12 uptime. By using a team of reasonably standard dolls as a control (Lee-Enfield + M14, P22 + Calico) and alternating position 4 dolls, we can see the DPS differences between Mondragon and a standard position 4 HG against a standard armored enemy (I'll be using the Manticores from Dual Randomness ranking). In the Stechkin test, Lee hits 82.4k damage over 20 seconds, and M14 hits 67.8k in the same period of time for a total of 174.5k with all 5 dolls. Mondragon's presence drops Lee's damage to 69.7k, and M14 to 55.2k. her own damage comes to 25.4k, but with a doll total of 162.6k, Mondragon results in a ~7% decrease in DPS, while not only requiring a maxed skill, but a set of 3 maxed equipment against Stechkin's requirement of a raised skill. Mondragon had the capability to be a good RF to sit in position 4 over a standard HG, but her skill uptime and multipliers are simply too weak to be able to compete with HGs her rarity or higher. Therefore, she is Not Reccomended to raise for any player, as she requires far too much investment to do a worse job than a HG. | |||||||||||||||||||||||||||||||||||||
921 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
922 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
923 | 112 | 74 | 34 | 41 | 420 | ||||||||||||||||||||||||||||||||||
924 | |||||||||||||||||||||||||||||||||||||||
925 | Buff RF Damage 15% | ||||||||||||||||||||||||||||||||||||||
926 | |||||||||||||||||||||||||||||||||||||||
927 | |||||||||||||||||||||||||||||||||||||||
928 | Conviction of Certain Victory: [Passive]: If currently assigned as an echelons leader, permanently reduces own rate of fire by 35% while increasing allied Rifles' critical hit rate by 20% and critical hit damage by 10%. [Active]: When skill is activated, allies on her tiles gain 15% damage and 12% rate of fire for 5 seconds. [EQ Passive]: When equipped with "Old Camouflage Uniform", does not reduce own rate of fire when assigned as the echelons leader. | ||||||||||||||||||||||||||||||||||||||
929 | |||||||||||||||||||||||||||||||||||||||
930 | |||||||||||||||||||||||||||||||||||||||
931 | |||||||||||||||||||||||||||||||||||||||
932 | |||||||||||||||||||||||||||||||||||||||
933 | |||||||||||||||||||||||||||||||||||||||
934 | |||||||||||||||||||||||||||||||||||||||
935 | |||||||||||||||||||||||||||||||||||||||
936 | |||||||||||||||||||||||||||||||||||||||
937 | |||||||||||||||||||||||||||||||||||||||
938 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
939 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
940 | TF-Q (NO. 360) ★★★★ | Magazine | ○ Decent skill ○ Team buff | ○ Event unit | |||||||||||||||||||||||||||||||||||
941 | Accessories | TF-Q is a pretty simple RF and a breath of fresh air to those who have been reading novel-length skill descriptions for the past few years. A 60% FP buff with perfect accuracy against unarmored enemies and a 5/8 uptime is not anything to write home about, but it is a servicable skill for a 4* RF. Additionally, if there are more than 5 groups of enemies at the time of skill activation, the echelon recieves a +5 move speed and 30% evasion buff, letting you kite a little more effectively. Nothing to complain about. She should fall somewhere around the DPS of G28, being slightly better in the circumstance vs. unarmored enemies at night. the Evasion and Mvspd buffs are helpful, but the uptime and ICD don't promote reliance in a pinch. All things considered, TF-Q is an Optional RF to those who are just looking to expand their generalist roster. | |||||||||||||||||||||||||||||||||||||
942 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
943 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
944 | 120 | 78 | 31 | 37 | 450 | ||||||||||||||||||||||||||||||||||
945 | |||||||||||||||||||||||||||||||||||||||
946 | Buff HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
947 | |||||||||||||||||||||||||||||||||||||||
948 | |||||||||||||||||||||||||||||||||||||||
949 | Wind-Born Magic Bullet: Increases damage by 60% and grants self perfect accuracy against unarmoured enemy units, lasting for 5 seconds. If there are more than 5 groups of enemies on the battlefield, increases movement speed and evasion of the entire echelon by +5 points and 30% respectively for 5 seconds. | ||||||||||||||||||||||||||||||||||||||
950 | |||||||||||||||||||||||||||||||||||||||
951 | |||||||||||||||||||||||||||||||||||||||
952 | |||||||||||||||||||||||||||||||||||||||
953 | |||||||||||||||||||||||||||||||||||||||
954 | |||||||||||||||||||||||||||||||||||||||
955 | |||||||||||||||||||||||||||||||||||||||
956 | |||||||||||||||||||||||||||||||||||||||
957 | |||||||||||||||||||||||||||||||||||||||
958 | |||||||||||||||||||||||||||||||||||||||
959 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
960 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
961 | Saiga 308 (NO. 371) ★★★★ | Magazine | |||||||||||||||||||||||||||||||||||||
962 | Accessories | Yet another attempt at a support RF, and another doll that would be better off as a HG. Her selfbuff is weaker than her 4* RoF buffing peers, and the buff she provides caps out at 20% for RoF and Crit Damage. A MOD 1 PPK provides stronger buffs with just her tiles. Not Recommended. | |||||||||||||||||||||||||||||||||||||
963 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
964 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
965 | |||||||||||||||||||||||||||||||||||||||
966 | |||||||||||||||||||||||||||||||||||||||
967 | Buff HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
968 | |||||||||||||||||||||||||||||||||||||||
969 | |||||||||||||||||||||||||||||||||||||||
970 | |||||||||||||||||||||||||||||||||||||||
971 | |||||||||||||||||||||||||||||||||||||||
972 | |||||||||||||||||||||||||||||||||||||||
973 | |||||||||||||||||||||||||||||||||||||||
974 | |||||||||||||||||||||||||||||||||||||||
975 | |||||||||||||||||||||||||||||||||||||||
976 | |||||||||||||||||||||||||||||||||||||||
977 | |||||||||||||||||||||||||||||||||||||||
978 | |||||||||||||||||||||||||||||||||||||||
979 | |||||||||||||||||||||||||||||||||||||||
980 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
981 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
982 | M1 Garand (NO. 34) ★★★ | Magazine | ○ Auto-retarget backrow ○ Decent base stats for a 3★ ○ Pings | ○ Auto-retarget backrow ○ Long initial CD ○ Charge shot not optimal for general usage | "Even if we win the battle, we shouldn't be distracted by it!" | ○ Resets targetting to the backrow automatically (Only RF outside of skill that's able to do this) | |||||||||||||||||||||||||||||||||
983 | Accessories | M1 Garand would have been a decent 3★ RF if no alternatives are present. But sadly this is no longer the case with new client. Similar to SV-98, M1 Garand comes with decent stats spread for her rarity, competing those of the same rarity and even the 4★ RFs. At one point this made her an option for new players who lack better RF in their early game. But with new client showering new players with cores, combat reports and even a free leveled RF (Springfield), raising M1 at this point would be a waste of effort. She falls off hard and cannot keep up with self-buff RFs. M1 Garand is not recommended. As a side note, M1 is actually quasi-bugged in that she resets her targeting to the backrow with zero input. This serves as an advantage where she is able to achieve a feat that no other RF beside IWS and M200 could accomplish. She automatically retargets to the more dangerous backlines during battle, ignoring the bulky tank whom most RFs are likely to target first and would get hung on until they kill it. However, do note that it can also be a double-edged sword as this trait of hers interferes with what she should be targeting, such as a low health Elite who's approaching your team but isn't being focused properly due to M1 spotting a new target. | "Ping!" - M1 Garand | ||||||||||||||||||||||||||||||||||||
984 | T-Doll Equipment | (10/10 inspiring quote) | |||||||||||||||||||||||||||||||||||||
985 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
986 | 120 | 62 | 28 | 37 | 440 | ||||||||||||||||||||||||||||||||||
987 | |||||||||||||||||||||||||||||||||||||||
988 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
989 | |||||||||||||||||||||||||||||||||||||||
990 | |||||||||||||||||||||||||||||||||||||||
991 | Interdiction Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.6x - 5.5x to the current target depending on the number of stacks. | don't get your thumb bitten | |||||||||||||||||||||||||||||||||||||
992 | |||||||||||||||||||||||||||||||||||||||
993 | |||||||||||||||||||||||||||||||||||||||
994 | |||||||||||||||||||||||||||||||||||||||
995 | |||||||||||||||||||||||||||||||||||||||
996 | |||||||||||||||||||||||||||||||||||||||
997 | |||||||||||||||||||||||||||||||||||||||
998 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
999 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
1000 | M1A1 (NO. 35) ★★★ | Magazine | ○ RoF self-buff ○ Very long buff duration | ○ Very low base FP ○ Low multiplier ○ Limited map drop doll (6-6 and 6-4E) | "Eh?! We won? I did it! Garand, did you see it?" | ||||||||||||||||||||||||||||||||||
1001 | Accessories | M1A1 might seem great due to her extremely long RoF buff skill uptime, but she faces a very serious issue, namely that she has the lowest FP stat among all RFs. Combined with her minimal RoF buff and, despite its long uptime of 15s, these factors make her overall DPS output one of the lowest among all RFs, even when compared to Nuke RFs like M1 Garand or the other limited drop doll M21, not to mention other self-buff RFs. Because of the 15s uptime and initial CD of 5s, battles would have to be drawn out in order for her skill to reach its full potential. RFHGs aren't suited for longer battles, as HGs, while some do boast high evasion stats, have an abysmal HP pool. No matter how high a doll's evasion, nothing can withstand the test of time. Overall, M1A1 is not recommended by any means. | |||||||||||||||||||||||||||||||||||||
1002 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1003 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1004 | 95 | 77 | 42 | 38 | 420 | ||||||||||||||||||||||||||||||||||
1005 | |||||||||||||||||||||||||||||||||||||||
1006 | Buffs HG Reduce Skill CD by 12% | seems to have a | |||||||||||||||||||||||||||||||||||||
1007 | relationship with M1 Garand | ||||||||||||||||||||||||||||||||||||||
1008 | |||||||||||||||||||||||||||||||||||||||
1009 | Assault Focus T: Increases self rate of fire by 40% for 15s. | ||||||||||||||||||||||||||||||||||||||
1010 | |||||||||||||||||||||||||||||||||||||||
1011 | |||||||||||||||||||||||||||||||||||||||
1012 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1013 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1014 | M14 (NO. 37) ★★★ | Magazine | ○ Very high base RoF ○ FP self-buff ○ Strong performance for a 3★ ○ Very accessible ○ First day Frontline Supplies reward | ○ Low base FP ○ Low multiplier due to low rarity | "Commander! Can you hear it? The victory bell is ringing!~" | ||||||||||||||||||||||||||||||||||
1015 | Accessories | Our resident War Goddess is probably one of the better 3★ RFs we currently have access to, if not the best. Compared to other RFs, she falls short on FP, but makes up for it thanks in part to her high base RoF of 43, which is highest among all RFs, paired with her damage self-buff of 60%. When given proper equipment and placed in an optimal composition, (with RoF buffing HGs for example), she can output damage on par with that of some 5★ RFs, making her a solid choice, even for meta RFHG composition. One such favored comp being Lee Enfield, Calico, Welrod, Five-SeveN, and herself. Due to her also being a first day reward for many new commanders, they're able to invest in her quickly to help carry new commanders throughout the entire early game and be a nice transition for your future RFHG squad in return. To note, M14 in the early game is very powerful and is able to hold her own vs ARs even without buffs simply by merit of her stats and skill. Since she again is a first day reward which means you can invest into her right away. It is a practical option to slot her in an ARSMG team in the early game to x5 link. Check the top of the guides section to read more into why M14 is highly capable early on. She does have her weaknesses though, her base FP is on the lower side for a RF and her per shot DPS is stifled by her lower rarity and won't beat Lee Enfield in the pure damage front but she is without a doubt the best 3★ RF. (Her mod fixes all these weaknesses though) Due to her insane base RoF, Good self buff, immediate access to all commanders (first day frontline reward) and the ability to contend with higher rarity dolls she is Recommended. | |||||||||||||||||||||||||||||||||||||
1016 | T-Doll Equipment | I love her, she's so pure | |||||||||||||||||||||||||||||||||||||
1017 | DMG | ACC | EVA | ROF | HP | - Aria | |||||||||||||||||||||||||||||||||
1018 | 108 | 71 | 27 | 43 | 420 | ||||||||||||||||||||||||||||||||||
1019 | "6* RF Goddess" | ||||||||||||||||||||||||||||||||||||||
1020 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1021 | |||||||||||||||||||||||||||||||||||||||
1022 | |||||||||||||||||||||||||||||||||||||||
1023 | Damage Focus: Increases damage by 60% (MOD 1 65%) for 5s. | ||||||||||||||||||||||||||||||||||||||
1024 | |||||||||||||||||||||||||||||||||||||||
1025 | |||||||||||||||||||||||||||||||||||||||
1026 | |||||||||||||||||||||||||||||||||||||||
1027 | |||||||||||||||||||||||||||||||||||||||
1028 | |||||||||||||||||||||||||||||||||||||||
1029 | |||||||||||||||||||||||||||||||||||||||
1030 | |||||||||||||||||||||||||||||||||||||||
1031 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1032 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1033 | M14 (MOD 3) ★★★★ | Magazine | ○ 2nd Highest base RoF of any RF ○ Powerful passive ability | ○ SPEQ isn't much of an upgrade over a VFL ○ Base FP still is on the lower end | |||||||||||||||||||||||||||||||||||
1034 | Accessories | Your resident War Goddess thought was not satisfied by her status as simply an early game carry or the best 3★ RF so she came back, put on some new clothes, and introduced a higher standard for self buffing RFs. M14 MOD plays on all her strength and elevates them to a much higher level, resulting in her raw DPS exceeding even that of WA2000 / Lee, who are both frequently regarded as the top 2 DPS RFs. Her MOD2 skill is pretty simple to understand, which pretty much adds a 1.1x multiplier for 6s to all her attacks in a 100% crit rate + no AP penalty scenario. Being a damage buffing RF also means that the common AP penalty issue isn't that big even if you don't have enough AP to fully pierce. Oh right, she gets even more RoF with her MOD, as if her base RoF wasn't ridiculous enough. Surprisingly enough, her MOD3 equip isn't as terrible as it seems. The added accuracy is pretty neat, considering her accuracy is on the lower end of the spectrum among RFs. Feel free to invest in her SPEQ if you have the resources, otherwise it's rather optional. With many shikikans having a M14 levelled already from their early game, it wouldn't be that big of an investment as compared to modding T-Dolls that are terrible pre-mod and great post-mod, since you wouldn't have to start from scratch. While not bringing anything new with her MOD2 skill, she does surpass all existing options in DPS RF category. Being a 3★ > 4★ MOD also means that it wouldn't be that painful on your resources. Until R93 comes along, M14 would be your go-to RF for general usage. Even then, R93 requires a charge-up time to get her RoF stacks (which she loses if she switches target), while M14 can just pump out all her shots. Recommended. | |||||||||||||||||||||||||||||||||||||
1035 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1036 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1037 | 111 | 74 | 28 | 44 | 430 | ||||||||||||||||||||||||||||||||||
1038 | (+3) | (+3) | (+1) | (+1) | (+10) | ||||||||||||||||||||||||||||||||||
1039 | |||||||||||||||||||||||||||||||||||||||
1040 | Buffs HG, Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
1041 | |||||||||||||||||||||||||||||||||||||||
1042 | |||||||||||||||||||||||||||||||||||||||
1043 | Clear Fighting Spirit: Gain an extra 10% critical damage during Damage Focus's activation for 6s. | ||||||||||||||||||||||||||||||||||||||
1044 | |||||||||||||||||||||||||||||||||||||||
1045 | |||||||||||||||||||||||||||||||||||||||
1046 | Passive | ||||||||||||||||||||||||||||||||||||||
1047 | |||||||||||||||||||||||||||||||||||||||
1048 | M21 (NO. 38) ★★★ | Magazine | ○ Cute | ○ Long initial CD ○ Charge shot not optimal for general usage ○ Limited map drop doll (4-6 and 4-4E) | "Oh, can I say something? The strategy went well!" | ||||||||||||||||||||||||||||||||||
1049 | Accessories | M21 is a cute doll unfortunately met with the fate of being a limited story drop. To reiterate, she suffers a curse many other limited drops are inflicted upon; the curse of being mediocre and existing the sole purpose of dorm decoration. M21 is no exception. She has a relatively low base FP stat of 118, especially for a burst doll, and her damage multiplier of 5.5x isn't very high either, putting her in 2nd place for worst skillshot RF (second to only Super-SASS). Her stats are well below-average and she can't even be applied early game for general use, given there are better counter parts out there, and the fact that, by the point you reach the map she drops from, you've probably already left the early game phase. This leads us to the underlying problem with limited dolls. Their rarity. In most situations, you'll find that if you do want raise them, you'll need cores. Early core investments can be rough for new commanders, as they are hard to come by during one's early game as is. There are many other dolls out there that are low in investment, but lead to a much higher return than what M21 could offer. M21 is not recommended for commanders. | About "Specific Target" | ||||||||||||||||||||||||||||||||||||
1050 | T-Doll Equipment | *Click the link for more info | |||||||||||||||||||||||||||||||||||||
1051 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1052 | 118 | 74 | 27 | 35 | 465 | ||||||||||||||||||||||||||||||||||
1053 | |||||||||||||||||||||||||||||||||||||||
1054 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1055 | Hey I get to do more | ||||||||||||||||||||||||||||||||||||||
1056 | trophy dolls - Aria Rose | ||||||||||||||||||||||||||||||||||||||
1057 | Aimed Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.6x - 5.5x to a specific target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
1058 | her christmas skin | ||||||||||||||||||||||||||||||||||||||
1059 | is cute | ||||||||||||||||||||||||||||||||||||||
1060 | |||||||||||||||||||||||||||||||||||||||
1061 | |||||||||||||||||||||||||||||||||||||||
1062 | |||||||||||||||||||||||||||||||||||||||
1063 | |||||||||||||||||||||||||||||||||||||||
1064 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
1065 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1066 | SV-98 (NO. 44) ★★★ | Magazine | ○ Decent base stats for a 3★ | ○ Long initial CD ○ Charge shot not optimal for general usage | "This result is all due to my accuracy training!" | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
1067 | Accessories | SV-98 is a 3★ RF with no particular specialty to offer outside of decent stats. But stats alone aren't cutting it nowaday with the rapid progression thanks to the new client. Tied with M1 Garand, her stats are fairly good for a 3★ RF. SV-98 has 122 FP, 74 accuracy, and 37 RoF, a good amount for a 3★ that can even rival some 4★ RFs. For a while, her stats make her a solid budget option for those without any RF in the early game. However, with new client providing new players with cores, combat reports and even a free leveled RF (Springfield), SV-98 is more or less a waste of effort. She falls off hard into midgame and has no way of competing against a self-buff RF. SV-98 is not recommended. | |||||||||||||||||||||||||||||||||||||
1068 | T-Doll Equipment | Receives a remodel in the future | |||||||||||||||||||||||||||||||||||||
1069 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1070 | 122 | 74 | 28 | 37 | 420 | ||||||||||||||||||||||||||||||||||
1071 | |||||||||||||||||||||||||||||||||||||||
1072 | Buffs HG Reduce Skill CD by 12% | Close friend with SVD. | |||||||||||||||||||||||||||||||||||||
1073 | Both like collecting | ||||||||||||||||||||||||||||||||||||||
1074 | badges, SV-98 puts them on | ||||||||||||||||||||||||||||||||||||||
1075 | Interdiction Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.6x - 5.5x (MOD 1 2.8x - 6x) to the closest target depending on the number of stacks. | her uniform while SVD | |||||||||||||||||||||||||||||||||||||
1076 | puts them on her briefcase. | ||||||||||||||||||||||||||||||||||||||
1077 | |||||||||||||||||||||||||||||||||||||||
1078 | |||||||||||||||||||||||||||||||||||||||
1079 | |||||||||||||||||||||||||||||||||||||||
1080 | |||||||||||||||||||||||||||||||||||||||
1081 | |||||||||||||||||||||||||||||||||||||||
1082 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1083 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
1084 | SV-98 (MOD 3) ★★★★ | Magazine | ○ Long initial CD ○ Charge shot not optimal for general usage ○ Multiplier is not strong enough combined with relatively low firepower for a charged shot rifle | ||||||||||||||||||||||||||||||||||||
1085 | Accessories | SV-98 is an early MOD doll and it shows. While released relatively late for EN, she was part of Batch 3, a cool three years back. Her MOD2 upgrade features a passive that allows her to gain a camouflage buff. This doesn't make her invisible or anything; she just gains minor ROF and accuracy buffs while firing. It also doesn't stack so you're stuck with that tiny buff. The skill multiplier on her charged shot is also really sad when you consider her base FP. At 128, this is really low for a rifle that relies on a charged shot to deal the bulk of their damage. Even with her MOD3 speq granting damage, it doesn't give enough to justify the cost of upgrading and fielding her when other dolls can do better out of the box at maximum level. It is not recommended to progress this MOD upgrade. Players should only upgrade SV-98 for collection and even then, MOD1 will get that index entry filled in. | |||||||||||||||||||||||||||||||||||||
1086 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1087 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1088 | 128 | 81 | 29 | 37 | 430 | ||||||||||||||||||||||||||||||||||
1089 | (+6) | (+7) | (+1) | (+10) | |||||||||||||||||||||||||||||||||||
1090 | |||||||||||||||||||||||||||||||||||||||
1091 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
1092 | |||||||||||||||||||||||||||||||||||||||
1093 | |||||||||||||||||||||||||||||||||||||||
1094 | Shadow Savior: Passive: Become camouflaged after 3s of staying still. Increase accuracy and rate of fire by 8% while camouflaged. Moving or activating skill cancels the passive. Active: Activating Interdiction Shot while camouflaged provides an additional 18% damage and removes camouflage. | ||||||||||||||||||||||||||||||||||||||
1095 | |||||||||||||||||||||||||||||||||||||||
1096 | |||||||||||||||||||||||||||||||||||||||
1097 | |||||||||||||||||||||||||||||||||||||||
1098 | |||||||||||||||||||||||||||||||||||||||
1099 | |||||||||||||||||||||||||||||||||||||||
1100 | |||||||||||||||||||||||||||||||||||||||
1101 | |||||||||||||||||||||||||||||||||||||||
1102 | |||||||||||||||||||||||||||||||||||||||
1103 | |||||||||||||||||||||||||||||||||||||||
1104 | Passive | ||||||||||||||||||||||||||||||||||||||
1105 | |||||||||||||||||||||||||||||||||||||||
1106 | Type 56-Semi (NO. 49) ★★★ | Magazine | ○ FP self-buff | ○ Low base FP ○ Low multiplier due to low rarity ○ Worse offensive stats than her competitors ○ Limited monthly login reward doll | "Type 56, the mission has been accomplished! Please quickly check the battle result, Commander!" | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
1107 | Accessories | Type 56-Semi went missing in Arctic Warfare but she's finally shown up. She's overall nothing special but she's not the worst in the case of 3★. She's directly comparable to M14 in that they share similar skills but she simply put the stats in the wrong places, as SSG 69 does. For some odd reason she put her stats more towards the HP front making her have less base damage than M14 and to boot only middling RoF. The accuracy stat even isn't there for her at 65 compared to M14 and SSG 69's better accuracy stat, while this may not mean much, the perspective I'm exclaiming is that she simply put her stats in the wrong places. The RoF is respectable but nowhere close to M14 and sadly her low base damage makes her multiplier skill worse than it should be. Not recommended. | not to be confused with | ||||||||||||||||||||||||||||||||||||
1108 | T-Doll Equipment | Type 56-1 | |||||||||||||||||||||||||||||||||||||
1109 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1110 | 103 | 65 | 36 | 36 | 465 | another qt-pan | |||||||||||||||||||||||||||||||||
1111 | |||||||||||||||||||||||||||||||||||||||
1112 | Buffs HG Reduce Skill CD by 12% | hidden big bewbs :teriwoke: | |||||||||||||||||||||||||||||||||||||
1113 | |||||||||||||||||||||||||||||||||||||||
1114 | |||||||||||||||||||||||||||||||||||||||
1115 | Damage Focus: Increases damage by 60% (Mod 1 65% and self move speed by 5 points) for 5s. | ||||||||||||||||||||||||||||||||||||||
1116 | |||||||||||||||||||||||||||||||||||||||
1117 | |||||||||||||||||||||||||||||||||||||||
1118 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1119 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1120 | Type 56-Semi (MOD 3) ★★★★ | Magazine | ○ Focuses lower linked units (often more dangerous elites) ○ High passive bonus damage from skill 2 | ○ Micro-heavy damage optimization | |||||||||||||||||||||||||||||||||||
1121 | Accessories | Please welcome the new master of Elite-killer RFs, Type 56-Semi (or Type 56R) Mod. At Mod 1, Type 56R Mod gets her much needed firepower to make her stats acceptable for RFs, the usual multiplier boosts to make her fit the 4* role, added tilebuff, and a movespeed bonus that can be used to dodge the rare backline attacks. The entirety of the power and utility of Type 56R Mod's kit comes from her mod 2. The skill 2 is a passive that makes her prioritize the lowest linked enemies, gives her 10% bonus critical damage for each dummy the target is missing, and every 3 seconds she can fire a double damage shot provided she just moved. The mod 3 is pretty unremarkable, with just the usual AP ammo with Sniper ammo firepower bonus, so usually replacable with Sniper ammo. Mod 2 should be sufficient for Type 56R Mod's peak performance. For the first part of the skill 2, each critical damage increase stacks additively. In addition, the "missing links" don't have to be on the enemy from the start. Even if it's a boss or some one-link units like Doppelsoldners, Gladiators, or Visjones, Type 56R Mod prioritizes and passively gains a 40% critical damage bonus against them since they're "missing" 4 links. This can be incredibly useful when the most dangerous enemies in enemy compositions are often the lowest linked ones, bearing a massive threat due to some skill or another. Type 56R Mod can pick them out and take them down before they become a problem. Passively, so during the entire fight. It also just helps clean up by ramping Type 56R's damage when higher-linked enemies lose links. The second part of Type 56R Mod's skill 2 is the 3-second double damage. This activates from the very beginning, since all fights start with the team moving for at least an instant, so Type 56R Mod's first shot is always double damage. For every 3 seconds after she fires a double-damage shot, Type 56R Mod can shoot another one. In fights that don't need much movement from the DPS, this can still be taken advantage of by beginning to move Type 56R Mod to another tile for a moment before immediately moving her back to her starting point. The result is that she will jiggle for a moment before being able to attack again, and if done correctly will only lose a couple or no frames of attacking in exchange for much bigger damage. If it sounds too micro-heavy to jiggle Type 56R Mod every 3 seconds, it's fine as she can still technically perform well without it. While complex, these parts of the skill line up to create a monster of a mod. She can pick off the most dangerous elements from an enemy lineup early into the fight. The triple buffs from her skill 1, link-scaling, and movement double damage make her DPS competitive with or often even exceeding other top-performing generalist RFs like R93, Rico, Lee Enfield w/ SPEQ, etc. With an unmatched mix of both high utility and DPS, Type 56R Mod is Recommended. | |||||||||||||||||||||||||||||||||||||
1122 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1123 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1124 | 111 | 70 | 37 | 37 | 475 | ||||||||||||||||||||||||||||||||||
1125 | (+8) | (+5) | (+1) | (+1) | (+10) | ||||||||||||||||||||||||||||||||||
1126 | |||||||||||||||||||||||||||||||||||||||
1127 | Buffs HG, Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
1128 | |||||||||||||||||||||||||||||||||||||||
1129 | |||||||||||||||||||||||||||||||||||||||
1130 | Glorius Release: Prioritize attacking units with fewer Dummies. Increase critical damage by 10% for every Dummy out of 5 that the target is missing. Also, the first shot made after moving does multiplied damage. This effect can occur once every 3 seconds. | ||||||||||||||||||||||||||||||||||||||
1131 | |||||||||||||||||||||||||||||||||||||||
1132 | |||||||||||||||||||||||||||||||||||||||
1133 | |||||||||||||||||||||||||||||||||||||||
1134 | |||||||||||||||||||||||||||||||||||||||
1135 | |||||||||||||||||||||||||||||||||||||||
1136 | |||||||||||||||||||||||||||||||||||||||
1137 | |||||||||||||||||||||||||||||||||||||||
1138 | |||||||||||||||||||||||||||||||||||||||
1139 | |||||||||||||||||||||||||||||||||||||||
1140 | |||||||||||||||||||||||||||||||||||||||
1141 | |||||||||||||||||||||||||||||||||||||||
1142 | |||||||||||||||||||||||||||||||||||||||
1143 | |||||||||||||||||||||||||||||||||||||||
1144 | |||||||||||||||||||||||||||||||||||||||
1145 | Passive | ||||||||||||||||||||||||||||||||||||||
1146 | |||||||||||||||||||||||||||||||||||||||
1147 | Type 88 Hanyang (NO. 95) ★★★ | Magazine | ○ Nothing ○ Free L2D I guess | ○ Low base FP ○ Low base RoF ○ Long initial CD ○ Impractical during the day ○ Unusually rare | "I've successfully fulfilled Master's request. Please wait for my return back home~" | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
1148 | Accessories | Hanyang is an odd one. One of the rarer 3★ RF to acquire in the game, yet her stats are incredibly lackluster. The first thing most people will notice first would be her insane FP buff at night, an baffling 90%. However, her base FP of 108 is low for a 3★ RF, and her ROF is even worse. One could compare Hanyang with M14 in the FP department and buffs, but M14 has a better buff and higher base ROF going for her, meaning she's more versatile. Another comparison you could make would be Hanyang and G43. The main reason why G43 is considered viable is due to her skill, increasing her ROF rather than FP, so that she can shoot more during her skill's uptime. Unfortunately for Hanyang, shooting slow but hitting hard is not often the go-to for night battles early on. Hanyang also shares an issue she inherits from her fellow night specialist RFs. Namely, her ICD. At eight seconds, her skill simply activates way too late into a fight to provide any meaningful impact. In summary, Hanyang is not recommended. There are far too many RFs that outclass her. | her damage is cursed | ||||||||||||||||||||||||||||||||||||
1149 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1150 | DMG | ACC | EVA | ROF | HP | has borderline NSFW Live2D | |||||||||||||||||||||||||||||||||
1151 | 108 | 60 | 37 | 31 | 510 | ||||||||||||||||||||||||||||||||||
1152 | Not even borderline | ||||||||||||||||||||||||||||||||||||||
1153 | Buffs HG Reduce Skill CD by 12% | it's just NSFW | |||||||||||||||||||||||||||||||||||||
1154 | |||||||||||||||||||||||||||||||||||||||
1155 | :teriderp: | ||||||||||||||||||||||||||||||||||||||
1156 | Damage Focus N: During nighttime, increase damage by 90% (30% during daytime) (MOD 1 100%/35%) for 6s. | ||||||||||||||||||||||||||||||||||||||
1157 | |||||||||||||||||||||||||||||||||||||||
1158 | |||||||||||||||||||||||||||||||||||||||
1159 | |||||||||||||||||||||||||||||||||||||||
1160 | Initial CD | 8s (MOD 1 6s) | |||||||||||||||||||||||||||||||||||||
1161 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1162 | Type 88 Hanyang (MOD 3) ★★★★ | Magazine | ○ Efficient at clearing large hordes of enemies, which are usually a RF team's worst nightmare ○ High mobility (during skill) ○ MOD skill is still functional even if it's not nighttime. | ○ Pre-skill performance is not as spectacular as during skill. ○ Low base accuracy, which was not fixed with her SPEQ or MOD upgrade. ○ Damage self-buff is not as potent during day. | |||||||||||||||||||||||||||||||||||
1163 | Accessories | A rags to riches story, Hanyang's MOD upgrade transforms her from a largely ignored RF to a devastating AoE damage dealer. Her MOD upgrade fixes her biggest problem; her skill's ICD is reduced from 8s to 6s. This brings her in line with other RFs. In addition, her movement speed becomes the fastest RF in the game (and if you don't use a cape for some reason, this becomes the fastest dolls in the game). However, this is still peanuts compared to the MOD2 upgrade. While her single target damage is nothing special, her MOD2 upgrades her skill that changes her auto-attacks to piercing lasers, which apply a hit to all enemies in the way (funnily enough, the laser is always straight so if she is firing diagonally, this is gonna hit things that the laser obviously doesn't hit!). This is notable in that the lasers have no range limit, and can potentially hit every single enemies even if they are not in range yet. In addition to her piercing lasers, she also throws grenades upon activation that homes in on specific targets indicated in the skill description (please read it) the wrecks havoc to clumped enemies. But wait there's more! She even gets a laser sword that she activates to launch a flying sword slash that deals damage in a line when enemies get too close. It looks like an overloaded kit, but the main thing to take away is that the grenade throws are a bonus, and almost no one uses the laser sword attack anyway (8-1N drag anyone?). The laser shot is the selling point here. It is very important to note that all of her skill effects are subject to accuracy checks; while it says piercing/penetrate, this does not automatically mean it will have 100% accuracy. She is a highly recommended MOD to pursue. | |||||||||||||||||||||||||||||||||||||
1164 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1165 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1166 | 118 | 69 | 39 | 37 | 520 | ||||||||||||||||||||||||||||||||||
1167 | (+10) | (+9) | (+2) | (+6) | (+10) | ||||||||||||||||||||||||||||||||||
1168 | |||||||||||||||||||||||||||||||||||||||
1169 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
1170 | |||||||||||||||||||||||||||||||||||||||
1171 | |||||||||||||||||||||||||||||||||||||||
1172 | Almighty Power: Upon Damage Focus N's activation, if the enemy with the highest HP is an armored unit, launch missiles to deal 1.5x damage against the target and 0.5x damage (affected by armor) to enemies within a radius of 2. If the enemy with the highest HP is not an armored unit, throw a cluster grenade to deal 0.5x damage 7 times to enemies within a radius of 1. Enemies hit more than once will receive 50% reduced damage (can be evaded, affected by armor). Furthermore, increase movement speed by 500% and normal attacks will pierce enemies with 1x damage. If there are enemies directly in front of her, switch to energy blade mode to deal 1x damage to those enemies. | ||||||||||||||||||||||||||||||||||||||
1173 | |||||||||||||||||||||||||||||||||||||||
1174 | |||||||||||||||||||||||||||||||||||||||
1175 | |||||||||||||||||||||||||||||||||||||||
1176 | |||||||||||||||||||||||||||||||||||||||
1177 | |||||||||||||||||||||||||||||||||||||||
1178 | |||||||||||||||||||||||||||||||||||||||
1179 | |||||||||||||||||||||||||||||||||||||||
1180 | |||||||||||||||||||||||||||||||||||||||
1181 | |||||||||||||||||||||||||||||||||||||||
1182 | |||||||||||||||||||||||||||||||||||||||
1183 | |||||||||||||||||||||||||||||||||||||||
1184 | |||||||||||||||||||||||||||||||||||||||
1185 | |||||||||||||||||||||||||||||||||||||||
1186 | |||||||||||||||||||||||||||||||||||||||
1187 | |||||||||||||||||||||||||||||||||||||||
1188 | Passive | ||||||||||||||||||||||||||||||||||||||
1189 | |||||||||||||||||||||||||||||||||||||||
1190 | Super SASS (NO. 124) ★★★ | Magazine | ○ High base RoF ○ Good Kouhai | ○ Long initial CD ○ Charge shot not optimal for general usage ○ Limited monthly login reward doll (July 2018) | "Ehehe!~ I won thanks to everyone, I did it!" | About "Specific Target" | |||||||||||||||||||||||||||||||||
1191 | Accessories | Super SASS, your adorable kouhai protagonist. A hard working doll that's set on performing. Despite her hard work, she is actually below average in her niche and is outperformed by her counterparts. Her counterpart, M21, who shares a similar skill with her and actually outperforms when comparing base FP (118 vs 115) and SV-98, who blows through with a solid 122. This makes SASS not only the weakest aimed shot, but it actually seats her in the position of the weakest burst RF in the game. She has an above average RoF stat which can put her on par with SV-98 for mob clearing, though you'll be using more cores as she is a monthly login reward, making her hardly obtainable. She is unable to be used effectively in any bamboo composition and performs sub-optimally due to her conflicting skill, relative to her above-average ROF. SASS is sadly not recommended for commanders. | *Click the link for more info | ||||||||||||||||||||||||||||||||||||
1192 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1193 | DMG | ACC | EVA | ROF | HP | lore-wise, is a one-girl-army | |||||||||||||||||||||||||||||||||
1194 | 115 | 65 | 27 | 39 | 440 | Best Kouhai | |||||||||||||||||||||||||||||||||
1195 | "Super Sexy-ASS" | ||||||||||||||||||||||||||||||||||||||
1196 | Buffs HG Reduce Skill CD by 12% | NTW's Kouhai | |||||||||||||||||||||||||||||||||||||
1197 | |||||||||||||||||||||||||||||||||||||||
1198 | |||||||||||||||||||||||||||||||||||||||
1199 | Aimed Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.6x - 5.5x (Mod 1 2.8x - 6x) to a specific target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
1200 | |||||||||||||||||||||||||||||||||||||||
1201 | |||||||||||||||||||||||||||||||||||||||
1202 | |||||||||||||||||||||||||||||||||||||||
1203 | |||||||||||||||||||||||||||||||||||||||
1204 | |||||||||||||||||||||||||||||||||||||||
1205 | |||||||||||||||||||||||||||||||||||||||
1206 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1207 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
1208 | Super SASS (MOD 3) ★★★★ | Magazine | ○ Confirms kills | ○ Mediocre skill 2 ○ Slower version of sure-hit RFs | |||||||||||||||||||||||||||||||||||
1209 | Accessories | Super SASS has gained a neural upgrade and apparently the eldritch power of telekinesis along with it. And yet, despite her newfound powers, she is still quite underwhelming. Her skill 2 passively increases the amount of damage Super SASS Mod does to every enemy under 50%. She also follows up her skill 1 by firing extra shots at her original target. She fires an extra shot for each stack her skill 1 had. Each shot cannot miss and can critically hit, but is affected by armor. She fires these attacks at normal attacking speed, so her rate of fire is not locked. One way to evaluate SASS Mod is to compare her to an incredibly similar RF. M200 and SSG3000 perform a similar role to her, in that they fire multiple attacks that cannot miss, can critically hit, but are affected by armor. But those RFs both deal increased damage with their sure-hit attacks, while SASS Mod only does 1x per attack. She's literally just shooting normal bullets that cannot miss. Admittedly she does have the advantage of being able to use rate of fire buffs, while M200 and SSG3000 cannot, but that advantage is completely squashed by the fact that SASS Mod can only focus on one target with her follow-up attacks. The firepower increase of the other part of SASS Mod's skill 2 is a tiny 10%, and only activates at best 50% of the time, so it's not a significant bonus. And if your SASS Mod was firing her skill 1 at something already under 50% HP, chances are it was going to die anyways. Super SASS Mod's seemingly intended niche is to make sure she kills one specific enemy that may be heavily reliant on evasion, but is too tanky to be killed in one bamboo hit. So she follows up with more shots. But as previously mentioned, other sure-hit RFs do her job far better. Instead Super SASS just ends up being a slower version of sure-hit RFs, or a more drawn out version of a big bamboo. Not to mention that most of her skill 2 hardly exists if you leave her on autoskill, since she builds 0 stacks and gets 0 extra shots. Not Recommended. | |||||||||||||||||||||||||||||||||||||
1210 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1211 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1212 | 125 | 73 | 31 | 40 | 455 | ||||||||||||||||||||||||||||||||||
1213 | (+10) | (+8) | (+4) | (+1) | (+15) | "Why can she teleport?" | |||||||||||||||||||||||||||||||||
1214 | |||||||||||||||||||||||||||||||||||||||
1215 | Buffs HG Reduce Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
1216 | |||||||||||||||||||||||||||||||||||||||
1217 | |||||||||||||||||||||||||||||||||||||||
1218 | Sniper's Pursuit: When aimed shots do not kill the enemy, perform a number of Follow-up Shots on the enemy equal to the number of charge stacks or until the target is killed. Follow-up Shots are enhanced normal attacks that deal 1x damage to the enemy, are affected by armor, and can score critical hits. Normal attacks and skills do 10% additional damage to enemy targets with less than 50% HP. | ||||||||||||||||||||||||||||||||||||||
1219 | |||||||||||||||||||||||||||||||||||||||
1220 | |||||||||||||||||||||||||||||||||||||||
1221 | |||||||||||||||||||||||||||||||||||||||
1222 | |||||||||||||||||||||||||||||||||||||||
1223 | |||||||||||||||||||||||||||||||||||||||
1224 | |||||||||||||||||||||||||||||||||||||||
1225 | |||||||||||||||||||||||||||||||||||||||
1226 | |||||||||||||||||||||||||||||||||||||||
1227 | |||||||||||||||||||||||||||||||||||||||
1228 | |||||||||||||||||||||||||||||||||||||||
1229 | Passive | ||||||||||||||||||||||||||||||||||||||
1230 | |||||||||||||||||||||||||||||||||||||||
1231 | OTs-44 (NO. 145) ★★★ | Magazine | ○ Very high base FP | ○ Low base RoF ○ Very long initial CD ○ Charge shot not optimal for general usage | "It's an unforgettable moment! Commander, please remember it properly~" | Not to be confused with | |||||||||||||||||||||||||||||||||
1232 | Accessories | OTs-44 is a 3★ big bamboo with amazing FP fitting of her role. Sadly she is held back by her rarity and how niche her role is. Being a 3★ bamboo, she has lower multiplier comparing to her peers. This leads to a weaker nuke shot, a weakness that could lead to her failure as a bamboo. While it is possible to overcome such weakness by putting even more effort into buffing her up, big bamboos in general are used for their risk tolerance over small bamboo, not when you have the perfectly maxed out comp. On top of that, bamboo is such a niche and luxurious role that having a 3★ rarity serves more as a drawback than as an advantage, since the core cost and rarity is not an issue anymore at that point of the game. There are other better big bamboo existing already, like NTW, M99 and PTRD, one of which is a 4★ and the other is one of the more common 5★ RFs. While having impressive stats for a 3★, being a budget option is sadly not something her niche demands. Not recommended. | OTs-12 and OTs-14 | ||||||||||||||||||||||||||||||||||||
1233 | T-Doll Equipment | somehow also called OC-44 | |||||||||||||||||||||||||||||||||||||
1234 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1235 | 157 | 67 | 32 | 32 | 400 | qt | |||||||||||||||||||||||||||||||||
1236 | cute xmas skin | ||||||||||||||||||||||||||||||||||||||
1237 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1238 | |||||||||||||||||||||||||||||||||||||||
1239 | |||||||||||||||||||||||||||||||||||||||
1240 | Interdiction Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 7 stacks maximum. Tap the skill to aim for 1.5s, remove all charges and deal 3x - 6.5x to the current target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
1241 | |||||||||||||||||||||||||||||||||||||||
1242 | |||||||||||||||||||||||||||||||||||||||
1243 | |||||||||||||||||||||||||||||||||||||||
1244 | |||||||||||||||||||||||||||||||||||||||
1245 | |||||||||||||||||||||||||||||||||||||||
1246 | now shipped with a pole | ||||||||||||||||||||||||||||||||||||||
1247 | Initial CD | 8s | after VA-11 HALL-A event | ||||||||||||||||||||||||||||||||||||
1248 | Skill CD | 9s | |||||||||||||||||||||||||||||||||||||
1249 | SSG 69 (NO. 147) ★★★ | Magazine | ○ High base FP ○ FP self-buff | ○ Low base RoF ○ Low multiplier due to low rarity ○ Limited monthly login reward doll (January 2019) | "Commander, let's win more beautifully next time!~" | ||||||||||||||||||||||||||||||||||
1250 | Accessories | She's an M14 that has reversed all her stats. She focuses all of her power towards firepower rather than ROF. While on the surface this seems like something beneficial, the ROF is so low that you're going to need heavy investment in buffing it. When considering such a steep cost, the issue is that there are just better options, like Lee and M14. SSG 69 isn't bad per se, but the competition is stiff. Her low 30 ROF really is a detriment when you consider that you won't hit the same threshold of ROF as M14 and can't reach the same damage highs as G28. It's a real shame that SSG 69 is simply dragged down by the low skill multiplier her rarity imposes on her as well as a firepower-focused stat spread. As a result of the above limitations, she is not recommended. If you're looking for a strictly better option, M14, Lee, and G28 will all perform much better. | |||||||||||||||||||||||||||||||||||||
1251 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1252 | DMG | ACC | EVA | ROF | HP | yet another "diva" girl | |||||||||||||||||||||||||||||||||
1253 | 130 | 82 | 39 | 30 | 400 | ||||||||||||||||||||||||||||||||||
1254 | hehe, 69... | ||||||||||||||||||||||||||||||||||||||
1255 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1256 | |||||||||||||||||||||||||||||||||||||||
1257 | she's cute | ||||||||||||||||||||||||||||||||||||||
1258 | Damage Focus: Increases damage by 60% for 5s. | ||||||||||||||||||||||||||||||||||||||
1259 | |||||||||||||||||||||||||||||||||||||||
1260 | |||||||||||||||||||||||||||||||||||||||
1261 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1262 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1263 | Type 81R (NO. 174) ★★★ | Magazine | ○ Toot toot | ○ Low base RoF ○ Long initial CD ○ Limited monthly login reward doll (February 2019) ○ Worse than her 2 star counterpart (G43) | "Ehehe~. In hope to achieve another victory, let us depart once again!" | doot doot | |||||||||||||||||||||||||||||||||
1264 | Accessories | Toot, Toot, it's a new monthly login reward. She features a night based RoF buff of 90% which is insanely high but is murdered by her bad base RoF and ICD, making her actually worse than G43. G43 possesses 40 RoF while Type 81R only has 32, which means that even with 81R's better RoF buff her RoF is actually lower than G43's. (74 RoF on G43 20 frames, 60 RoF on 81R 24 frames). The only saving grace here is that her base damage is at least better than G43's but that's not enough to overtake her 2★ rival. Her stat distribution kills her in every way, other than the awful ICD of 8s, she also has a rival that's simply better and cheaper to use. Toot, toot, she's not recommended. | China Railway Girl's "Mascot" | ||||||||||||||||||||||||||||||||||||
1265 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1266 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1267 | 123 | 79 | 41 | 32 | 375 | ||||||||||||||||||||||||||||||||||
1268 | |||||||||||||||||||||||||||||||||||||||
1269 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1270 | |||||||||||||||||||||||||||||||||||||||
1271 | |||||||||||||||||||||||||||||||||||||||
1272 | Assault Focus N: During nighttime, increase self rate of fire by 90% (30% during daytime) for 5s. | ||||||||||||||||||||||||||||||||||||||
1273 | |||||||||||||||||||||||||||||||||||||||
1274 | |||||||||||||||||||||||||||||||||||||||
1275 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1276 | Skill CD | 8s | spawner of trumpet memes | ||||||||||||||||||||||||||||||||||||
1277 | wz.29 (NO. 182) ★★★ | Magazine | ○ RoF self-buff | ○ Low base RoF ○ Limited monthly login reward doll (September 2019) | "I'm sorry. To save as many people's lives from suffering, I have to win this battle." | ||||||||||||||||||||||||||||||||||
1278 | Accessories | Despite being a rare self-buff RF, wz.29 is not destined to be the next M14. Similar to the other monthly self-buff RF SSG 69, wz.29's biggest issue is her RoF. While it is nice that she has a RoF self-buff to hopefully compensate this, she still suffers from being slow and sluggish pre-skill. Her base RoF makes her self-buff not as effective as you would expect, to the point where a 2★ RF (BM59) can shoot faster than her. Her other issue is her availability. Being a monthly t-doll, most players who get her would have gotten better options by then, and even if they don't, her viability is short-lived as she is still lackluster overall. She is not recommended. | |||||||||||||||||||||||||||||||||||||
1279 | T-Doll Equipment | gun is based on Kar98AZ | |||||||||||||||||||||||||||||||||||||
1280 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1281 | 113 | 65 | 33 | 32 | 485 | make peace, not war | |||||||||||||||||||||||||||||||||
1282 | |||||||||||||||||||||||||||||||||||||||
1283 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1284 | qt | ||||||||||||||||||||||||||||||||||||||
1285 | |||||||||||||||||||||||||||||||||||||||
1286 | Assault Focus: Increases self rate of fire by 60% for 5s. | kurwa | |||||||||||||||||||||||||||||||||||||
1287 | |||||||||||||||||||||||||||||||||||||||
1288 | |||||||||||||||||||||||||||||||||||||||
1289 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1290 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1291 | M1 Gepard (NO. 201) ★★★ | Magazine | ○ Good tile placement | ○ Low base RoF ○ Long initial CD ○ Low damage multiplier due to rarity ○ Charge shot not optimal for general usage ○ Limited monthly login reward doll (August 2019) | "Haah.. we won! I can rest for a while with this, right?" | very qt | |||||||||||||||||||||||||||||||||
1292 | Accessories | I figure you'd get bored of reading the same "It's a Big Nuke" shtick. To speed things up; It's niche and that means you should just use the better NTW-20, DSR-50, TAC-50, etc. So I'm making a quick review of her art. It's nice art. Anyway, her skill sucks and her rarity fails her as it means again she has to compete with better nukers that have better multipliers and base damage. 143 is fairly low and even if it was insanely high you'd have to somehow have enough to be able to get over the fault of having a lower multiplier. She is pretty cute though and has nice skins at least. But in all seriousness, if you're interested in Big Nukers read the review of NTW-20, or TAC-50, in essence, don't be half-assing it by going for a lower rarity one, it won't do you any good especially given how niche their role is. Not recommended. Someone tell MICA to stop adding Big Nukers, I'm tired of writing reviews for them. | |||||||||||||||||||||||||||||||||||||
1293 | T-Doll Equipment | she just wanna take a rest | |||||||||||||||||||||||||||||||||||||
1294 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1295 | 143 | 77 | 28 | 30 | 440 | ||||||||||||||||||||||||||||||||||
1296 | |||||||||||||||||||||||||||||||||||||||
1297 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1298 | |||||||||||||||||||||||||||||||||||||||
1299 | |||||||||||||||||||||||||||||||||||||||
1300 | Interdiction Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 7 stacks maximum. Tap the skill to aim for 1.5s, remove all charges and deal 3x - 6.5x to the closest target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
1301 | |||||||||||||||||||||||||||||||||||||||
1302 | |||||||||||||||||||||||||||||||||||||||
1303 | |||||||||||||||||||||||||||||||||||||||
1304 | |||||||||||||||||||||||||||||||||||||||
1305 | |||||||||||||||||||||||||||||||||||||||
1306 | |||||||||||||||||||||||||||||||||||||||
1307 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1308 | Skill CD | 9s | pls protecc | ||||||||||||||||||||||||||||||||||||
1309 | SM-1 (NO. 217) ★★★ | Magazine | ○ High base RoF ○ Very long buff duration | ○ Low base FP ○ Low skill multiplier | |||||||||||||||||||||||||||||||||||
1310 | Accessories | SM-1 is the login doll for the Continuum Turbulence login event for the EN server. When you take a look at SM-1's stats, you may notice a striking resemblance to another rifle, the M1A1. Indeed, her stats seem to be a copy-pasted version of M1A1's stat table with even the skill being the same. The only differences between them is that SM-1's health is higher, her accuracy is higher and her ROF is higher, to trade off a bit of evasion. Unfortunately just like with M1A1, SM-1 isn't up to par with other rifle choices. She has the same low FP with M1A1 and a very long but very weak self-buff that just doesn't give enough oomph to deal with difficult enemies. She is not recommended to raise. | |||||||||||||||||||||||||||||||||||||
1311 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1312 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1313 | 95 | 79 | 40 | 40 | 505 | ||||||||||||||||||||||||||||||||||
1314 | |||||||||||||||||||||||||||||||||||||||
1315 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1316 | |||||||||||||||||||||||||||||||||||||||
1317 | |||||||||||||||||||||||||||||||||||||||
1318 | Assault Focus T: Increases rate of fire by 40% for 15s. | ||||||||||||||||||||||||||||||||||||||
1319 | |||||||||||||||||||||||||||||||||||||||
1320 | |||||||||||||||||||||||||||||||||||||||
1321 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
1322 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1323 | OBR (NO. 230) ★★★ | Magazine | ○ Good overall stats | ○ Lower RoF multiplier due to mixed skill | |||||||||||||||||||||||||||||||||||
1324 | Accessories | OBR is essentially a 3★ budget version of the T-5000, with performance that corresponds to the lower rarity. With the same Lock-on Focus Skill as T-5000 and a similar base statline, OBR's RoF will be similar to T-5000's both with and without their selfbuffs, and she has to deal with the same cons that T-5000's kit has. OBR's much lower firepower puts her in a rough spot, however: her DPS is now low enough to be matched by non-accuracy RoF buffers like SVD even against evasive enemies at night. When fighting armored enemies with 0 evasion, she no longer has any DPS edge and performance falls to the level of 2★ RFs like G43/VM59. Her limited status hinders OBR's usefulness as a budget pick as well - most players won't get her at a time when they need a budget RF, and even those who do would have better luck forming their first RFHG out of more accessible and flexible RFs. Therefore, she is not recommended. | |||||||||||||||||||||||||||||||||||||
1325 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1326 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1327 | 117 | 80 | 32 | 37 | 405 | ||||||||||||||||||||||||||||||||||
1328 | |||||||||||||||||||||||||||||||||||||||
1329 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1330 | |||||||||||||||||||||||||||||||||||||||
1331 | |||||||||||||||||||||||||||||||||||||||
1332 | Lock-on Focus: Increase self rate of fire by 45% and accuracy by 45% for 6s. | ||||||||||||||||||||||||||||||||||||||
1333 | |||||||||||||||||||||||||||||||||||||||
1334 | |||||||||||||||||||||||||||||||||||||||
1335 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
1336 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1337 | RT-20 (NO. 241) ★★★ | Magazine | ○ High base FP | ○ Very low base RoF ○ Long initial CD ○ Low damage multiplier due to rarity ○ Charge shot not optimal for general usage ○ Limited monthly login reward doll (April 2020) | |||||||||||||||||||||||||||||||||||
1338 | Accessories | RT-20 is a mediocre 3★ charged shot RF, typical for a monthly t-doll. She has all the weaknesses such as long CD and terrible RoF, but without any strength to show. RT-20 can be seen as a direct downgrade, 3★ version of PTRD, another mediocre charged shot RF. Beside having very high FP that can be compared with even 5★ RFs, she cannot leverage this fact because of her lowly 3★ skill multiplier and awful RoF. RT-20 is not recommended, there is just no room for a low rarity charged shot RF. | |||||||||||||||||||||||||||||||||||||
1339 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1340 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1341 | 158 | 78 | 28 | 27 | 450 | ||||||||||||||||||||||||||||||||||
1342 | |||||||||||||||||||||||||||||||||||||||
1343 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1344 | |||||||||||||||||||||||||||||||||||||||
1345 | |||||||||||||||||||||||||||||||||||||||
1346 | Interdiction Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 7 stacks maximum. Tap the skill to aim for 1.5s, remove all charges and deal 3x - 6.5x to the closest target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
1347 | |||||||||||||||||||||||||||||||||||||||
1348 | |||||||||||||||||||||||||||||||||||||||
1349 | |||||||||||||||||||||||||||||||||||||||
1350 | |||||||||||||||||||||||||||||||||||||||
1351 | |||||||||||||||||||||||||||||||||||||||
1352 | |||||||||||||||||||||||||||||||||||||||
1353 | Initial CD: 15s Skill CD: 16s | Initial CD | 8s | ||||||||||||||||||||||||||||||||||||
1354 | Skill CD | 9s | |||||||||||||||||||||||||||||||||||||
1355 | Scout (NO. 255) ★★★ | Magazine | ○ FP self-buff | ○ Low skill multiplier due to low rarity ○ Must compete with competitors who have better stats spread and easier to obtain ○ Limited Isomer Preparation login reward doll | |||||||||||||||||||||||||||||||||||
1356 | Accessories | As another fairly unremarkable 3★ RF from login rewards, Steyr Scout suffers the unfortunate fate of being harder to obtain and link compared to the easily available M14, while falling short of her competitors' performance. Her base stats don't compare favorably to M14 or any of the higher-rarity self-buffer RFs that the player may have access to, with only 35 base RoF and a fairly low Damage stat and skill. While Steyr Scout does perform a little better than 2★ RFs and other 3★ selfbuffer RFs like wz.29 or Type 56R, you're scraping the bottom of the barrel at that point. Without anything else to really distinguish her, Steyr Scout is not recommended, as she brings nothing new to the table. | |||||||||||||||||||||||||||||||||||||
1357 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1358 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1359 | 114 | 78 | 35 | 35 | 450 | ||||||||||||||||||||||||||||||||||
1360 | |||||||||||||||||||||||||||||||||||||||
1361 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1362 | |||||||||||||||||||||||||||||||||||||||
1363 | |||||||||||||||||||||||||||||||||||||||
1364 | Damage Focus: Increases damage by 60% for 5s. | ||||||||||||||||||||||||||||||||||||||
1365 | |||||||||||||||||||||||||||||||||||||||
1366 | |||||||||||||||||||||||||||||||||||||||
1367 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
1368 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1369 | Falcon (NO. 256) ★★★ | Magazine | ○ Very high damage per shot (good for basic data sim leaderboard) | ○ Fixed rate of fire that is also low ○ Prone to overkilling ○ Has to reload and reload time cannot be reduced effectively | |||||||||||||||||||||||||||||||||||
1370 | Accessories | The ZVI Falcon is an extremely unique T-Doll whose implementation mirrors her firearm's IRL characteristic of a fixed 2-round box magazine. Unlike most other RFs, Falcon fires at a fixed rate and needs to reload* after consuming her two normal bullets. At base RoF, Falcon will shoot twice, reload, and shoot one more time before her skill comes off cooldown and she fires an extra special bullet before emptying her second magazine. While RoF buffs improve her reload speed, Falcon derives very little benefit from such buffs (just like MGs), experiencing a DPS increase of only 33% after 100% RoF buffs have been applied. While this means Falcon scales best with Damage buffs, stacking a lot of damage on Falcon also often has poor returns due to the inevitable overkill her normal attacks incur and the fact that she's likely to waste her two shots on frontline enemy meat shields and be stuck reloading when high priority targets come into range. Despite Falcon's decent theoretical DPS, her awkward firing cadence and reloading requirement makes her impractical to use in an RFHG echelon. Her special bullets have a low multiplier and make Falcon unreliable at assassinating high priority targets, and no fight will last long enough for Falcon to enjoy the stat buffs they give. While Commanders who try hard enough can make Falcon work for hunting down Manticores and Hydras, all the self-buffing RFs can do the same job with less setup, so why bother? Falcon's extremely niche use is one-shotting basic data sim with her 1.5x basic attack multiplier. Take Falcon, NTW Mod, Mosin-Nagant, Python, and M1895 Mod to hit 0.23s on basic data leaderboards. First come, first served. Other than this, she is not recommended. ○ Reloading takes about 2.8s at base RoF (reload time = 120/(RoF + 10)). Force-activating Falcon's skill during reload can let her shoot her special bullet before she finishes reloading, at the cost of increasing total time spent reloading. No, Jericho doesn't give her buffs on reload. | |||||||||||||||||||||||||||||||||||||
1371 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1372 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1373 | 140 | 71 | 28 | 32 | 440 | ||||||||||||||||||||||||||||||||||
1374 | |||||||||||||||||||||||||||||||||||||||
1375 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1376 | |||||||||||||||||||||||||||||||||||||||
1377 | |||||||||||||||||||||||||||||||||||||||
1378 | Sunset Falcon: Use one special bullet to aim for 2s to deal 2.5x damage (can crit) to the enemy with the highest HP. Passive: Gain one special bullet 6s after battle start, then one every 8s afterward. Max two special bullets. Each special bullet held increases damage and accuracy by 18%. Passive: Use a normal bullet to initiate a normal attack every 1s to deal 1.5x damage to the farthest enemy. Max two normal bullets. Reload after normal bullets are depleted. Reload time depends upon rate of fire. | ||||||||||||||||||||||||||||||||||||||
1379 | |||||||||||||||||||||||||||||||||||||||
1380 | |||||||||||||||||||||||||||||||||||||||
1381 | |||||||||||||||||||||||||||||||||||||||
1382 | |||||||||||||||||||||||||||||||||||||||
1383 | |||||||||||||||||||||||||||||||||||||||
1384 | |||||||||||||||||||||||||||||||||||||||
1385 | |||||||||||||||||||||||||||||||||||||||
1386 | |||||||||||||||||||||||||||||||||||||||
1387 | |||||||||||||||||||||||||||||||||||||||
1388 | |||||||||||||||||||||||||||||||||||||||
1389 | |||||||||||||||||||||||||||||||||||||||
1390 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
1391 | Skill CD | 15s | |||||||||||||||||||||||||||||||||||||
1392 | T-CMS (NO. 268) ★★★ | Magazine | ○ Decent base stats for a 3★ | ○ Limited monthly login reward doll (September 2020) ○ Rough competition from M14 and higher-rarity RFs | |||||||||||||||||||||||||||||||||||
1393 | Accessories | T-CMS is another monthly 3★ login RF T-doll. She is therefore hard to obtain despite her rarity, and you cannot obtain copies to make dummy-linking her cheaper. As with most 3★ RFs in this position, T-CMS ends up being compared to the ultimate budget option M14. With a higher base FP and lower ROF than M14, T-CMS's overall DPS ends up being only slightly lower in practice. Unfortunately, her low rarity stats and skill multiplier means she doesn't match up well to any of the common higher rarity self-buffers, and M14 is more easily obtainable, linkable, and has a Neural Upgrade available to scale into late game. T-CMS isn't entirely bad, however; she does surprisingly better than other 3★ login RFs such as Steyr Scout or SSG 69. Like M14, her lower base accuracy hardly matters for earlier content that demands RFs. She can work for unlucky players looking for another decent RF option that haven't managed to get or ran out of higher rarity ones, but since you have to log in for three weeks to get her, it's unlikely for this to be the case. If you lack any better alternatives, she can be considered for raising. Otherwise she is unfortunately not recommended. | |||||||||||||||||||||||||||||||||||||
1394 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1395 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1396 | 120 | 75 | 27 | 37 | 440 | ||||||||||||||||||||||||||||||||||
1397 | |||||||||||||||||||||||||||||||||||||||
1398 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1399 | |||||||||||||||||||||||||||||||||||||||
1400 | |||||||||||||||||||||||||||||||||||||||
1401 | Damage Focus: Increases damage by 60% for 5s. | ||||||||||||||||||||||||||||||||||||||
1402 | |||||||||||||||||||||||||||||||||||||||
1403 | |||||||||||||||||||||||||||||||||||||||
1404 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
1405 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1406 | Zas M76 (NO. 284) ★★★ | Magazine | ○ Provides a decent enough presence on the battlefield | ○ Limited monthly login reward doll (December 2020) ○ Rough competition from M14 and higher-rarity RFs | |||||||||||||||||||||||||||||||||||
1407 | Accessories | Zas M76 is a 3★ RF that can be considered a downgrade from the 4★ RF SVD. Having lower stats across the board (except for evasion, but if you're using her to evade things, please reconsider), there isn't anything outstanding about this doll that absolutely requires your attention.
The doll is additionally a monthly login doll, which means she will be rare to pick up and for people who miss out they will have to farm campaign maps that do drop her. Due to the abundance of usable rifles in the early game (for example M14, and pre-leveled rifles from Career Quests), Zas M76 is not a priority to raise even for new players as they may quickly find themselves clutching on to better craftable self-buffing rifles. She should only be raised if one is in desperate, desperate need for a usable rifle. However it is simply advised that the player craft more rifle recipes for better ones instead. Not recommended. | |||||||||||||||||||||||||||||||||||||
1408 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1409 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1410 | 110 | 78 | 35 | 37 | 420 | ||||||||||||||||||||||||||||||||||
1411 | |||||||||||||||||||||||||||||||||||||||
1412 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1413 | |||||||||||||||||||||||||||||||||||||||
1414 | |||||||||||||||||||||||||||||||||||||||
1415 | Assault Focus: Increases self rate of fire by 60% for 5s. | ||||||||||||||||||||||||||||||||||||||
1416 | |||||||||||||||||||||||||||||||||||||||
1417 | |||||||||||||||||||||||||||||||||||||||
1418 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
1419 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1420 | C14 (NO. 308) ★★★ | Magazine | ○ Provides a decent enough presence on the battlefield | ○ Limited monthly login reward doll (November 2021) ○ Rough competition from M14 and higher-rarity RFs | |||||||||||||||||||||||||||||||||||
1421 | Accessories | C14 is the monthly login reward for November 2021. Essentially, she is the same as Zas M76. She is plagued by the exact same problems that cause Zas M76 to not be recommended; namely the existence of M14. She is not recommended. | |||||||||||||||||||||||||||||||||||||
1422 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1423 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1424 | 128 | 77 | 29 | 32 | 465 | ||||||||||||||||||||||||||||||||||
1425 | |||||||||||||||||||||||||||||||||||||||
1426 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1427 | |||||||||||||||||||||||||||||||||||||||
1428 | |||||||||||||||||||||||||||||||||||||||
1429 | Assault Focus: Increases self rate of fire by 60% for 5s. | ||||||||||||||||||||||||||||||||||||||
1430 | |||||||||||||||||||||||||||||||||||||||
1431 | |||||||||||||||||||||||||||||||||||||||
1432 | |||||||||||||||||||||||||||||||||||||||
1433 | |||||||||||||||||||||||||||||||||||||||
1434 | |||||||||||||||||||||||||||||||||||||||
1435 | |||||||||||||||||||||||||||||||||||||||
1436 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1437 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1438 | GM6 Lynx (NO. 320) ★★★ | Magazine | ○ Surprisingly high skill damage at full stacks ○ Triple shot | ○ Mediocre base RoF ○ Charge shot not optimal for general usage ○ Low rarity multiplier ○ Limited monthly login reward doll (July 2021) | Cute catto | ||||||||||||||||||||||||||||||||||
1439 | Accessories | GM6 Lynx is part of your monthly dose of 3* Big Floppa login doll. GM6 Lynx seems to have taken inspiration from Kar98k, as their baseline stats and skill are very similar. GM6 Lynx boasts an anti-elite role with the same archetype of skill, but Lynx fires three times in a row instead of two like Kar98k. Her initial cooldown is 1 second longer, takes 1 more charge to fully charge, and has the lower skill multiplier inherent in her rarity. At 0 charges, Lynx's multiplier is weaker than Kar98k. This means that Lynx loses out on Kar's strength fast burst damage. So really, Lynx leans more heavily into killing numerous targets or a fully stacked skill. Being able to dish out a total of 9.6x after 11.5 seconds is surprisingly powerful for a 3* doll after all. The nukes are difficult to control due to the skill's random targetting. So despite the similarities in skill, Lynx and Kar98k's roles are slightly different in execution. In the end, Lynx struggles to be a substitute for Kar98k and cannot quite deliver the same power or reliability as the best in her niche, NTW-20 and TAC-50. Investing into a doll with a rare niche when there's a stronger alternative is a generally discouraged decision. Despite her interesting quirks and surprising effectiveness, GM6 Lynx is sadly not recommended. | |||||||||||||||||||||||||||||||||||||
1440 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1441 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1442 | 135 | 75 | 39 | 33 | 420 | ||||||||||||||||||||||||||||||||||
1443 | |||||||||||||||||||||||||||||||||||||||
1444 | Buffs HG Reduce Skill CD by 12% | ||||||||||||||||||||||||||||||||||||||
1445 | |||||||||||||||||||||||||||||||||||||||
1446 | |||||||||||||||||||||||||||||||||||||||
1447 | Rapid Firing: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 0.5s, remove all charges and deal 1.7x - 3.2x to the current target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
1448 | |||||||||||||||||||||||||||||||||||||||
1449 | |||||||||||||||||||||||||||||||||||||||
1450 | |||||||||||||||||||||||||||||||||||||||
1451 | |||||||||||||||||||||||||||||||||||||||
1452 | |||||||||||||||||||||||||||||||||||||||
1453 | |||||||||||||||||||||||||||||||||||||||
1454 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1455 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
1456 | SVT-38 (NO. 40) ★★ | Magazine | ○ Nothing | ○ Long initial CD ○ Charge shot not optimal for general usage | "Hmph, it's not a big deal." | ||||||||||||||||||||||||||||||||||
1457 | Accessories | SVT-38 is a 2★ RF, who's got nothing going for her at all. She has no upside and a niche skill that does not get to fulfill its purpose due to the existence of better niche RFs already. Read NTW-20's analysis to read up on the "Nuke" Niche. As a quick reminder the Nuke niche is one where you intend to hit a boss with an immense 1 shot skill so that you skip their AOE skill in which they are temporarly invincible (Only some bosses possess such skills), but if you intend on picking up this niche you're better off choosing the best ones for the job and not someone of subpar tier like her. The skill itself does not lend itself to ever being used in mobbing as the initial CD is far too long to ever be used and will only be dealt to 1 enemy. Her stat spread is very balanced, but not good enough to save her from mediocrity. If you really want to raise a 2★, every other 2★ RF either has straight up better stats than her (G43), or a skill that works in any situation (all of them). Like most 2★ RFs, it is recommended to invest in M14 and other RF dolls in the higher rarity subsection as they're much more capable for general use. Not recommended. | |||||||||||||||||||||||||||||||||||||
1458 | T-Doll Equipment | About "Specific Target" | |||||||||||||||||||||||||||||||||||||
1459 | DMG | ACC | EVA | ROF | HP | *Click the link for more info | |||||||||||||||||||||||||||||||||
1460 | 110 | 59 | 34 | 34 | 420 | ||||||||||||||||||||||||||||||||||
1461 | |||||||||||||||||||||||||||||||||||||||
1462 | Buffs HG Reduce Skill CD by 10% | ||||||||||||||||||||||||||||||||||||||
1463 | nice goggles | ||||||||||||||||||||||||||||||||||||||
1464 | |||||||||||||||||||||||||||||||||||||||
1465 | Aimed Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 5 stacks maximum. Tap the skill to aim for 1s, remove all charges and deal 2.4x - 5x to a specific target depending on the number of stacks. | ||||||||||||||||||||||||||||||||||||||
1466 | |||||||||||||||||||||||||||||||||||||||
1467 | |||||||||||||||||||||||||||||||||||||||
1468 | |||||||||||||||||||||||||||||||||||||||
1469 | |||||||||||||||||||||||||||||||||||||||
1470 | |||||||||||||||||||||||||||||||||||||||
1471 | |||||||||||||||||||||||||||||||||||||||
1472 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1473 | Skill CD | 11s | |||||||||||||||||||||||||||||||||||||
1474 | SKS (Simonova) (NO. 41) ★★ | Magazine | ○ RoF self-buff | ○ Low base FP ○ Low mutliplier due to low rarity | "Just according to the plan!" | GFL's Simonova RF is the | |||||||||||||||||||||||||||||||||
1475 | Accessories | SKS is a 2★ RoF RF. The RoF part does give her some value right off the bat, but sadly it does not save her from being a very weak RF. 2★'s stats are low by default, but in her case, she's drawn the shorter end of the stick. To make it fair, let's compare her to VM-59, who is also a 2★ RoF RF, but with higher FP and RoF. That alone defeats her entire purpose, if she has any to begin with, seeing that 2★ RFs tend to be very bad. Investing in SKS would be ill-advised. Look into more powerful options such as M14 in the higher 3★ rarity tier or look at other options. Not recommended. | traditional wooden variant | ||||||||||||||||||||||||||||||||||||
1476 | T-Doll Equipment | of SKS, trivial for those who | |||||||||||||||||||||||||||||||||||||
1477 | DMG | ACC | EVA | ROF | HP | plays PUBG | |||||||||||||||||||||||||||||||||
1478 | 100 | 59 | 34 | 34 | 465 | ||||||||||||||||||||||||||||||||||
1479 | |||||||||||||||||||||||||||||||||||||||
1480 | Buffs HG Reduces Skill CD by 10% | "Target Practice" | |||||||||||||||||||||||||||||||||||||
1481 | all according to keikaku | ||||||||||||||||||||||||||||||||||||||
1482 | |||||||||||||||||||||||||||||||||||||||
1483 | Assault Focus: Increases self rate of fire by 55% for 5s. | ||||||||||||||||||||||||||||||||||||||
1484 | she's arrogant af | ||||||||||||||||||||||||||||||||||||||
1485 | has inside joke regarding | ||||||||||||||||||||||||||||||||||||||
1486 | Initial CD | 5s | her artist (phantania), | ||||||||||||||||||||||||||||||||||||
1487 | Skill CD | 8s | GFL's Vice President) | ||||||||||||||||||||||||||||||||||||
1488 | G43 (NO. 47) ★★ | Magazine | ○ High base RoF ○ High multiplier at night | ○ Long initial CD for a self-buffer ○ Impractical during the day | "Sieg! Victory!~" | ||||||||||||||||||||||||||||||||||
1489 | Accessories | G43 is another one of those girls that come to life at night, boasting a 85% RoF self-buff, which is even higher than WA2000's, but don't let that number fool you. Her skill's initial CD is 3 seconds longer than WA2000's, making her too slow to be bursting important back line targets (Nemeum would've shot the first volley by then). Her damage is quite decent for a 2 star RF, but her accuracy is too low for her to do any substantial DPS. Compounded by the fact that she's a night specialist RF, you will only see use for her when you have no other options, or if you need a budget RF for night ops. Fortunately for our cute German, she's usable in the early game if you need a budget night specialist RF, but is bound to be replaced by more powerful RFs later on. Maybe with her rumored MOD 3 she will see use at another opportunity? | |||||||||||||||||||||||||||||||||||||
1490 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1491 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1492 | 111 | 58 | 28 | 40 | 400 | ||||||||||||||||||||||||||||||||||
1493 | |||||||||||||||||||||||||||||||||||||||
1494 | Buffs HG Reduces Skill CD by 10% | her Mod 3 has been teased | |||||||||||||||||||||||||||||||||||||
1495 | since a long time ago | ||||||||||||||||||||||||||||||||||||||
1496 | |||||||||||||||||||||||||||||||||||||||
1497 | Assault Focus N: During nighttime, increase self rate of fire by 85% (28% during daytime) for 5s. | still no sign of it happening | |||||||||||||||||||||||||||||||||||||
1498 | |||||||||||||||||||||||||||||||||||||||
1499 | |||||||||||||||||||||||||||||||||||||||
1500 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1501 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1502 | FN-49 (NO. 51) ★★ | Magazine | ○ FP self-buff | ○ Low base RoF ○ Low multiplier due to low rarity | "I-I'm sorry to win!... I'm sorry..." | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
1503 | Accessories | If you're reading this, you're probably a nutjob who only runs 2★ (2★ RFs are terrible you should just run 3★ instead if you're even considering budget). FN-49's stats are not very good, with average FP but rather low RoF. Her skill is certainly not terrible since it's not a charged shot, but it's still mediocre due to the low multiplier and her already low stats as a 2★. To keep it short, she is not recommended. | |||||||||||||||||||||||||||||||||||||
1504 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1505 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1506 | 111 | 61 | 32 | 32 | 465 | ||||||||||||||||||||||||||||||||||
1507 | |||||||||||||||||||||||||||||||||||||||
1508 | Buffs HG Reduces Skill CD by 10% | ||||||||||||||||||||||||||||||||||||||
1509 | shy af, but is a good cook | ||||||||||||||||||||||||||||||||||||||
1510 | |||||||||||||||||||||||||||||||||||||||
1511 | Damage Focus: Increases damage by 55% (MOD 1 65%) for 5s. | ||||||||||||||||||||||||||||||||||||||
1512 | |||||||||||||||||||||||||||||||||||||||
1513 | |||||||||||||||||||||||||||||||||||||||
1514 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1515 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1516 | FN-49 (MOD 3) ★★★★ | Magazine | ○ High RoF with skill 2 and special equip | ○ Lackluster before MOD 3 ○ Very high cost to reach her capped potential | |||||||||||||||||||||||||||||||||||
1517 | Accessories | FN49 MOD is a clear example of a RF going from “zero to hero.” With her neural upgrade, the FP and RoF stat increase coupled with the higher damage multiplier of her skill makes her a more noticeable choice as a FP self-buff RF. Along with her skill 2 "Cold Fighting Spirit" and her new SPEQ buffing her RoF, FN49 MOD is a strong DPS option comparable to other prominent RFs such as SRS, M14 and Lee. However, FN49 MOD is far from being cost effective. To go from zero to hero and compete with other RFs, she costs a large sum of memory fragments, data as well as equip enhancement fodder. FN49 requires every bit of stats, including the RoF from her SPEQ to save her from mediocrity. Yet at the end, while she can have improved DPS, she still falls behind M14 MOD and Lee. Her low accuracy isn’t completely fixed either, making her hard to field at night against Paradeus. This high investment makes her a burden to players with limited resources. She is optional until you can comfortably raise her without costing you progress. | |||||||||||||||||||||||||||||||||||||
1518 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1519 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1520 | 120 | 64 | 33 | 34 | 475 | ||||||||||||||||||||||||||||||||||
1521 | (+9) | (+3) | (+1) | (+2) | (+10) | ||||||||||||||||||||||||||||||||||
1522 | |||||||||||||||||||||||||||||||||||||||
1523 | Buffs HG Reduces Skill CD by 15% | ||||||||||||||||||||||||||||||||||||||
1524 | |||||||||||||||||||||||||||||||||||||||
1525 | |||||||||||||||||||||||||||||||||||||||
1526 | Cold Fighting Spirit: Gain an extra 15% rate of fire during Damage Focus's activation for 5s. | ||||||||||||||||||||||||||||||||||||||
1527 | |||||||||||||||||||||||||||||||||||||||
1528 | |||||||||||||||||||||||||||||||||||||||
1529 | |||||||||||||||||||||||||||||||||||||||
1530 | Passive | ||||||||||||||||||||||||||||||||||||||
1531 | |||||||||||||||||||||||||||||||||||||||
1532 | VM59 (BM59) (NO. 52) ★★ | Magazine | ○ High base RoF ○ RoF self-buff | ○ Low base FP ○ Low accuracy for a RF ○ Low multiplier due to low rarity | "I just achieved victory, are you surprised?" | ||||||||||||||||||||||||||||||||||
1533 | Accessories | Remember her? I don't either. The unfortunate fate of BM59, same as the real life M1 Garand vs BM59 scuffle for popularity, the BM59 is often overshadowed by the Garand. Then M14 walked in... BM59 has the lowest accuracy of all RFs, which is so low that even some ARs manage to overtake her ACC. this wouldn't be much of an issue if it wasn't actually concerningly low. The upside is that she has great base RoF and a RoF self-buff, which is makes her a more practical choice than other 2★. However, like the other 2★ RoF RF SKS, the lack of FP and accuracy will hurt her DPS a lot, she is usable in the early game, but not recommended for long term use. | her damaged art monkaW | ||||||||||||||||||||||||||||||||||||
1534 | T-Doll Equipment | someone save her | |||||||||||||||||||||||||||||||||||||
1535 | DMG | ACC | EVA | ROF | HP | send her back | |||||||||||||||||||||||||||||||||
1536 | 104 | 52 | 25 | 38 | 485 | get the white flags out | |||||||||||||||||||||||||||||||||
1537 | |||||||||||||||||||||||||||||||||||||||
1538 | Buffs HG Reduces Skill CD by 10% | damn, i think i forgot to make | |||||||||||||||||||||||||||||||||||||
1539 | a note for her :teriderp: | ||||||||||||||||||||||||||||||||||||||
1540 | |||||||||||||||||||||||||||||||||||||||
1541 | Assault Focus: Increases self rate of fire by 55% for 5s. | ||||||||||||||||||||||||||||||||||||||
1542 | here you go vm heres a note | ||||||||||||||||||||||||||||||||||||||
1543 | -Lintton | ||||||||||||||||||||||||||||||||||||||
1544 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1545 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1546 | Stella Hoshii (NO. 1020) ★ | Accessories | ○ Double targeting makes for strong mobbing potential ○ High base ROF with special equipment | ○ Low multiplier and worse initial CD than other generalists ○ Low damage per shot due to double targeting ○ Limited collab doll (VA11-Hall-A) | [No CV yet] | ○ Special Equipment: Prosthetic Eye (+30% CRIT DMG +3 ROF -3 MS) (Collab Exclusive) | |||||||||||||||||||||||||||||||||
1547 | Magazine | Stella was once a powerful mobbing option among RFs. However, with the new and improved SWAP Sangvis Ferris and the new faction Paradeus, her weaknesses are starting to show. Stella's quirk is her passive double targeting. Despite being a FP self-buff, her damage per shot is weaker than usual due to this passive, as her damage is halved into two shots. Her DPS is low due to her lower multiplier, and she cannot concentrate her firing to a single target unless it's the only target, but she makes up by being especially effective against multiple soft targets commonly found when fighting SFs. Overall, she is a very powerful mobbing RF, as long as her low DPS and weak concentrated firing does not hurt her. Unfortunately, with new factions coming out, enemies have become much tankier for her halved damage shots to be effective against. Elites such as Gundams (Doppelsoldners) are commonly found, sporting high enough armor to render Stella ineffective, while posing a threat to the team due to her lack of concentrated damage to take them out quickly. As a result, Stella has fallen out of favor. Once an excellent and unique generalist, Stella is now niche and is only recommended when you are still fighting soft targets. She is not a great pick against the new factions, that is the job for other RFs. | Auntie Stella | ||||||||||||||||||||||||||||||||||||
1548 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1549 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1550 | 117 | 84 | 36 | 35 | 450 | born on christmas | |||||||||||||||||||||||||||||||||
1551 | not really a neko | ||||||||||||||||||||||||||||||||||||||
1552 | Buffs HGs Reduces Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
1553 | |||||||||||||||||||||||||||||||||||||||
1554 | |||||||||||||||||||||||||||||||||||||||
1555 | Puppet Mask: Active: Increase damage by 50% for 5 seconds. Passive: After her puppets attack 16 times, her next attack gains an extra 50% critical damage. When Sei is present, Stella grants Sei 10% skill cooldown reduction (does not affect initial cooldown time). Favorite Drink: When buffed by a Bleeding Jane, the passive effect only requires 10 attacks to trigger. | ||||||||||||||||||||||||||||||||||||||
1556 | |||||||||||||||||||||||||||||||||||||||
1557 | |||||||||||||||||||||||||||||||||||||||
1558 | |||||||||||||||||||||||||||||||||||||||
1559 | |||||||||||||||||||||||||||||||||||||||
1560 | |||||||||||||||||||||||||||||||||||||||
1561 | |||||||||||||||||||||||||||||||||||||||
1562 | |||||||||||||||||||||||||||||||||||||||
1563 | qt rich tsundere | ||||||||||||||||||||||||||||||||||||||
1564 | |||||||||||||||||||||||||||||||||||||||
1565 | Initial CD | 6s | Sei x Stella ftw | ||||||||||||||||||||||||||||||||||||
1566 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1567 | Rico (NO. 1024) ★ | Accessories | ○ Excellent burst DPS ○ AoE capability ○ Superb crit damage from her exclusive equipment | ○ Subpar AoE coverage ○ Limited collab doll (Gunslinger Girls) | |||||||||||||||||||||||||||||||||||
1568 | Magazine | Rico is a welcomed surprise coming from the Gunslinger Girls collab, entering G&K as an exceptional general use RF. Rico's base stats, although not exceptional, still keeps up with the likes of WA2000, R93 and Lee Enfield. Her skill “Tower of Tisiphone”, passively grants her a 15% FP buff that stacks multiplicatively every 3 shots, up to 52.5% total due to the 3 stack limit. While this is less compared to Lee Enfield (75% FP buff), the FP buff is passive and gives her significantly higher uptime than Lee. “Tower of Tisiphone” also has an active component that lets Rico deal 3x damage to the furthest enemy, and additionally hit enemies around that target. This bamboo+AoE combo sounds good on paper, but in practice due to the fact that she targets the furthest enemy, the resulting AoE would affect fewer enemies compared to similar dolls like QBU-88 where the AoE's center is the enemy with highest HP. What makes Rico truly shine is her exclusive equipment “Dueling cards”. It grants Rico a massive crit damage boost of 45%, which is 20% higher than a normal gold cape and far higher than even other RFs with a special cape like Stella. This massive crit damage boosts her into the ranks of other top tier RFs, achieving DPS levels higher than both Lee Enfield and WA2000. This equipment also meant that Rico synergizes well with crit rate buffing HG such as Five-seveN, as she will benefit slightly more from having maxed crit compared to other RF. Speaking purely from a gameplay perspective, Rico is the most important doll you need to get from the gunslinger girl collab. Her massive crit damage boost means that she can deal high damage consistently, and the fact that her AoE skill is subpar can be ignored as long as you treat that as the cherry on top and rely on her autoattack DPS instead. She is one of the best general-use RF out there. Highly recommended. | |||||||||||||||||||||||||||||||||||||
1569 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1570 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1571 | 130 | 80 | 33 | 37 | 400 | ||||||||||||||||||||||||||||||||||
1572 | |||||||||||||||||||||||||||||||||||||||
1573 | Buffs HGs Reduces Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
1574 | |||||||||||||||||||||||||||||||||||||||
1575 | |||||||||||||||||||||||||||||||||||||||
1576 | Tower of Tisiphone: Passive: Obtain a Tarot Card every 3 attacks, up to a maximum of 3 Tarot Cards. Each Tarot Card increases her damage by 15% for 5s. Active: Consume all Tarot Cards and fire a shot that cannot be dodged, dealing 3x damage to the furthest target (able to crit). Additionally, deal additional damage to enemies within a 1 unit radius around the target. The additional damage is equal to 0.5x the number of Tarot Cards consumed, up to a maximum of 1.5x damage. | ||||||||||||||||||||||||||||||||||||||
1577 | |||||||||||||||||||||||||||||||||||||||
1578 | |||||||||||||||||||||||||||||||||||||||
1579 | |||||||||||||||||||||||||||||||||||||||
1580 | |||||||||||||||||||||||||||||||||||||||
1581 | |||||||||||||||||||||||||||||||||||||||
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1583 | |||||||||||||||||||||||||||||||||||||||
1584 | |||||||||||||||||||||||||||||||||||||||
1585 | |||||||||||||||||||||||||||||||||||||||
1586 | |||||||||||||||||||||||||||||||||||||||
1587 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
1588 | Skill CD | 10s | |||||||||||||||||||||||||||||||||||||
1589 | Pekola (NO. 1031) ★ | Accessories | ○ Ignores armor and shields ○ 0 ICD shield ○ Passive works well against late content enemies | ○ Buff requirement hard to overcome without specialized kit ○ Buff removal is inconsistent ○ Limited collab doll (Jashin) | |||||||||||||||||||||||||||||||||||
1590 | Magazine | Pekola, or Pekora for those who are used to her unofficial translation, is likely the best Doll in the Jashin collab. She presents average stats, with her Damage being on the low end, although it is mitigated by her SPEQ, which offers almost double Crit Damage that a standard 5 star Cape offers. As RFs often are fielded with a 100% Crit Rate, her SPEQ is more than enough to make up for her low Damage stat. Not only her Pekora has her SPEQ, she also has a passive Damage execution, which is nothing more than an additional instance of Damage inflicted on the enemy per bullet shot by Pekora, that scales with her target's lost HP. As it is common for enemies to have ~10000 HP pools, with some reaching HP pools as high as 50000, Pekora will find herself capping her Damage execution, in battles RFHG teams are fielded, when the enemies reach aroudn 70% of their HP pool. The icing on the cake, however, is her ability to ignore enemy armor, and especially, enemy shield. As fights with shielded enemies are increasingly common in both factions, Pekora's ability to bypass shields is becoming increasingly valuable. As for her armor bypass, Commanders are unlikely to see it in action most of the time. As Jashin EX foreshadows future enemies that has 300+ Armor, meant to be faced with MGs equipping SLAP ammos, there may be a case for using Pekora on these battles. Until then, her armor bypass is unlikely to be significant. Pekora's only downside is her rather strict buff restriction. While with Flare equips makes this easier to achieve, Pekora's own shield counts toward her Skill requirement. which means she just needs 4 buffs. Due to coding shenanigans, the Fervor talent counts as three buffs right at the start of the battle, which means using a Fervor fairy plus a 0 ICD HG, like Nagant Mod, SAA Mod, Python (who will reflect Fervor's buff), or a support RF like Carcano M1891 can instantly make Pekora start attacking. Fury and Warrior farieis are particularly well suited, as their attack Skill, coupled with a Fervor talent, is enough to activate Pekora. All in all this little angel is highly recommended to farm and to raise. Her buff restriction is easy enough to overcome, and will become even easier with Flare equips, while her Damage potential is not to be overlooked, while her shield bypass gives her a niche that only a few Dolls populate. | |||||||||||||||||||||||||||||||||||||
1591 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1592 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1593 | 126 | 80 | 40 | 37 | 440 | ||||||||||||||||||||||||||||||||||
1594 | |||||||||||||||||||||||||||||||||||||||
1595 | Buffs HGs Reduces Skill CD by 18% | ||||||||||||||||||||||||||||||||||||||
1596 | |||||||||||||||||||||||||||||||||||||||
1597 | |||||||||||||||||||||||||||||||||||||||
1598 | Angelic Contract: Passive: Pekola cannot attack in her initial state. She can only attack once she has gained 5 stacks of buff and recovered her halo. Deal 1x damage that ignores armor and shield to the enemy unit with the loest health percentage, as well as additional damage that equals 10% of the target's lost HP (not exceeding 100% of Pekola's damage stat). Her attacks also have a 15% chance of removing all buffs on the target. Active: Grant all allies shields whose value equals 5% of their own maximum HP, lasting 5 seconds | ||||||||||||||||||||||||||||||||||||||
1599 | |||||||||||||||||||||||||||||||||||||||
1600 | |||||||||||||||||||||||||||||||||||||||
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1607 | |||||||||||||||||||||||||||||||||||||||
1608 | |||||||||||||||||||||||||||||||||||||||
1609 | Initial CD | 0s | |||||||||||||||||||||||||||||||||||||
1610 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1611 | Sakura (NO. 1037) ★ | Accessories | |||||||||||||||||||||||||||||||||||||
1612 | Magazine | Rams a truck through the centre of the echelon and into the enemy, dealing 10% current HP and stunning all units (including allies) hit. If she herself is hit, raise all DPS stats by 30% for 5 seconds after stun wears off. Not Recommended. | |||||||||||||||||||||||||||||||||||||
1613 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1614 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1615 | |||||||||||||||||||||||||||||||||||||||
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1630 | |||||||||||||||||||||||||||||||||||||||
1631 | Initial CD | ||||||||||||||||||||||||||||||||||||||
1632 | Skill CD |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Name | Statistics | Pros | Cons | Analysis | Notes | Memes | ||||||||||||||||||||||||||||||||
2 | Additional Info | High Explosive | Crit Rate | 20% | Mobility | 10 | Recent
Edits | Added AR-18, CMR-30, MSBS, VRB (Jan 20, 2024) | |||||||||||||||||||||||||||||||
3 | "Frame Data" | Targets closest enemy based on x-axis and their range of fire, does not switch until target is killed. | Added QBZ-191, SCAR-L (Jul 09, 2023) | ||||||||||||||||||||||||||||||||||||
4 | Added KH2002 and FARA 83 (Jan 01, 2023) | ||||||||||||||||||||||||||||||||||||||
5 | Added APC556 (Dec 06, 2022) | ||||||||||||||||||||||||||||||||||||||
6 | G41 (Homete) (NO. 62) ★★★★★ | Accessories | ○ Jack of all trades in term of stats, skill and tiles, easy to fit into any team ○ Good initial CD and great uptime | ○ Versatility means not always the #1 choice in more specific scenarios | "Master! How is it?! If you praise me more, I'll try harder!" | ○ Has a special equip in the future | |||||||||||||||||||||||||||||||||
7 | Magazine | Having balanced stats spread, a powerful skill and a basic but nonetheless useful tiles, G41 "Homete" is simple yet effective as a 5★ AR. She is often refered to as the benchmark 5★ AR due to her being an all rounder. Good base stats, decent initial CD, decent uptime, as well as a decent tile buffs. G41 puts a good show in both bossing and mobbing scenarios. As stated previously, her balanced RoF and FP enables her to deal constant damage to mobs while her uptime sucessfully makes her a formidable asset for both mobbing and bosses alike. Her tile buff coverage allows her to take any position in the backline, while still being able to buff at least one SMG. G41's damage increase buff and uptime also makes her a decent option for light armor punching at Night when you need it, especially given her good uptime. She won't be on the same level as Groza and the other night ARsduring nighttime, but she pulls her weight pretty well regardless. However, being one of the oldest ARs in the game, G41 provides nothing unique to the table. She is a walking stats stick, jack of all trades, master of none. With each new content comes new gimmicks that require more specific setups to effectively counter, being versatile means G41 is never the best pick when specialisation is needed. G41 is recommended. Balanced stats, tiles and a versatile skill makes her the swiss army knife of ARs. | What do you mean the | ||||||||||||||||||||||||||||||||||||
8 | T-Doll Equipment | art book ruins her | |||||||||||||||||||||||||||||||||||||
9 | DMG | ACC | EVA | ROF | HP | -Lintton | |||||||||||||||||||||||||||||||||
10 | 50 | 48 | 40 | 77 | 635 | ||||||||||||||||||||||||||||||||||
11 | "Homete" | ||||||||||||||||||||||||||||||||||||||
12 | Buffs SMG Accuracy 50% Evasion 15% | "Jack-of-All-Trades AR" | |||||||||||||||||||||||||||||||||||||
13 | |||||||||||||||||||||||||||||||||||||||
14 | |||||||||||||||||||||||||||||||||||||||
15 | Damage Focus T: Increase damage by 75% for 10s. | ||||||||||||||||||||||||||||||||||||||
16 | |||||||||||||||||||||||||||||||||||||||
17 | |||||||||||||||||||||||||||||||||||||||
18 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
19 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
20 | HK416 (NO. 65) ★★★★★ | Accessories | ○ Highest single nade multiplier ○ Strong FP tile buff ○ Common among 5★ | ○ Competes with SOPMOD, who is a 4★ and is free | "One day I will replace them all... one day...." | ○ Has a special equip ○ Has a mod upgrade in the future | |||||||||||||||||||||||||||||||||
21 | Magazine | HK416 is currently the only 5★ AP nade AR, and she has well-rounded stats which allows a variety of buffs to be applied with great effect. HK416’s Anti-Personnel Grenade excels in dealing high AoE damage to enemies who were beefy enough to survive until its initial cooldown. 416’s grenade has the most powerful multiplier of 15x thanks to her 5★ rating, letting her one-shot most enemies. Her tile buff is also extremely powerful; no other AR can provide a 40% FP buff to SMGs. Her SPEQ, the EOT XPS3, is an equipment that combines the traits of an EOT and a VFL. Despite its lower Crit Rate, the EOT XPS3 actually adds about as much damage as a VFL thanks to its other stat bonuses and lack of an RoF penalty. When enemies start coming with enough HP to survive AP grenades, this SPEQ can become quite useful to have for day battles. As a grenadier with a high initial cooldown, HK416 is not as flexible as self-buffer ARs and cannot take advantage of her strong skill in all situations. For fights shorter than her Initial Cooldown or boss battles where her AoE damage is irrelevant, self-buffing ARs are often preferable. For naders however, she remains one of the top picks if you need an AR that can output a steady amount of damage and can deal with hordes well. Recommended against large hordes of beefy enemies. | is a goddamn yandere | ||||||||||||||||||||||||||||||||||||
22 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
23 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
24 | 51 | 46 | 44 | 76 | 605 | ||||||||||||||||||||||||||||||||||
25 | |||||||||||||||||||||||||||||||||||||||
26 | Buffs SMG Damage 40% | ||||||||||||||||||||||||||||||||||||||
27 | |||||||||||||||||||||||||||||||||||||||
28 | |||||||||||||||||||||||||||||||||||||||
29 | Anti-Personnel Grenade: Launch a grenade that deals 15x (MOD 1 16x) damage to enemies within a radius of 1.5 yards. | ||||||||||||||||||||||||||||||||||||||
30 | |||||||||||||||||||||||||||||||||||||||
31 | |||||||||||||||||||||||||||||||||||||||
32 | |||||||||||||||||||||||||||||||||||||||
33 | Initial CD | 8s | > 6s | ||||||||||||||||||||||||||||||||||||
34 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
35 | HK416 (MOD 3) ★★★★★★ | Accessories | ○ Strongest AR nade at daytime ○ Strongest FP buff for SMGs | ○ Heavy investment is required (it is recommended to only MOD her to MOD2 if one is lacking in memory fragments as that is her power spike) | ○ Has 2 SPEQs (one can be farmed in Singularity, and the other is her MOD3 reward) | ||||||||||||||||||||||||||||||||||
36 | Magazine | HK416’s digimind upgrade gives her reduced initial cooldown of her grenades as well as increased grenade damage. Probably making her the only grenadier that you need. At MOD2, if her grenade managed to kill its target, it would lead to additional AoE damage to a wider radius of enemies. If the target somehow survived, it will take more damage from ally fire as well as lingering damage from the grenade. All these add up to make her the unquestionable strongest grenadier in the game. With her MOD3, she gains an exoskeleton that grants additional critical damage. This now leads into the question; if a VFL better or her SPEQ scope? The answer is most definitely the SPEQ scope, especially if your fairy has any critical damage at all. Which is a lot of them. Use her SPEQ scope if it's not nighttime. She is Highly recommended to upgrade. | |||||||||||||||||||||||||||||||||||||
37 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
38 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
39 | 55 | 51 | 47 | 79 | 620 | ||||||||||||||||||||||||||||||||||
40 | (+4) | (+5) | (+3) | (+3) | (+15) | ||||||||||||||||||||||||||||||||||
41 | |||||||||||||||||||||||||||||||||||||||
42 | Buffs SMG Damage 45% | ||||||||||||||||||||||||||||||||||||||
43 | |||||||||||||||||||||||||||||||||||||||
44 | |||||||||||||||||||||||||||||||||||||||
45 | Parasitic Grenade: If Anti-Personnel Grenade kills the main target, deal 3x damage to enemies within a radius of 4. If Anti-Personnel Grenade does not kill the main target, deal 0.6x damage every 0.5s and increase damage taken by the target by 20% for 3s. | ||||||||||||||||||||||||||||||||||||||
46 | |||||||||||||||||||||||||||||||||||||||
47 | |||||||||||||||||||||||||||||||||||||||
48 | |||||||||||||||||||||||||||||||||||||||
49 | |||||||||||||||||||||||||||||||||||||||
50 | |||||||||||||||||||||||||||||||||||||||
51 | |||||||||||||||||||||||||||||||||||||||
52 | |||||||||||||||||||||||||||||||||||||||
53 | Passive | ||||||||||||||||||||||||||||||||||||||
54 | |||||||||||||||||||||||||||||||||||||||
55 | AUG (NO. 73) ★★★★★ | Accessories | ○ High base FP ○ Unmatched RoF during skill ○ Excellent tile coverage ○ Tiles buff all types ○ Good initial CD | ○ Lack of focus fire, leaving enemies alive longer than they should ○ Does not benefit from RoF tile buffs during skill (RoF remains locked at 150 while active) ○ Lackluster tile buff | "The battlefield, is a place I must move onward as I tread upon the flowers." | ○ Crit rate 30% ○ Skill ignores Contender's target focus | |||||||||||||||||||||||||||||||||
56 | Magazine | AUG is a very unique AR whose tiles buff all doll types while also sporting a skill that allows her to shoot over the RoF cap, albeit at the cost of random targeting. These traits give her a lot of potential both as a high DPS AR and as a support, yet it’s a double-edged sword that makes it easy to misuse AUG. While AUG’s tile coverage is amazing, her buff values are very weak at 12% FP and 20% accuracy, lower than that of HGs or other support ARs. While she can buff SMGs in addition to ARs, AUG’s tile buff is still not as strong as the FP tile buffing ARs like G36, MDR, G11, 416, etc. AUG's skill, Funeral Rain, is a purely offensive skill that sets her RoF to 150 (MG speed), retargeting to a random enemy after every shot. This skill is essentially a 100% RoF boost and greatly boosts her raw DPS, but its change in targeting means enemies are often left injured rather than dead. The lack of concentrated fire puts a lot more pressure on AUG's teammates, especially against homogeneous enemy compositions where AUG’s ability to RNG snipe backline enemies does little to alleviate incoming DPS. While the targeting issue goes away against a single target such as a boss, many better bossing ARs now exist compared to AUG’s initial release, diluting her value as a boss-killing self-buffer. With these weaknesses in mind, AUG is not as powerful of an AR as she sounds on paper. As an AR with great powers but also great limitations, she is optional due to the fact that she is only good against single-target or low density mobs for the most part. | The 2B of Girls' Frontline | ||||||||||||||||||||||||||||||||||||
57 | T-Doll Equipment | tragic story | |||||||||||||||||||||||||||||||||||||
58 | DMG | ACC | EVA | ROF | HP | "Be strong, IWS..." | |||||||||||||||||||||||||||||||||
59 | 55 | 57 | 46 | 75 | 605 | ||||||||||||||||||||||||||||||||||
60 | Crit Rate 30% | ||||||||||||||||||||||||||||||||||||||
61 | Buffs ALL Types Damage 12% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
62 | |||||||||||||||||||||||||||||||||||||||
63 | |||||||||||||||||||||||||||||||||||||||
64 | Funeral Rain: Sacrifice 0% accuracy to spray at 150 rate of fire for 7s. | ||||||||||||||||||||||||||||||||||||||
65 | |||||||||||||||||||||||||||||||||||||||
66 | |||||||||||||||||||||||||||||||||||||||
67 | |||||||||||||||||||||||||||||||||||||||
68 | |||||||||||||||||||||||||||||||||||||||
69 | |||||||||||||||||||||||||||||||||||||||
70 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
71 | Skill CD | 16s | She is pp | ||||||||||||||||||||||||||||||||||||
72 | FAL (NO. 106) ★★★★★ | Accessories | ○ High base FP ○ Good evasion tile buff and coverage ○ Nades spreading out means less chance of overkill ○ Lower initial CD compared to other grenade skills ○ Good for corpse dragging 0-2 | ○ Low base RoF ○ High SL investment ○ Nades take a while to be launched ○ Immobilized during skill animation | "This victory isn't a big deal for me. For you, Commander, well, would it be worthwhile to remember?" | ||||||||||||||||||||||||||||||||||
73 | Magazine | The 5★ T-Doll rewarded from the first in-app purchase in EN. Many people are likely to have our fashionista in their armory. FAL is a nade AR, which means she should be very similar to 416 and SOPMOD, right? Not really. Despite being a nade AR, FAL can also handle generic battles in lower chapters with ease. It's all thanks to her unique nade skill, being separated into 3 more modest nades instead of 1 single overkilling nade. On top of that, the skill also has a shorter initial cooldown of 6s comparing to the usual 8s of other nade skills. FAL can unleash her nades earlier as well as spread their destructive power out properly. As a trade-off, she takes longer to deploy all 3 nades, and she relies heavily on skill investment to make her weaker nades more lethal. On the other hand, her stat spread is not as well-balanced as your typical naders 416 and SOPMOD. Her poor RoF affects her performance outside her nade, and the FP advantage tends to not make up for the difference. A minor set-back as FAL is specialized at causing large AOE destruction, rather than providing constant damage output. She is optional as an alternative to other naders for corpse dragging, but not recommended for general use. | |||||||||||||||||||||||||||||||||||||
74 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
75 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
76 | 57 | 43 | 38 | 72 | 660 | ||||||||||||||||||||||||||||||||||
77 | |||||||||||||||||||||||||||||||||||||||
78 | Buffs SMG Evasion 20% | ||||||||||||||||||||||||||||||||||||||
79 | |||||||||||||||||||||||||||||||||||||||
80 | |||||||||||||||||||||||||||||||||||||||
81 | Grenade Salvo: Launch 3 grenades consecutively that deals 5x damage to enemies within a radius of 1.5 yards. | Keeps fashion magazines | |||||||||||||||||||||||||||||||||||||
82 | from the 60's | ||||||||||||||||||||||||||||||||||||||
83 | |||||||||||||||||||||||||||||||||||||||
84 | Initial CD | 6s | :MinkLove: | ||||||||||||||||||||||||||||||||||||
85 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
86 | OTs-14 (Groza) (NO. 119) ★★★★★ | Accessories | ○ High damage during night | ○ Poor skill uptime ○ Limited event doll (Operation CUBE) | "A beautiful victory. The triumphant dinner will be on you then, Commander." | Best Girl -Bubu | |||||||||||||||||||||||||||||||||
87 | Magazine | Ahh, Groza, also known as the "Night Queen" and rightfully so, as her huge 200% damage self buff makes her a prime candidate for night ARSMG compositions. Being able to chew through armored enemies like butter makes her a valuable asset for such setups. As a night AR, Groza has one of the strongest self-buff ability under nighttime condition, making up for her weak base stats. With her unmatched multiplier, she is one of the few ARs capable of mowing down armored foes. While Groza has been incredibly effective during the past, with newer events coming out, her shortcomings are more apparent. Although 200% FP self-buff is strong, Groza and her partner 9A-91 have a very short skill uptime. With a 6s skill duration and a long downtime afterward, when given the task of clearing out armored units, Groza can put your team under great risk of failure as her power drops significantly once her skill is down. As enemies become tankier and come in larger number, Groza's usage has dropped in favor of ARs with better skill uptime and more specialised kits, or RFs in general. With that said, Groza is still Optional for night. Although she is not the best in every situation against new contents, she may still come in handy especially for players without the cutting-edge modded ARs. | Groza reminds me of an | ||||||||||||||||||||||||||||||||||||
88 | T-Doll Equipment | older Shinobu -Ayker | |||||||||||||||||||||||||||||||||||||
89 | DMG | ACC | EVA | ROF | HP | Step on me, Groza - Zero | |||||||||||||||||||||||||||||||||
90 | 49 | 54 | 54 | 75 | 550 | ||||||||||||||||||||||||||||||||||
91 | "Night Queen" | ||||||||||||||||||||||||||||||||||||||
92 | Buffs SMG Rate of Fire 25% Accuracy 65% | ||||||||||||||||||||||||||||||||||||||
93 | |||||||||||||||||||||||||||||||||||||||
94 | |||||||||||||||||||||||||||||||||||||||
95 | Damage Focus N: During nighttime, increase damage by 200% (70% during daytime) for 6s. | ||||||||||||||||||||||||||||||||||||||
96 | |||||||||||||||||||||||||||||||||||||||
97 | |||||||||||||||||||||||||||||||||||||||
98 | |||||||||||||||||||||||||||||||||||||||
99 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
100 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
101 | G11 (NO. 122) ★★★★★ | Accessories | ○ Unusually high base RoF ○ Overwhelmingly high DPS thanks to her powerful skill ○ Strong FP tile buff ○ Good for corpse dragging 0-2 | ○ Low base FP
○ Long initial CD ○ Not as good against armor due to low FP and skill not directly affective FP stats ○ High skill investment (SL9) | "Mission complete. Fuuh... can I get some rest now?.." | ||||||||||||||||||||||||||||||||||
102 | Magazine | G11, the Sleepo Beepo. Despite her lethargy and listlessness, she was once among the best ARs in the game. Although she is no longer a best-in-slot AR against the new factions, she remains a powerhouse against older enemies such as Sangvis Ferri due to her powerful burst damage. G11’s base FP is low, but she makes up for it with her amazingly high RoF of 95. With her high RoF, she only requires a 23% RoF buff to cap (see RoF chart for more info). This also means she synergizes very well with units like Vector/KLIN (25% RoF tile), Ribeyrolles (23% RoF buff at SL8) or a combo of SR-3MP and C-MS (18% + 5%). In return, she can provide the off-tank with 30% FP from her tile buff. This makes G11 a great team player and she’ll find her place fairly easily in ARSMG teams, especially when her powerful skill is synced with Ribeyrolles. G11's Eye of the Assaulter, upon activated, allows G11 to shoot 3 bullets at once, effectively tripling her DPS. With its insane burst, G11 is more than capable of finishing many battles before the duration is over. As a trade off, the skill's cooldown is long and its uptime is only 4.5s. This poor uptime makes G11 unsuitable for lengthy battles, whether they are boss fights or simply large tanky Paradeus hordes that can survive her initial burst, as her effectiveness greatly diminishes once her skill is down. The property of giving additional bullets rather than FP multiplier means G11 generally performs poorly against heavily armored opponents as the armor reduction applies to every bullet, each of which already deals relatively low damage thanks to G11’s low FP. Despite her drawbacks, G11 is a strong pick and is recommended. An excellent AR with great team synergy, G11 can handle content as long as her short uptime does not hold her back. | |||||||||||||||||||||||||||||||||||||
103 | T-Doll Equipment | "Kraut Space Magic Rifle" | |||||||||||||||||||||||||||||||||||||
104 | DMG | ACC | EVA | ROF | HP | Space Dolphin Machine Gun' | |||||||||||||||||||||||||||||||||
105 | 43 | 44 | 41 | 95 | 605 | "Quality Reference" | |||||||||||||||||||||||||||||||||
106 | |||||||||||||||||||||||||||||||||||||||
107 | Buffs SMG Damage 30% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
108 | |||||||||||||||||||||||||||||||||||||||
109 | "Sleepo Beepo" | ||||||||||||||||||||||||||||||||||||||
110 | Eye of the Assaulter: Each attack will inflict 3 hits on the target for 4.5s. | ||||||||||||||||||||||||||||||||||||||
111 | |||||||||||||||||||||||||||||||||||||||
112 | |||||||||||||||||||||||||||||||||||||||
113 | |||||||||||||||||||||||||||||||||||||||
114 | |||||||||||||||||||||||||||||||||||||||
115 | |||||||||||||||||||||||||||||||||||||||
116 | |||||||||||||||||||||||||||||||||||||||
117 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
118 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
119 | G11 (MOD 3) ★★★★★★ | T-Doll Equipment | ○ Deals high dmg versus high HP enemies ○ Can ignore HP shields and evasion ○ Even crazier rate of fire | ○ Still not great active skill uptime ○ Heavy investment required | "Redbull gives you wiiiings" | ||||||||||||||||||||||||||||||||||
120 | Magazine | With her neural upgrade, Gr G11 Mod becomes an insanely strong single-target DPS AR that beats out previous ARs. Her skill 1's duration is extended. Her skill 2, Stance of the Assaulter, fires an extra bullet that ignores HP shields and evasion and cannot crit for every third shot Gr G11 fires. This bullet deals 2% of the enemy's HP and maxes out at 300% of Gr G11's firepower after buffs. Every normal attack of Gr G11's is counted regardless of if she managed to hit the enemy or not, so she activates her skill 2 every triple-hit during her skill 1. Since it's passive, it still increases her DPS even while her skill 1 is inactive. Because she does 2% enemy maximum HP, Gr G11 Mod's skill 2 reaches its maximum potential against enemies with high HP pools (one estimation puts it at >10000 HP) so that her skill 2 shots can constantly deal 300% of her firepower. This can actually punch through high armor with the right buffs, dealing with one of Gr G11's major weaknesses before the mod. G11 Mod's special equipment gives her even more firepower, which works well with her skill 2 and avoids the issue of rate of fire overcap that #2 Chips present. It is strong enough to make taking Gr G11 to Mod 3 a decent consideration. Because of her newfound insane performance, Gr G11 Mod is highly recommended, with Mod 2 being a requirement and Mod 3 being a good investment. | |||||||||||||||||||||||||||||||||||||
121 | Accessories | ||||||||||||||||||||||||||||||||||||||
122 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
123 | 48 | 48 | 44 | 97 | 620 | ||||||||||||||||||||||||||||||||||
124 | (+5) | (+4) | (+3) | (+2) | (+15) | ||||||||||||||||||||||||||||||||||
125 | |||||||||||||||||||||||||||||||||||||||
126 | Buffs SMG Damage 35% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
127 | |||||||||||||||||||||||||||||||||||||||
128 | |||||||||||||||||||||||||||||||||||||||
129 | Stance of the Assaulter: After damaging a target 3 times consecutively, apply an additional instance of damage equal to 2% of the enemy's max HP. This damage is affected by armor but ignores shields, and cannot be greater than 300% of self firepower. | ||||||||||||||||||||||||||||||||||||||
130 | |||||||||||||||||||||||||||||||||||||||
131 | |||||||||||||||||||||||||||||||||||||||
132 | |||||||||||||||||||||||||||||||||||||||
133 | |||||||||||||||||||||||||||||||||||||||
134 | |||||||||||||||||||||||||||||||||||||||
135 | |||||||||||||||||||||||||||||||||||||||
136 | |||||||||||||||||||||||||||||||||||||||
137 | Passive | ||||||||||||||||||||||||||||||||||||||
138 | |||||||||||||||||||||||||||||||||||||||
139 | Type95 (NO. 129) ★★★★★ | Accessories | ○ Very low initial CD with incredible skill uptime | ○ Low base RoF ○ Poor tile placement ○ Weaker multiplier compared to other self-buffers | "Is this what you expected, Commander? Hehe, we are weapons created for victory." | ||||||||||||||||||||||||||||||||||
140 | Magazine | One of the two ARs with the shortest initial CD, the other one being her sister, Type 97. The sisters are among the few ARs with high early DPS, making them good at clearing close-spawning enemies, or at least in theory they are. Type 95 has too low RoF for her role, leading to ineffective wave clearing. Her tile buff, while giving desirable evasion, has a rather awkward tile placement that forces her to be placed on tile 7, where an off-tank-buffing AR usually resides. Type 95's self-buff is weaker than other ARs' as a trade-off to her very low initial CD and almost passive-like uptime. The fast skill activation does lead to her strength in short battles, but the weak multiplier is ultimately her downside. She cannot scale as well with other buffs due to her low multiplier. Other ARs with higher multiplier could easily catch up to her once their skill is popped. While her special equipment helps with this front, 5 extra FP is not enough to really let her compete with other FP ARs. Type 95 is not bad, but for the cost of a 5★, what she provides isn't sufficient, rendering her mostly optional. | "Definitely not AL's Choukai" | ||||||||||||||||||||||||||||||||||||
141 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
142 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
143 | 55 | 52 | 46 | 71 | 580 | ||||||||||||||||||||||||||||||||||
144 | |||||||||||||||||||||||||||||||||||||||
145 | Buffs SMG Damage 10% Evasion 18% | ||||||||||||||||||||||||||||||||||||||
146 | "Torpedo Tits" | ||||||||||||||||||||||||||||||||||||||
147 | |||||||||||||||||||||||||||||||||||||||
148 | Damage Focus T: Increase damage by 50% for 15s. | is a siscon | |||||||||||||||||||||||||||||||||||||
149 | |||||||||||||||||||||||||||||||||||||||
150 | "Interchangable Thighs" | ||||||||||||||||||||||||||||||||||||||
151 | Initial CD | 2s | |||||||||||||||||||||||||||||||||||||
152 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
153 | Type97 (NO. 130) ★★★★★ | Accessories | ○ Very low initial CD with incredible skill uptime | ○ Falls out of meta due to the prevalence of armors and the existence of new high-performing ARs | "Big Sis, did you see that? This kind of difficulty isn't a problem at all~" | ||||||||||||||||||||||||||||||||||
154 | Magazine | One of the two ARs with the shortest initial skill CD, the other one being her sister, Type 95. Unlike Type 95, Type 97 has a RoF self-buff instead of FP self-buff, bringing her to 108 RoF (only 1 frame away from cap) which aids her role of clearing out enemies quickly with early skill activation. Both Type 97 and Type 95 achieve very similar DPS, but against non-armored, having a RoF self-buff allows the former to avoid overkilling as well as better target switching. The opposite is also true however, as armored would diminish her effectiveness whereas her sister still has a better fighting chance. Her tile buff follows a more traditional placement, allowing her to be placed in 1. While there is nothing wrong with Type 97 for the current time being, she has a rather bleak future. Traditional self-buffers show their limit due to their lack of unique mechanics, and Type 97 is among those who is hit the hardest. The AR pool becomes bloated and there is not a whole lot of justification in raising Type 97 over different ARs like Zas, who excels at early wave-clearing with her fast nade, or G11, who has great team synergy alongside massive DPS potential. She is essentially an overpriced AR-15, without any future MOD to back her up. Like her sister, Type 97 is not bad, but the standard for AR has risen high enough that your cores are better spent elsewhere. She is optional. | DOKKAN! | ||||||||||||||||||||||||||||||||||||
155 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
156 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
157 | 54 | 51 | 46 | 72 | 580 | ||||||||||||||||||||||||||||||||||
158 | |||||||||||||||||||||||||||||||||||||||
159 | Buffs SMG Rate of Fire 10% Evasion 18% | ||||||||||||||||||||||||||||||||||||||
160 | quite genki | ||||||||||||||||||||||||||||||||||||||
161 | |||||||||||||||||||||||||||||||||||||||
162 | Assault Focus T: Increase self rate of fire by 50% for 15s. | is a siscon | |||||||||||||||||||||||||||||||||||||
163 | |||||||||||||||||||||||||||||||||||||||
164 | |||||||||||||||||||||||||||||||||||||||
165 | Initial CD | 2s | |||||||||||||||||||||||||||||||||||||
166 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
167 | RFB (NO. 172) ★★★★★ | Accessories | ○ Very high base FP ○ Very high base accuracy ○ Unique skill that changes her targeting to backline | ○ Very low base RoF ○ Long initial CD | "My record, can you beat it?~" | ○ Crit rate 30% ○ Skill ignores Contender's target focus | |||||||||||||||||||||||||||||||||
168 | Magazine | The Rifle Forward-ejection Bullpup, or RFB, is a gas-operated bullpup, semi-automatic DMR (Desginated Marksman Rifle) that uses 7.62mm or .308 Winchester ammunition. RFB's kit reflects her real life counterpart well, boasting the highest FP amongst ARs as well as the highest accuracy stat. She also boasts a base critical rate of 30% instead of the default 20%, allowing you to reach the critical rate cap much more easily. However, she has an atrocious RoF stat of 54, making it the lowest RoF stat of any AR, greatly impeding her DPS due to slow target switching. RFB's skill Ammo Supremacy changes her target priority to backline while gaining a damage and accuracy boosts along with it. This is a powerful ability, but it has a relatively long ICD of 6s. In combination with the inability to use AP ammunition, she is not a replacement to RFs. The skill's main selling point and what propels RFB to become an irreplaceable option in some compositions is that she is able to bypass the very, very tanky frontline that some high priority threats use to protect themselves (eg Jaegers with Scouts or Guards). Given enough time, she can be effective at sniping down backline threats like Jaegers, Nemeums and Strikers while having all the benefits of an AR, including the ability to equip a PEQ at night. The key to success when running RFB is picking the right fights. As previously mentioned, RFB can do her backline sniping job well if given enough time or against enemies that RFHG cannot handle. This becomes apparent when fighting against SWAP Jaegers during nighttime, as these enemies come with evasion. Long fights where the enemies have the ability to spawn additional mobs such as Fail from DJMAX collab is also within her specialty. Her surprisingly long skill duration helps during such fights where she can continuously deal high damage with no risk of overkilling while having the ability to switch to the mobs to reduce the pressure from the tanks. To conclude, RFB has a niche job. She is recommended as the only AR with a backline targeting ability, allowing her to fill in the role of sniping evasive backliners at night. (She also has a really good Live2D skin) | Kel-Tec fuckery | ||||||||||||||||||||||||||||||||||||
169 | T-Doll Equipment | Green Suomeme | |||||||||||||||||||||||||||||||||||||
170 | DMG | ACC | EVA | ROF | HP | gamer grill | |||||||||||||||||||||||||||||||||
171 | 69 | 68 | 49 | 54 | 525 | RF Disguised as an AR | |||||||||||||||||||||||||||||||||
172 | Crit Rate 30% | ||||||||||||||||||||||||||||||||||||||
173 | Buffs SMG Accuracy 30% Evasion 18% | Proclaims KSG as her rival | |||||||||||||||||||||||||||||||||||||
174 | |||||||||||||||||||||||||||||||||||||||
175 | |||||||||||||||||||||||||||||||||||||||
176 | Ammo Supremacy: Increases damage by 80%, accuracy by 40% and attack priority changes to the enemy backrow for 8s. | ||||||||||||||||||||||||||||||||||||||
177 | |||||||||||||||||||||||||||||||||||||||
178 | |||||||||||||||||||||||||||||||||||||||
179 | gets rekt by KSG on a daily | ||||||||||||||||||||||||||||||||||||||
180 | basis | ||||||||||||||||||||||||||||||||||||||
181 | |||||||||||||||||||||||||||||||||||||||
182 | |||||||||||||||||||||||||||||||||||||||
183 | |||||||||||||||||||||||||||||||||||||||
184 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
185 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
186 | ART556 (NO. 175) ★★★★★ | Accessories | ○ High base FP ○ Skill provides both FP and RoF at high multiplier | ○ Low base RoF ○ Long initial CD ○ Limited event doll (Bingo Event) | "We won, we won! I've been waiting for this!" | ||||||||||||||||||||||||||||||||||
187 | Magazine | ART556 is an event AR who was obtainable from a prior point event. She bares a lot of similarities to TAR-21, due to their identical skills. Sadly she is not an upgrade to TAR-21. Having a stat spread of a 4★, more specifically a very weak 4★ (close to Type 56-1) negatively affects her performance. In the day, she is mediocre at best compared to other ARs of her rarity. ART does a better job against higher evasion mobs and a better job against armored mobs, due to her higher damage multiplier and accuracy, but against regular mobs she is about as good as Type 56-1 for the first 6s (which is a very long time). It is best to raise her RoF, not only to fix her low RoF, but also to let her pump out more shots during her short burst. Since she's an event doll, chances are she is obtainable only once, or at the very least won't be obtainable again for a very long time. This proves her to be more expensive to raise, so one might want to rely on TAR-21 (or any other decent AR) instead. ART is relatively good against armor, with her accuracy buff making her a good buffer for a SR-3MP composition. However, beware that her early DPS is very lacking and thus she is not able to protect SR-3MP as well as Groza or G41. She is Optional. | Bullies MT-9 | ||||||||||||||||||||||||||||||||||||
188 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
189 | DMG | ACC | EVA | ROF | HP | Green Homete | |||||||||||||||||||||||||||||||||
190 | 53 | 53 | 49 | 69 | 580 | ||||||||||||||||||||||||||||||||||
191 | |||||||||||||||||||||||||||||||||||||||
192 | Buffs SMG Accuracy 50% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
193 | Why does she have a cult. | ||||||||||||||||||||||||||||||||||||||
194 | -Ayker | ||||||||||||||||||||||||||||||||||||||
195 | Charge Focus: Increase damage by 85% and rate of fire by 25% for 5s. | Cus she is neko and smol | |||||||||||||||||||||||||||||||||||||
196 | -Kira | ||||||||||||||||||||||||||||||||||||||
197 | Smh kira, it's jail time | ||||||||||||||||||||||||||||||||||||||
198 | Initial CD | 6s | :rodtime: -Zero | ||||||||||||||||||||||||||||||||||||
199 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
200 | T91 (NO. 181) ★★★★★ | Accessories | ○ High damage during Night ○ Better skill uptime than her night competitors | ○ Crit rate up is ineffective during night due to not equiping VFL ○ Lower multiplier than her night competitors | "It's a victory we should celebrate~" | ||||||||||||||||||||||||||||||||||
201 | Magazine | T91 is your fourth night specific AR introduced to EN server, originally implemented in TW server, she's a capable night AR that adds flexibility to your arsenal. T91 counters her lower damage multiplier through her advantage in base damage, a small critical rate boost and longer uptime. The issue of course lies in the fact that the critical rate increase isn't actually much at night due to not being able to equip critical scope. This means that your effective increase is a meager 20% to 30%. The smaller FP multiplier means that T91 will have lower damage per shot compared to 9A-91 and Groza. However, her uptime makes her able to narrowly close this distance. T91 will show her prowess and close out with more overall damage the longer the fight goes. In short fights however, the other two night ARs can prove equal or more powerful due to their more powerful damage per shot. Featuring a nice damage buff, she synergizes well with off-tanks. Her unique tile buff coverage allows you to run B-formation if necessary, giving valuable off-tank buff to another AR such as Groza without giving up the buff. T91 shows forth a strong precedence for night dolls, while her multiplier is weaker than Groza and 9A-91, her longer uptime and useful tile buffs are something to be considered. Optional for night. | |||||||||||||||||||||||||||||||||||||
202 | T-Doll Equipment | Sees M16 as her rival | |||||||||||||||||||||||||||||||||||||
203 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
204 | 51 | 44 | 46 | 76 | 620 | ||||||||||||||||||||||||||||||||||
205 | Night Guard | ||||||||||||||||||||||||||||||||||||||
206 | Buffs SMG Damage 20% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
207 | Idk why ya'll think she's | ||||||||||||||||||||||||||||||||||||||
208 | bad, she's actually | ||||||||||||||||||||||||||||||||||||||
209 | Annihilation Focus N: During nighttime, increase damage by 120% (50% during day time) and critical rate by 50% (25% during day time) for 8s. | good - Aria | |||||||||||||||||||||||||||||||||||||
210 | |||||||||||||||||||||||||||||||||||||||
211 | |||||||||||||||||||||||||||||||||||||||
212 | |||||||||||||||||||||||||||||||||||||||
213 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
214 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
215 | K2 (NO. 194) ★★★★★ | Accessories | ○ High early DPS with Fever Mode ○ Fever Mode can bypass dummy link protection with triple shot | ○ Crippled against armors ○ DPS drops after entering Heat Mode for too long, or Note Mode ○ Does not synergize with long cooldown skill buffs due to timing with Heat or Note Mode | "Don't be too conceited. After this, there are still so much upcoming battles we have to win!" | KR's exclusive T-Doll | |||||||||||||||||||||||||||||||||
216 | Magazine | KR's exclusive t-doll, K2, has a fairly complicated-sounding skill that essentially boils down to a mechanic that makes her do amazing early DPS while falling off after the 8s mark. K2 starts out strong in Fever Mode where she shoots 3 bullets at once for up to 52% damage each, effectively shredding unarmored enemy units. As K2 attacks, she accumulates Heat counters that penalize her damage output after 16+ stacks. Heat can only be removed by attacking in Note mode, which also reduces K2’s DPS. In a sense, K2’s strong early damage output that falls off is the opposite of most dolls, who starts out weak but gets stronger during skill activation. As one of the few ARs with high early DPS like Type 95 and Type 97, K2 can effectively take out dangerous, speedy and close spawning enemies such as Dragoons or Brutes, and does the job even better thanks to her triple shot bypassing dummy link protection. While K2 is deadly against unprotected low health targets, she is absolutely helpless against armor as Fever Mode penalizes her per-shot damage to the point where even light armor cripples K2’s damage output. She also has poor synergy with just about any skill buff, since by the time any skill buff is activated, she would be close to swapping from Fever to Note Mode. This leaves her with a rather weak long term DPS potential, even with the constant mode swapping. Her Note Mode serves more as a period of inactivity rather than a proper damage stance. Even though Note Mode lets her amp up her single target damage up to 63% at max stack, it requires her to fight against unfavored match-ups (bosses and high health elites where movement speed is often necessary) and building up the stacks in the first place takes a long time as well. In such fights, other high uptime ARs like AR-15 or even standard self-buffers like G41 tend to outperform K2 substantially. K2 is strong and nearly unmatched when sweeping unarmored enemies with her powerful triple shot in Fever Mode. She is recommended, but only against non-armored units. ○ It is recommended to improve both her RoF for fast target switching, as well as her FP to compensate for her low damage per shot. While RoF makes her build up Heat stacks faster, its improvement to K2’s early killing potential is often much more important than letting her do very slightly more damage after the 5-6s mark. | Brown Suomeme | ||||||||||||||||||||||||||||||||||||
217 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
218 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
219 | 50 | 51 | 42 | 78 | 635 | ||||||||||||||||||||||||||||||||||
220 | |||||||||||||||||||||||||||||||||||||||
221 | Buffs SMG Damage 25% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
222 | |||||||||||||||||||||||||||||||||||||||
223 | |||||||||||||||||||||||||||||||||||||||
224 | Overheat: Attack mode can be switched in battle by pressing the skill button. Fever Mode (default): Burst mode. Deal 3 hits for 52% damage each and increase heat by 1 per attack. When heat is over 15, the current heat stack will reduce accuracy and damage by 2% per heat value (max 20 stacks). Note Mode: Single shot mode. Decrease movement speed and evasion by 40%. Each attack will reduce heat by 1. Consecutive attacks on the same target will increase damage by 5% per attack (max 10 stacks). | ||||||||||||||||||||||||||||||||||||||
225 | |||||||||||||||||||||||||||||||||||||||
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230 | |||||||||||||||||||||||||||||||||||||||
231 | don't forget to pick up those | ||||||||||||||||||||||||||||||||||||||
232 | bullet casings, K2 | ||||||||||||||||||||||||||||||||||||||
233 | loves spicy foods despite | ||||||||||||||||||||||||||||||||||||||
234 | can't handle the spiciness. | ||||||||||||||||||||||||||||||||||||||
235 | the spicy thingy might refers | ||||||||||||||||||||||||||||||||||||||
236 | |||||||||||||||||||||||||||||||||||||||
237 | Initial CD | 8s | "overheat" | ||||||||||||||||||||||||||||||||||||
238 | Skill CD | 3s | yehea boi.mp4 | ||||||||||||||||||||||||||||||||||||
239 | Zas M21 (NO. 196) ★★★★★ | Initial CD: 4s Skill CD: 16s | Accessories | ○ High base FP ○ Versatile skill, capable of both AoE and single target DPS ○ Low cooldown nade with short deployment time and large radius ○ Skill is based on if the targets are still alive (If hit targets are dead then it's not counted in the hit counter) ○ Zas Dragging | ○ Skill depends on mobs hit (and still alive) ○ Low nade damage ○ Impractical debuff due to short duration and low multiplier ○ High skill investment (SL10) | "If I didn't win this battle, it would be a waste of resources." | ○ For her Corpse Dragging guide go in the Docs section | ||||||||||||||||||||||||||||||||
240 | Magazine | Zas M21 is perhaps the most well known for being the sole enabler of "Zas drags", whereby she can singlehandedly be used to powerlevel a team of 4 with simply just 1 link. But she proves to be a solid and unique nader AR excels at clearing out squishy enemies. Unlike all other AR naders, Zas's nade has a very short initial cooldown of 4s on top of the near-instant priming animation (12 frames). Her larger nade's radius of 2.5 units allows her to clear out large waves of low-health enemies such as Dinergates/Tarantulas or bypassing the frontlines, injuring and wiping out backline threats like Jaegers effectively. As a cherry on top, Zas is able to adapt to different situations with her post-nade debuff and self-buff. It is worth to note that her nade counts how many units got hit by the nade and survived. If her nade kills all the targets, she gains the bonus self-buff. If her nade hits 9 units but kills 7, the condition is counted as 2 enemies, thus she still gains the self-buff. This makes her even better than you would expect since this means she'll be able to blow up dinergates or low hp packs and still gain the self-buff. As a downside, Zas's multiplier is significantly weaker than other AR naders. Although Zas is suitable against the squishy but speedy Sangvis Ferris, the other factions KCCO and Paradeus are not as flimsy. These later enemies come with significantly higher health pool, making Zas's weak nade ineffective. On top of that, even when there are situations where Zas would be effective, Airstrike Fairy and 2B14 are more than capable of fulfilling that niche without taking up a member on your echelon Zas trades away the destructive power of her nade for deployment speed, which in turn makes her more specialised in clearing out hordes of weak enemies but unable to put a dent in tankier ones. She is recommended for early game, but optional later on. Do keep in mind of where you field her for she is not effective in every situation. | Dedicated 6-3N and 8-1N | ||||||||||||||||||||||||||||||||||||
241 | T-Doll Equipment | dragger | |||||||||||||||||||||||||||||||||||||
242 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
243 | 55 | 48 | 41 | 74 | 605 | ||||||||||||||||||||||||||||||||||
244 | |||||||||||||||||||||||||||||||||||||||
245 | Buffs SMG Rate of Fire 12% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
246 | |||||||||||||||||||||||||||||||||||||||
247 | Tarantula begone | ||||||||||||||||||||||||||||||||||||||
248 | Howl of the Nightingale: Launch a grenade that deals 300% damage to enemies within a radius of 2.5 yards. - If it hits 3 or more enemies, amplify damage against those targets from all sources by 15% for 3s. - If it hits less than 3 enemies, increase self damage by 60% for 8s. | ||||||||||||||||||||||||||||||||||||||
249 | |||||||||||||||||||||||||||||||||||||||
250 | Looks like Rem, somehow | ||||||||||||||||||||||||||||||||||||||
251 | |||||||||||||||||||||||||||||||||||||||
252 | |||||||||||||||||||||||||||||||||||||||
253 | |||||||||||||||||||||||||||||||||||||||
254 | |||||||||||||||||||||||||||||||||||||||
255 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
256 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
257 | AN-94 (NO. 205) ★★★★★ | Accessories | ○ Amazing passive ○ High base accuracy ○ High base FP ○ Excellent tile coverage ○ Skill is amazing at all skill levels ○ High skill uptime | ○ One of the rarer dolls ○ Long initial CD ○ Ineffective against armors | |||||||||||||||||||||||||||||||||||
258 | Magazine | The quiet Slav AR has finally arrived, paired with her exceedingly overwhelming abilities. With an incredible base stat to boot, this combination makes AN-94 a truly terrifying force against SF scum. AN-94 provides an excellent tile buff for any SMG with her incredible coverage + accuracy/evasion combo. Main tanks love the evasion while DPS SMGs love the high accuracy bonus as well. With her unusually high accuracy, decent RoF and great damage, AN-94 provides an excellent opener, dealing essentially double damage upon every target switch. During her active, she gains the double shot permanently, removing any criteria for the double shot to proc. Keep in mind that even while she changes targets while her skill is active, it'd still be a double shot. Simply buff AN-94 with any FP/RoF buff and she'll decimate anything that isn't armored or shielded by pesky force shields. While she loses out to G11 during first skill activation, post 11s is where AN-94 is able to catch up, overtake and maintain excellently consistent DPS. AN-94 earns a highly recommended status, giving quite a throwback to G11's appearance but with much better uptime. | |||||||||||||||||||||||||||||||||||||
259 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
260 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
261 | 55 | 67 | 48 | 76 | 580 | ||||||||||||||||||||||||||||||||||
262 | |||||||||||||||||||||||||||||||||||||||
263 | Buffs SMG
Accuracy 55% Evasion 16% | ||||||||||||||||||||||||||||||||||||||
264 | |||||||||||||||||||||||||||||||||||||||
265 | |||||||||||||||||||||||||||||||||||||||
266 | Hyper Trigger: Passive: The first attack on a new target will hit twice. Active: For 5s upon skill activation, each attack will hit twice on the current target | ||||||||||||||||||||||||||||||||||||||
267 | |||||||||||||||||||||||||||||||||||||||
268 | |||||||||||||||||||||||||||||||||||||||
269 | |||||||||||||||||||||||||||||||||||||||
270 | |||||||||||||||||||||||||||||||||||||||
271 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
272 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
273 | AK-12 (NO.206) ★★★★★ | Accessories | ○ Well rounded and self-sufficient AR ○ High base accuracy ○ High base FP ○ Excellent tile buffs and coverage ○ High skill uptime | ○ One of the rarer dolls ○ Long initial CD ○ #2 Chip causes skill to perform worse than her peers | |||||||||||||||||||||||||||||||||||
274 | Magazine | The other Slav AR, AK-12 truly backs up her smug appearance with her combat capabilities, bringing in a combination of every offensive buffs with the exception of multi-shots and crit damage. With her incredible tiles and her self-sufficient nature, AK-12 fits the tile 1 position perfectly. Able to buff offtank SMGs from her spot while not being as reliant on RoF buffs that most off-tank SMG provide, AK-12 raises the overall offensive aspect of the team, while being an solid damage output source herself. While her skill may not appear extraordinary to most people at first, accuracy is often pretty underestimated due to AR's naturally high hit rate in their base stats or with PEQ. AK-12 however is able to take advantage of the stats alongside her RoF + FP buff and the slight crit chance boost, making her almost independent from any needs of tile buffs provided by SMGs. This skill is however a far cry from an increase to her own performance once she has equipped a #2 Chip. The equipment puts her base RoF 13 points under RoF cap, which allows a mere tile to keep her at RoF cap permanently. On top of this, the -50% crit damage stat causes her critical rate increase to be invalidated unless a powerful fairies critical damage aura is provided, leaving her skill as a relatively weak FP+Acc self-buff. You'd likely be looking to buff up AK-12 with more FP, since she's self-sufficient in every other area. A small amount of RoF would be fine, but she'd often overcap with most sources of RoF buffs. Since FP has no upper limit, she'd definitely enjoy shredding enemies with any FP buff she can be given to. AK-12 earns an optional status, being an all-rounder with her main flaw simply being outclassed with the introduction of the #2 Chip. | |||||||||||||||||||||||||||||||||||||
275 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
276 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
277 | 56 | 62 | 52 | 78 | 550 | ||||||||||||||||||||||||||||||||||
278 | |||||||||||||||||||||||||||||||||||||||
279 | |||||||||||||||||||||||||||||||||||||||
280 | Buffs SMG
Damage 25% Rate of Fire 15% | ||||||||||||||||||||||||||||||||||||||
281 | |||||||||||||||||||||||||||||||||||||||
282 | |||||||||||||||||||||||||||||||||||||||
283 | |||||||||||||||||||||||||||||||||||||||
284 | |||||||||||||||||||||||||||||||||||||||
285 | Eye of the Snow Wolf: Increase damage, rate of fire, accuracy and critical rate by 35% for 5s. | ||||||||||||||||||||||||||||||||||||||
286 | |||||||||||||||||||||||||||||||||||||||
287 | |||||||||||||||||||||||||||||||||||||||
288 | |||||||||||||||||||||||||||||||||||||||
289 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
290 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
291 | ADS (NO. 214) ★★★★★ | Accessories | ○ Good stun and debuff utility ○ Corrosion detonation ignores armor and evasion, capable of hitting all dummy links | ○ Worse at consistent DPS than self-buffers ○ Worse at removing large groups than grenadiers ○ RNG passive ○ Poor skill uptime so she cannot rely on her active during long fights | |||||||||||||||||||||||||||||||||||
292 | Magazine | ADS is a 5★ AR that serves a rather different purpose primarily when compared to her class. While her class specializes in consistent reliable damage output, ADS focuses on debuffing and stunning her enemies through her corrosion mechanic. ADS's Storm Surge is a skill that stuns and deal damage to the enemies once they reach 5 stacks of corrosion. At max skill level, a 2.4s stun is definitely not something to underestimate. She is capable of stunlocking a target provided that she has enough RoF and the target does not die too quickly for her to apply enough stacks. This gives her a situational use against Red Golyats/Hydras (if for some reason you need to fight one with ARs) and some very annoying enemies in later events (ballspitters). She has the tools to whittle down even the most armored and evasive enemies (there will be enemy buffs that significantly increase their evasion in later events) by stunlocking them, using her detonation to bypass their armor and evasion. In practice, it is unlikely for her to ever apply enough of them to stun her target without the help of her active. In a normal ARSMG, ADS will be accompanied by another AR, who has the same targeting as ADS's, killing whichever they target before ADS has the chance to get 5 stacks of corrosion. Even against tankier enemies, ADS requires high RoF in order to apply her stacks quicker, a difficult task to achieve without running a RoF HG, who instead is likely to overcap the partner AR's RoF. Unfortunately, in order to proc her passive against regular mobs, ADS would have to rely on her skill most of the time. As a crowd-control AR, ADS is niche and optional. Her ability to lock down a specific target is not something you can find in an AR, but sacrificing a DPS slot on the team for her utilities is far from ideal, especially when you can find similar utilities from SMGs as well. | |||||||||||||||||||||||||||||||||||||
293 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
294 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
295 | 50 | 54 | 45 | 78 | 605 | ||||||||||||||||||||||||||||||||||
296 | |||||||||||||||||||||||||||||||||||||||
297 | Buffs SMG Accuracy 30% Evasion 18% | ||||||||||||||||||||||||||||||||||||||
298 | |||||||||||||||||||||||||||||||||||||||
299 | |||||||||||||||||||||||||||||||||||||||
300 | Storm Surge: Active: Fire a special grenade to apply 3 stacks of erosion to enemies within a radius of 2.5 yards and apply 2 extra stacks to the main target. Furthermore, normal attacks apply erosion at 100% chance for 5s. Passive: Normal attacks have a 40% chance to apply 1 stack of erosion. When an enemy reaches 5 stacks, deal 6x damage and 2.4s stun within an extremely small area around that enemy and remove all stacks. Erosion effect: Decrease the target's rate of fire and movement speed by 6% for 5s. | ||||||||||||||||||||||||||||||||||||||
301 | |||||||||||||||||||||||||||||||||||||||
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312 | |||||||||||||||||||||||||||||||||||||||
313 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
314 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
315 | MDR (NO. 215) ★★★★★ | Accessories | ○ Shitposts ○ High base FP ○ Good initial CD ○ Deployable shield & evasion buff ○ Good offensive tiles and coverage ○ Good offensive skill w/ good uptime (when no ally is in front) | ○ Shitposts ○ Skill depends on if an ally is front ○ Requires kiting or no ally in front for offensive skill ○ AR doing SMG's job while the SMG does the AR's job | "[I've won again!~Gyahaha!~I'll be in trouble if I keep winning~] ......sent!" | ||||||||||||||||||||||||||||||||||
316 | Magazine | Here comes that shitposter extraordinaire, MDR herself! MDR's kit is unlike anything we've seen before, providing a whole lot of options with her two-faced skill. Firstly, when her skill activates without anyone in front, it provides a mixture of RoF and DMG buff for herself. While the magnitude of both buffs might not be the highest, when combined together it's actually very potent. Paired with her outstanding DMG/RoF distribution, her damage output becomes apparent, matching if not outperforming G41 on identical skill uptime. The second part of the skill changes greatly if someone (be it 1 or 4 t-doll) is standing right in front of her, making MDR give her frontline a shield similar to S.A.T.8's shield. The 40 HP shield may not seem much on paper, but when paired with the massive 80% evasion boost, it becomes clear that the shield itself is deceptively long lasting. Where MDR also shines is in her tiles for offensive SMGs, providing the much needed 65% accuracy and 25% FP. Her tiles positioning also means she'd often sit behind the offensive SMG itself in F formation, otherwise in position 4 in B formation. When using her to focus on the frontliner, she'd pretty much be doing the SMG's job of making the composition tankier, while the offensive SMG, if you choose to run SR-3MP, would have to make up for it by bringing the lost firepower MDR has traded away. This has strong application when damage is not what you need for the fight. One of them is nullifying scratch damage over multiple mook battles, the other capitalizes on the incredible evasion buff on the main tank to win attrition battles (boss fights). Should the evasion/shielding not be needed, you can always move someone away from the front of MDR to go offensive. To sum it up, MDR falls somewhere into the Recommended/Niche category. You'd definitely have to pay attention to the fights when using MDR, but the rewards can be immense under the right situations. | Shitpost-chan | ||||||||||||||||||||||||||||||||||||
317 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
318 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
319 | 56 | 50 | 41 | 76 | 595 | ||||||||||||||||||||||||||||||||||
320 | |||||||||||||||||||||||||||||||||||||||
321 | Buffs SMG Damage by 25% Accuracy by 65% | ||||||||||||||||||||||||||||||||||||||
322 | |||||||||||||||||||||||||||||||||||||||
323 | |||||||||||||||||||||||||||||||||||||||
324 | Danger Sniffer: If an ally is in front of her, provide that ally with a 40 HP shield and 80% increased evasion for 10s. If no ally is in front of her, increase her damage by 45% and rate of fire by 22% for 10s. | ||||||||||||||||||||||||||||||||||||||
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329 | best grill on reddit & 4chan | ||||||||||||||||||||||||||||||||||||||
330 | |||||||||||||||||||||||||||||||||||||||
331 | |||||||||||||||||||||||||||||||||||||||
332 | Initial CD | 4s | MICA, where's my | ||||||||||||||||||||||||||||||||||||
333 | Skill CD | 16s | Jackhammer-chan | ||||||||||||||||||||||||||||||||||||
334 | K11 (NO. 236) ★★★★★ | Accessories | ○ High base FP ○ Lower ICD than standard (also faster animation than FAL) ○ Instantly launches all nades (Not affected by RoF for activation) ○ Good tile buff and coverage ○ Has additional AOE damage if Grenade hits a marked target ○ Shoots grenades randomly (Can be useful or detrimental) | ○ Number of nades is based on Links ○ Initial Nade impact lowers enemy link count making grenades following having to deal with a lower multiplier if you hit the same enemy ○ Smaller radius for each grenade (1 yard) ○ Shoots grenades randomly (Can be useful or detrimental) | "Hah, how's that? Believe me when I say I am special!" | ○ For a more detailed review Click here | EXPLOSIVES | ||||||||||||||||||||||||||||||||
335 | Magazine | K11 is another unique Nader AR that excels in general use scenarios but doesn't take away from the other nader ARs roles. On the surface, K11 comes with decent balanced stats spread and quite a strong tile buff that can support both main tank and offtank. The most important aspect of a nader is their nade, and K11's nade is not as straight forward as other nades. To break it down, her nade functions like this: - On skill activation, K11 launches a number of grenades equal to her current link count to random targets, each dealing 4x her base damage. - Once a nade connects with an enemy, it will mark the target and make the enemy incur an addition 2x AoE damage for subsequent connected nades. In theory, if all 5 of her nades hit the same target, she can hit a total of 28x worth of nade damage: - 5 (number of K11's links) * 4 (damage multiplier) + 4 (5 which is number of nades hit - 1) * 2 (additional damage on marked target) = 28x nade damage at max. But there's an issue with this and it's in the case of linked enemies, one huge glaring issue is that this 28x nade is in reality not entirely true, the issue being that you have to remember that the AoE damage applied to the enemies is multiplied by the number of enemy links alive. In the case of 416 and SOPMOD, their strength is launching one very powerful nade to the enemies links, dealing one line of very high damage, while K11 deals up to 9 seperated lines of low damage, 5 from her nade, and 4 from the bonus damage of hitting the marked enemies. In practice, her first nade is likely to wipe out a few links from the enemies, making subsequent nades weaker (nade scales with enemies' link count). Due to this defect, remember to still buff K11's damage as a multiplier of 4x is fairly low. 416/SOPMOD fair much better at killing enemies with high HP and links (Ie. Hydras, Manticores) K11 has her advantages though, She's a swifter nader than FAL as her animation is faster (35 frames compared to FAL's 41 frames) and dispenses all the nade at once. K11 also does not have to follow normal nader conventions of seeking the highest health enemy as she will shoot randomly, making her able to kill Jaegers or ignore some Guards (albeit with some RNG, which can actually make this a double edge sword). K11 has some RNG associated with her but is able to launch destruction across the battlefield in a reasonable time period making her powerful in mobbing scenarios. She's not a replacement to any of the unique naders but adds another utility that's strong in general use, just make sure you got your lucky dice. Recommended. | when even 3 nades aren't | ||||||||||||||||||||||||||||||||||||
336 | T-Doll Equipment | enough... | |||||||||||||||||||||||||||||||||||||
337 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
338 | 53 | 54 | 37 | 76 | 675 | is a chuuni | |||||||||||||||||||||||||||||||||
339 | smug AR hoxy | ||||||||||||||||||||||||||||||||||||||
340 | Buffs SMG Damage by 20% Evasion by 15% | ||||||||||||||||||||||||||||||||||||||
341 | |||||||||||||||||||||||||||||||||||||||
342 | |||||||||||||||||||||||||||||||||||||||
343 | Terror Grenade: Launches grenades based on the number of dummies that deal 4x damage to enemies within a radius of 1 yard. Enemies hit by a grenade are marked for 3s. Further grenade hits on marked enemies deal an additional 2x damage. | ||||||||||||||||||||||||||||||||||||||
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349 | she went from "hello ma'am | ||||||||||||||||||||||||||||||||||||||
350 | nice to meet you" to "your | ||||||||||||||||||||||||||||||||||||||
351 | son calls me mommy too" | ||||||||||||||||||||||||||||||||||||||
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356 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
357 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
358 | 64 Shiki (Howa Type 64) (NO. 243) ★★★★★ | Accessories | ○ Very high base FP ○ Great tile buff and coverage ○ Has a situational team buff ○ Massive FP team buff multiplier, allowing burst set-up | ○ Low base RoF ○ Short self-buff duration ○ Has little control over which self-buff to choose from ○ Prone to have either too little RoF, too much RoF or too little FP due to skill ○ Team buff has long cooldown and requires setting up | "This victory will surely leave an impression on everyone." | not to be confused with | |||||||||||||||||||||||||||||||||
359 | Magazine | 64 Shiki is JP server's pride and joy, and a unique AR that plays around being supportive in her own way. As a self-buffer, 64 Shiki is not particularly strong. Her base stats are lopsided with high FP but low RoF, leading to weak mobbing capability. Despite being an adaptive skill, Forewarning’s 3s duration is generally too short to be fully utilized. Without holding onto her skill until 6s to sync with buffers, her burst only lasts for 2s, and it is often possible for her to overcap her RoF if she receives the RoF selfbuff component on top of another RoF buff. With the ever-ballooning enemy health values, a 2-3s RoF buff is often insufficient to kill more than one or two enemy units before the second part of 64 Shiki’s skill activates, possibly granting a nearly-useless 25HP shield instead of the 55% FP buff. If the player can set up 64 Shiki to give her 55% FP buff to allied DPS units on her tiles, however, she can provide the highest team damage skill buff in the game, overshadowing even the more specialized HGs such as Fringe Weaver Jill (35%) or Contender (40%). By moving other ARs into 64 Shiki’s tiles before she activates her buff, the team can deal huge burst damage. As a trade-off, setting this up is difficult since the other ARs must be on her tiles during activation, which is difficult during boss fights due to many of them requiring constant unit movement - the same reason that Ribeyrolles often struggles to buff her allies properly in those encounters. While Howa is not a great damage dealer, she does one thing that other dolls cannot with her powerful team buff. The applications are rare and the setup is very difficult, and is often unnecessary as standard team compositions can handle the same fights just fine. 64 Shiki is niche, and optional for those who enjoy a vastly different playstyle. | type64 smg | ||||||||||||||||||||||||||||||||||||
360 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
361 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
362 | 67 | 62 | 43 | 63 | 625 | ||||||||||||||||||||||||||||||||||
363 | miko / ojou hair (?) | ||||||||||||||||||||||||||||||||||||||
364 | Buffs SMG Damage by 18% Evasion by 18% | ||||||||||||||||||||||||||||||||||||||
365 | |||||||||||||||||||||||||||||||||||||||
366 | |||||||||||||||||||||||||||||||||||||||
367 | Forewarning: - If there are more than 5 groups of enemies on the battlefield upon skill activiation, increase rate of fire and accuracy by 80% for 3s. Otherwise, increase damage by 90% for 3s. - After 3s, if there are more than 2 groups of enemies on the battlefield, grant a 25 HP shield to allies situated on her tiles for 5s. Otherwise, increase damage of herself and allies situated on her tiles by 55% for 5s. | ||||||||||||||||||||||||||||||||||||||
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374 | jp qt pan | ||||||||||||||||||||||||||||||||||||||
375 | |||||||||||||||||||||||||||||||||||||||
376 | check her JPNY costume | ||||||||||||||||||||||||||||||||||||||
377 | Initial CD | 5s | :hypersweat: | ||||||||||||||||||||||||||||||||||||
378 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
379 | ACR (NO. 274) ★★★★★ | Accessories | ○ High base FP | ○ Must play around debuffs ○ Limited story event doll | |||||||||||||||||||||||||||||||||||
380 | Magazine | The ACR is an AR that can be obtained through opening lootboxes during the Shattered Connexion major story event. ACR attempts something new; it rewards you for stacking debuffs on enemies to try to bring her skill to its optimum. She has a generic rate of fire buff that is insignificant with a #2 Chip equipped, but the rest of the skill's active and passive effects are what is interesting. Her passive improves her damage by 10% if the target is under a singular debuff. Note that with multiple debuffs, her damage increase is additive (not multiplicative as what would normally be assumed), granting +5% damage per debuff effect beyond the first. With the amount of debuffs currently in the game, this effect sounds good on paper, especially since when activating her skill, she gets a stack of this due to her active ability applying a damage reduction to her target. The reason why this doesn't work quite that well in practice is that the viable debuffs to bring in a team that ACR would want to be in are very rigid. You can realistically only expect around 1~2 debuffs to consistently be on the target when ACR's skill is ready. As such, the duration of the debuff in accordance to ACR's skill activation is very likely to not overlap for very long. However, there is a decent combo involving the other crowd-control AR, the ADS, and it makes for a quirky combo but due to ADS' lack of actual damage...:fubuki_emote281:. ACR attempts to promote a playstyle that focuses on reducing incoming enemy damage (with the sheer amount of debuff stacking you can do). Other than that, ACR's damage output is comparatively low (due to many skill buff opportunities being taken by debuff skills rather than buffing skills) and is best used as a flex pick for specific lineups. She is optional. | |||||||||||||||||||||||||||||||||||||
381 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
382 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
383 | 54 | 54 | 48 | 77 | 580 | ||||||||||||||||||||||||||||||||||
384 | Crit Rate 30% | ||||||||||||||||||||||||||||||||||||||
385 | Buffs SMG Rate of Fire 25% Accuracy 65% | one of blt's many wives | |||||||||||||||||||||||||||||||||||||
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388 | Shadow Strangulation Tune: Active: Increase rate of fire by 50% for 5s. Decrease the damage of ACR's target by 20% for 3s. Passive: Increase damage when attacking debuffed enemies. Increase damage by 10% if the enemy has 1 debuff. Further increase damage by 5% for each different type of debuff on the enemy. Debuffs include: decrease in damage, rate of fire, accuracy, evasion, armor, and movement; burning, and stun. | ||||||||||||||||||||||||||||||||||||||
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399 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
400 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
401 | SIG-556 (NO. 287) ★★★★★ | Accessories | ○ Very powerful hybrid self buff ○ RoF increase is set at all skill level, no skill up needed | ○ Overload penalty can be a hassle in long battles, forcing you to manually turn her skill on and off periodically ○ Reducing Overload stacks requires shooting (bad for kite-heavy fights) | |||||||||||||||||||||||||||||||||||
402 | Magazine | SIG-556 is an AR that is part of the small group of Burst-type ARs (e.g. TAR-21, G11 etc). Her skill, "Battlefield Trendsetter", has an active and a passive component; she utilizes a stack mechanic called <Overload> that interacts with her skill. When her skill is activated, it takes the form of an extremely potent buff that instantly sets to max her RoF, and increases her firepower. During the skill window, each attack will increment a stack of <Overload>. Upon reaching 12, she will turn off the skill and stun herself. Attacks while skill is not active will decrement a stack. The skill is notable in that it does not need skill level investment to be good; every important bonus given in the skill remains constant throughout its levels with the only bonus changing is the amount of firepower given. With that in mind, it is obvious that to use SIG-556 effectively, one should maximize her damage during her skill window. Taking in account her maxed RoF, she will shoot 12 times in 4.8s, making her effective burst window 4.8s (which is slightly longer than other Burst-type ARs). This also means that she takes advantage of any 6s firepower buffers such as handguns to make use of during the last half of her burst. From this, if one were to use SIG-556 for shorter battles, automatic skill usage is fine to use as you would expect enemies to be dead before the stun detriment would be disadvantageous. It is recommended however that in longer battles, players to exercise judgement in determining the optimal time to manually activate her skill and her buffers to get the most out of her skill. Against normal fodder, SIG-556 is not comparable to G11 in burst (but lets be honest, who exactly can beat triple fire without support?) but due to the need to only invest in firepower buffs and heavier singular shots, can out-scale for longer battles. The introduction of the #2 Chip increases base FP but negates the power of critical shots, causing EOTs to be powerful without concerns of RoF frame brackets. SIG-556 is a doll that requires thought in building a team to take advantage of her skill. While she fares extremely well in general usage, for specialized formats such as Ranking maps she would be benched for the more superior consistent DPS units such as AR-15. Optional, but recommended for early game if you somehow roll her. | |||||||||||||||||||||||||||||||||||||
403 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
404 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
405 | 51 | 46 | 45 | 76 | 605 | ||||||||||||||||||||||||||||||||||
406 | |||||||||||||||||||||||||||||||||||||||
407 | Buffs SMG Rate of Fire by 12% Evasion by 15% | ||||||||||||||||||||||||||||||||||||||
408 | |||||||||||||||||||||||||||||||||||||||
409 | |||||||||||||||||||||||||||||||||||||||
410 | Battlefield Trendsetter: Raise rate of fire to the maximum and increase self damage by 50%. Click again to deactivate the skill. When the skill is active, each attack adds 1 stack of Overload. At 12 stacks of Overload, remove all stacks of Overload, stun self for 2s and end the skill. While stunned, the echelon cannot move forward. When the skill is deactivated, each attack removes 1 stack of Overload. | ||||||||||||||||||||||||||||||||||||||
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419 | |||||||||||||||||||||||||||||||||||||||
420 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
421 | Skill CD | 4s | |||||||||||||||||||||||||||||||||||||
422 | R5 (NO. 289) ★★★★★ | Accessories | ○ Jack of all trades in term of stats, skill and tiles, easy to fit into any team ○ Good initial CD and great uptime | ○ Versatility means not always the #1 choice in more specific scenarios ○ A return to normal skills, while simplier to get into, also means it is applicable to combat scenarios that aren't gimmicky (which a lot of fights are nowadays). | |||||||||||||||||||||||||||||||||||
423 | Magazine | Having balanced stats spread, a powerful skill and a basic but nonetheless useful tiles, G41 "Homete" is simple yet effective as a 5★ AR. She is often refered to as the benchmark 5★ AR due to her being an all rounder. Good base stats, decent initial CD, decent uptime, as well as a decent tile buffs. G41 puts a good show in both bossing and mobbing scenarios. As stated previously, her balanced RoF and FP enables her to deal constant damage to mobs while her uptime sucessfully makes her a formidable asset for both mobbing and bosses alike. Her tile buff coverage allows her to take any position in the backline, while still being able to buff at least one SMG. G41's damage increase buff and uptime also makes her a decent option for light armor punching at Night when you need it, especially given her good uptime. She won't be on the same level as Groza and the other night ARs during nighttime, but she pulls her weight pretty well regardless. However, being one of the oldest ARs in the game, G41 provides nothing unique to the table. She is a walking stats stick, jack of all trades, master of none. With each new content comes new gimmicks that require more specific setups to effectively counter, being versatile means G41 is never the best pick when specialisation is needed. G41 is recommended. Balanced stats, tiles and a versatile skill makes her the swiss army knife of ARs. P.S. If you're wondering why she has the same entry as G41, it's literally because R5 is G41. | |||||||||||||||||||||||||||||||||||||
424 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
425 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
426 | 55 | 54 | 43 | 76 | 620 | ||||||||||||||||||||||||||||||||||
427 | |||||||||||||||||||||||||||||||||||||||
428 | Buffs SMG Rate of Fire by 12% Evasion by 15% | ||||||||||||||||||||||||||||||||||||||
429 | |||||||||||||||||||||||||||||||||||||||
430 | |||||||||||||||||||||||||||||||||||||||
431 | Damage Focus T: Increase damage by 75% for 10s. | ||||||||||||||||||||||||||||||||||||||
432 | |||||||||||||||||||||||||||||||||||||||
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434 | |||||||||||||||||||||||||||||||||||||||
435 | |||||||||||||||||||||||||||||||||||||||
436 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
437 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
438 | Howa Type 89 (NO. 290) ★★★★★ | Accessories | ○ 100% uptime on skill. ○ Base case is very good, wil get even better under specific conditions. | ○ Makes you feel like an exam marker grading someone's overly wordy essay | |||||||||||||||||||||||||||||||||||
439 | Magazine | Her essay length skill scares off most players who look it at. However, if you look closer, only a few things matter and they're very simple: - Her skill gives a 30% damage buff and a 30% RoF buff - It has 4/4 uptime and a 3 second ICD - It gives even more buffs under the right conditions and this rarely ever matters. All the average player really needs to know is that she's a 100% uptime hybrid buffer with excellent stats and that this is enough to make worth using. If the stack conditions are met, she gets to enter her Full Marks mode, but this takes at least 15 seconds for the first activation and 12 seconds for subsequent activations. The relevant parts are that it increases her damage even more and makes her target the highest HP target, but makes her more fragile (keep in mind if you need to dodge attacks). the #2 Chip reduces the significance of her 30% RoF buff, and her former status of being able to rival AR-15 MOD has been invalidated after the buff of her SPEQs, leaving Howa behind in the dust. Optional. | |||||||||||||||||||||||||||||||||||||
440 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
441 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
442 | 54 | 48 | 45 | 79 | 605 | ||||||||||||||||||||||||||||||||||
443 | |||||||||||||||||||||||||||||||||||||||
444 | Buffs SMG Damage by 20% Evasion by 15% | ||||||||||||||||||||||||||||||||||||||
445 | |||||||||||||||||||||||||||||||||||||||
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447 | Exam System: Revision Mode: Each attack increases Focus by 1 point, with a maximum of 18 points. Automatically switches to Full Marks Mode once 18 points of Focus have been accumulated. When skill is activated in Revision Mode, expend 6 points of Focus to raise self damage by 30% and attack speed by 30%, lasting for 4s. If there are less than 6 points of Focus, all current points of Focus are expended. Full Marks Mode: Each attack depletes 1 point of Focus, and when 18 points of Focus have been expended, automatically switch to Revision Mode. Attacks in Full Marks Mode target the unit with the highest HP, and consecutive attacks against the same target increase damage by 10% each, to a maximum of 3 stacks. When skill is activated in this mode, increase self damage by 30%, attack speed by 60%, and accuracy by 60%, while also increasing damage taken by 30% and reducing move speed by 30%. This lasts for 6s. | ||||||||||||||||||||||||||||||||||||||
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469 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
470 | Skill CD | 4s | |||||||||||||||||||||||||||||||||||||
471 | AK-15 (NO. 293) ★★★★★ | Accessories | ○ Good single target damage (for nodes with low density such as boss nodes) ○ Passive provides multi-hit capabilities | ○ Players need to be able to know when to optimally use her skill; bad activations will net a disadvantage if activated under unideal conditions. ○ Strain stacks can only be removed by the skill itself, please take care that your stack counter isn't too high before activation or else it won't last very long! | |||||||||||||||||||||||||||||||||||
472 | Magazine | One of two DEFY members from Polarized Light, AK-15 has a big job of performing as well as the first two DEFY members introduced in the story. Her skill has a passive and active component. On attacks, she has a 15% chance of activating Rage which grants her attacks to deal an additional instance of damage equal to 40% of her firepower. She can activate this skill to apply a Monitor effect to all enemies which allows her attacks to be more accurate and deadly on them as well as being more evasive to their attacks. Monitoring causes Strain however, and with more enemies monitored, the faster Strain will reach its maximum capacity which will forcibly turn off this skill and debuff AK-15's attack speed and accuracy for 5 seconds. Rage is a buff that lasts 3 seconds and gives her multi-hit capabilities. Upon application, it will reset her current attack animation allowing her to attack in quick succession. Attacks can activate Rage but multiple Rage buffs cannot stack and cannot be refreshed while active. Her active is where some players will need to actively keep track of how AK-15 is faring on the battlefield. Accumulating Strain is the biggest point of worry as this can make her very good or not very good. Strain is an accumulating status that cannot be cleared other than reaching maximum stacks. This means that accumulating Strain too slowly means the next activation of her skill may potentially last shorter than you would expect, while accumulating it too fast will cause it to expire much too fast for any noticeable impact. It is this case that causes AK-15's performance to be dependent on the number of enemies in the battle. Generally speaking, the lower the number of enemy groups, the more effective her skill is. For usage, any enemy node with between 1-6 groups of enemies will provide a reasonable target for AK-15, while very clustered nodes are not what she wants. AK-15 is recommended, but should not take priority over other general use ARs as they have less things to worry about. For players who find good places to use AK-15 in however, she is a good target to raise. | |||||||||||||||||||||||||||||||||||||
473 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
474 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
475 | 58 | 52 | 51 | 77 | 550 | ||||||||||||||||||||||||||||||||||
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477 | Buffs SMG Damage by 25% Accuracy by 65% | ||||||||||||||||||||||||||||||||||||||
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480 | Eye of the White Mastiff: Passive: Attacks have a 15% chance to cause Rage, which lasts for 3s. While Rage is active, every normal attack deals an instance of 40% extra damage. Active: Activates Eye of the White Mastiff and monitors all enemies. Attacks on monitored enemies raise self firepower, accuracy and critical chance by 40%, and being attacked by a monitored enemy raises self evade by 40%. Monitoring lasts for 6s. While the skill is in effect, gain 5 stacks of Strain every 2s, with each group of monitored enemies adding 1 stack of Strain per 2s. At 24 stacks of Strain, Eye of the White Mastiff drops in effectiveness and clears all Strain stacks, inflicting a 20% decrease in attack speed and accuracy for 5s. This debuff can coexist with Monitoring, but the skill cannot be reactived while the debuff is in effect. | ||||||||||||||||||||||||||||||||||||||
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497 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
498 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
499 | AKAlfa (NO. 306) ★★★★★ | Accessories | ○ High base FP ○ Semi-constant FP buff from passive ○ Tiles can buff AR, reaches front column | ○ Requires position 4 to make the most out of the passive | |||||||||||||||||||||||||||||||||||
500 | Magazine | AK-Alfa is a well-rounded doll with a peculiar passive ability. Alfa’s tiles are unique in that they can reach 2 columns in front of her, and that they can buff ARs as well as SMGs. Unfortunately, both quirks are quite meaningless, since it’s very rare to put an AR in the middle or front row, and just as uncommon to put a doll three rows from the back in an ARSMG. It could be beneficial in compositions involving M16A1, but that's of limited practical use as well. Fortunately, the buff itself is excellent for SMGs and AK-Alfa has an easy time buffing the front row with it thanks to the shape. 20% FP and 15% EVA is a noticeable buff to both damage and survivability, and makes a difference for both maintanks and offtanks. Blazar, AK-Alfa’s skill, is essentially a Damage Focus skill with slightly longer initial cooldown. Blazar’s only difference is that it has a passive ability that increases damage against enemies in front of Alfa by 20% and prioritizes those enemies first. Thanks to the extra passive damage, Blazar has the potential to be a very potent FP buff, boosting Alfa’s FP by ~98% when both her active and passive are in play. The fact that she focuses down her row first also means that she can potentially cut down backline DPS units that are in her row before focusing on frontline tank units outside, which can help reduce the damage taken by your own tanks. This sounds solid on paper, but as a 5-star doll AK-Alfa finds herself competing with G41 and her Damage Focus T skill. A 5-star Damage Focus T has a 1s shorter ICD, 10% higher active FP buff and the same effective skill uptime compared to Blazar. This means that Alfa generally performs about on par with G41 despite her better stats unless the team is built to make the most of her passive. While Alfa is capable of matching or beating a maxed speq G41 with a team built around her, the fact that she needs the position 4 spot greatly limits the choice of buffers you can take. Overall, AK-Alfa is an excellent self FP buffing AR with good stats, a good skill and good tiles. However, she doesn’t really jump out as an exceptional doll in any regard. Alfa can carry her weight in any ARSMG squadron she’s placed in, but the fact that she needs the center row to make the most of her skill does make it tricky to build a team around her. While AK-Alfa is a powerful and versatile doll who has unique backline-killing potential not available to other ARs (save for RFB), Alfa is ultimately Optional due to significant competition she faces in the AR class. | |||||||||||||||||||||||||||||||||||||
501 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
502 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
503 | 56 | 53 | 52 | 75 | 580 | ||||||||||||||||||||||||||||||||||
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505 | Buffs AR, SMG Damage by 20% Evasion by 15% | ||||||||||||||||||||||||||||||||||||||
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508 | Blazar: Active: Raise self damage by 65% for 5s. While the skill is active, prioritize attacking the closest enemy units directly ahead of self. Passive: Damage against enemy units in front of self is increased by 20%. | ||||||||||||||||||||||||||||||||||||||
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522 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
523 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
524 | TKB-408 (NO. 306) ★★★★★ | Accessories | ○ Better than traditional Night ARs against unarmored enemies | ○ Needs 4 different Doll classes in the team ○ Less effective than other Night ARs due to Crit Damage being calculated after Armor reduction ○ Point Event Doll | |||||||||||||||||||||||||||||||||||
525 | Magazine | TKB-408 is a 5* AR doll that has a night-centric skill. She can be obtained only from special events. Out of the gate, this puts her at a disadvantage to non-night ARs due to that her skill is far inferior to the bonuses that the latter will usually get. This must mean that night-centric ARs must have a very good bonus for their night counterpart to be able to compete in the saturated realm of AR selection. Unfortunately, she can't really do that either. She possesses a 70% damage bonus and critical damage bonus when she activates this skill at night. At this point, we can see that her skill provides her a hybrid of two "good" stats for ARs, but is hindered by the fact that they are only numerically useful at night. If we compare with other night ARs, she falls far behind the usual and more common contenders such as 9A-91, AS VAL MOD, and Groza. This doesn't paint her in a good look. Add on to the problem that her secondary buff is only active at night, and only improves crit chance by 6% (if not wearing VFL). These attributes make her less desirable than the alternatives when looking for night-centric ARs. On the very rare chance that you would put a VFL on her (which is usually if you're finding a lot of none- to low-evasion enemies), she would probably enjoy all of the bonuses her skill gives her. Unfortunately these scenarios rarely happen, and enemies with none- to little evasion are usually enemies you would want to bring RFs against anyway. She is not recommended to raise, and if you really need a night AR it is heavily suggested that you raise one of the alternatives which are much more common. | |||||||||||||||||||||||||||||||||||||
526 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
527 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
528 | 55 | 51 | 48 | 72 | 580 | ||||||||||||||||||||||||||||||||||
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530 | Buffs SMG Damage by 25% Accuracy by 50% | ||||||||||||||||||||||||||||||||||||||
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533 | Polar Night Radiance: During nighttime, increase damage and crit damage by 70% (28% during daytime) for 8 seconds. If there are more than 3 different gun types present, increase crit rate by 30% while this skill is active (crit rate buff only limited to nighttime). | ||||||||||||||||||||||||||||||||||||||
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541 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
542 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
543 | S-ACR (NO. 313) ★★★★★ | Accessories | ○ All DPS affected by her active skill coincidentally have perfect synergy with #2 Chips | ○ Suffers from the AR issue of not seeing use regardless of performance | |||||||||||||||||||||||||||||||||||
544 | Magazine | S-ACR is an AR that attempts to make the best out of a bad situation. Her skill takes any debuff applied to her and flips each debuff into an additive 5% FP buff. Her active both buffs and debuffs her, resulting in further buffs to her FP on top of the DPS buffs her skill provides. Her passive portion is relatively interesting. By taking debuffs and converting them into buffs, she can effectively allow herself to be debuffed in stats she does not require to increase her DPS. However, due to the nature of debuffs, these cannot be consistently applied by any one doll. Instead, reliance on fairies is required to allow for higher uptime of this FP buff. Anna Graem, a collab fairy and noted sidegrade of Warrior Fairy, debuffs T-Dolls based on their position within the team in a stat that doesnt affect their main role. S-ACR can use this debuff to her evasion to passively gain a 5% buff for 20 seconds, on top of the 20% given by the skill itself. Parachute Fairy, notorious for the debuffs given in exchange for its map utility, debuffs 5 stats at once after use; a 25% FP increase helping to combat the 40% stat debuffs given. These stat buffs however shouldn't be hunted down, as building around debuffs is far more ineffective for total team dps than simply using an FP buff HG such as SAA or Grizzly to provide additional FP. Her active is comparable to AK-12, increasing FP and Accuracy, with the difference being that while AK-12 buffs her RoF, S-ACR debuffs it instead, choosing instead to buff crit damage. Additionally, S-ACR debuffs movement speed and evasion during her skill, resulting in an additional 3 stacks of debuffs on top of the FP buff provided by the skill. S-ACR's debuff of RoF to instead buff crit damage inadvertently made her an ideal recipient of the #2 chip, a body equip that reduces crit damage to increase RoF and FP. AK-12 however did not gain these benefits as her RoF and crit rate buffs contrast with the stats provided by the chip. S-ACR doesn't see much limelight, but still has an interesting skill that allows her to sit amongst the upper echelons of self-buff ARs. While her skill doesnt do anything special to outright recommend, she is definitely Optional to those looking to diversify their AR roster with a powerful AR who can put in work in a variety of different situations. | |||||||||||||||||||||||||||||||||||||
545 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
546 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
547 | 46 | 45 | 42 | 91 | 620 | ||||||||||||||||||||||||||||||||||
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549 | Buffs SMG Damage 20% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
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552 | Ode to the Dawn Carnival: [Passive]: For every stat reduction effect on self, increase final damage by 5% (stacks additively). [Active]: Swaps to Focus mode, reducing self rate of fire by 20%, movement speed and evasion by 30%; Increases self damage by 35%, accuracy by 60%, critical damage by 50% for 5 seconds. | ||||||||||||||||||||||||||||||||||||||
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561 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
562 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
563 | VHS (NO. 318) ★★★★★ | Accessories | ○ Potential to have incredibly high DPS | ○ Doesn't gain full benefit from #2 Chips
○ Reliant on the enemy having high stats | |||||||||||||||||||||||||||||||||||
564 | Magazine | Lock your door when she's around, as VHS is an AR whose ability is all about stealing. By taking the most powerful stats from the enemies, she turns herself into a self-buff AR who can easily punch above her weight. Her passive portion gains a stack of FP buff every second. this stack is 2.5% and stacks to 10 total, resulting in a permanent 25% FP increase prior to skill activation. This can be useful in situations where you may not gain great benefit from her active, but the likelihood of that is rather low. Activating the skill prior to letting all stacks build will still result in a solid increase in pre-skill DPS, so it can be treated as a little extra strength out of skill. Her active consumes the FP stacks and takes the FP/Acc/RoF stats of the highest respective enemies, capping at 45%/80%/40% of self-stat. Although volatile depending on the enemies faced, these buffs are relatively comparable to the DPS of other self-buff ARs such as AK-12. Assuming perfect stat bonuses, VHS would run laps around AK-12, but in practice, they sit somewhere around the same DPS stat. Despite what it may seem, VHS has a reasonably simple skill for a modern AR. As any decent AR stands now, VHS is Optional to those looking to add a powerful AR to their armory. | |||||||||||||||||||||||||||||||||||||
565 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
566 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
567 | 57 | 54 | 47 | 78 | 580 | ||||||||||||||||||||||||||||||||||
568 | |||||||||||||||||||||||||||||||||||||||
569 | Buffs SMG Accuracy 30% Evasion 18% | ||||||||||||||||||||||||||||||||||||||
570 | |||||||||||||||||||||||||||||||||||||||
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572 | Destructor Intrusion: [Passive]: Obtains +1 stack of "Destruct" every second. For every stack of "Destruct" currently active, increases own final damage by 2.5% up to a max of 10 stacks. [Active]: Consumes all stacks of "Destruct" and obtains damage/accuracy/rate of fire equivalent to the stat of the enemies with the highest respective stat. The stat gain is capped at 45% of self damage, 80% of self accuracy and 40% of self rate of fire. The effect lasts for 6 seconds and no stacks of "Destruct" can be gained throughout the skills duration. | ||||||||||||||||||||||||||||||||||||||
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584 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
585 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
586 | SIG MCX (NO. 338) ★★★★★ | Accessories | ○ Instant targetted stun
○ Can keep an enemy stunlocked for the first 9 seconds of combat ○ Excellent for certain Golyat configurations | ○ Low damage output compared to normal ARs
○ Narrow stun area of effect | |||||||||||||||||||||||||||||||||||
587 | Magazine | SIG MCX is perhaps one of the trickiest ARs to gauge. Her skill leads her into a highly specialised niche, one she absolutely excels in. However, outside of that niche, she is incredibly mediocre for anything other than her fanart. Her active, a taser gun, immediately stuns the frontmost enemy at the start of a battle by consuming 1 of 3 charges she starts with. This stun lasts for 3 seconds, and debuffs their movement speed and RoF for 6 seconds. this stun occurs every 3 seconds, leading to a 100% stun uptime for 9 seconds. Every 10 seconds, she gains an extra stack, giving the target 1 second to walk in the first 13 seconds of the battle. This stun not only affects the target, but the enemies behind that target in a 3 unit radius. The stun duration is however halved against elite units, leading to lower potential stun time against certain powerful enemies. The utility provided by this stun is unparalleled, with the notable use of stuns being to "defuse" Red Golyats (red beans). Her immediate, consistent stuns over the first 9 seconds comboed with a movement speed debuff for the entire stun duration allows MCX to stun these beans for 4.5s and debuff them for the other 4.5s to allow force shield SMGs such as G36c to activate their skill to detonate the beans while shielded, resulting in zero damage taken from their explosions. While this stun is absolutely phenomenal, her issue is that aside from this skill, she has very little DPS potential. Each stun will damage the target for 3x guaranteed damage (incorrectly written as 20x ingame, which would have drastically changed the opinion on her) and she increases her self damage by 20% against debuffed targets passively. These measly damage increases cannot compare in the slightest to any standard selfbuff AR, nor will they provide an immediate AoE demolition that any standard nade AR can fire off. While her base stats aren't horrible, she cannot do anything meaningful with them and therefore should not be used in any generalist teams that don't require her stun. If the stun isn't necessary in a battle, a second AR will almost always outperform in terms of DPS. Ultimately SIG MCX sits as the best in her niche. She is Highly Recommended to players who look to take advantage of her brilliant stun, but Optional to players who do not see themselves using this niche over simply killing the enemy with a different AR. | |||||||||||||||||||||||||||||||||||||
588 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
589 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
590 | 49 | 57 | 46 | 83 | 580 | ||||||||||||||||||||||||||||||||||
591 | |||||||||||||||||||||||||||||||||||||||
592 | Buffs SMG Damage 18% Evasion 18% | ||||||||||||||||||||||||||||||||||||||
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595 | Electroshock Gear: [Passive]: Increase own damage dealt to targets under abnormal status by 20%. Normal attacks prioritize enemies under abnormal status. At the start of battle, gain 3 Taser charges. Gain +1 additional Taser charge every 10 seconds (can store up to 5). [Active]: Consume 1 Taser charge and deal 3x damage to the nearest enemy with perfect accuracy. Additionally, apply the following effects to the target and enemies behind the target: stun the targets for 3 seconds and reduce their rate of fire and movement speed by 30% for 6 seconds (duration reduced by half against elite enemies). | ||||||||||||||||||||||||||||||||||||||
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608 | Initial CD | 0s | |||||||||||||||||||||||||||||||||||||
609 | Skill CD | 3s | |||||||||||||||||||||||||||||||||||||
610 | SCR (NO. 365) ★★★★★ | Accessories | ○ Run of the mill stats put her on par with any half-decent AR ○ Nice evasion tiles | ○ Incredibly confusing skill
○ Requires a tinge more attention than any other AR | |||||||||||||||||||||||||||||||||||
611 | Magazine | A skill too complex for it's performance, SCR can be easily summarised; her attempt to be unique was nothing more than a detriment to her DPS. To analyse her skill, it can be easily broken down. Buffs given to her when her skill is not active cause her to gain x5 "Tactical Ammo". This tactical ammo is a surehit x1.8 multiplier for each shot taken. Therefore she can be treated as an 80% FP selfbuffer with a surehit element. Simplifying it like this makes her seem decent, but her quirks and flaws shine through in actual use. Primarily, activating her skill has a 1s downtime at the start and end of the skill. This is 2s lost every skill activation that includes both her self-DPS and wasted buffs from HGs. This downtime also does not allow her to gain her ammo stacks if a buff is provided during the animation. It is a small timeframe to nitpick over, and often does not contribute to a major loss in DPS, but it is easily avoidable by using a different doll that doesn't do this. The second issue with her skill is that her active primarily relies on buff intake. At a 4s ICD, providing buffs for her first volley can be difficult. This is easily circumvented by manualing her skill as to not activate too early, but many other ARs with a 4s ICD can reach comparable DPS without actively controlling their skill. The benefit of manualing her is that she does gain an extra round per second when her skill is off cooldown but not active. She "saves" the number of rounds gained within this period (from any source), and they will be added to the following ammo pool after the skill has been activated. While slightly confusing, this does allow for the ability to stockpile potential buffs and apply them right before activating her skill; giving her buffs in her preskill window to give her rounds immediately, buff those rounds, and have saved the number of rounds gained via the buffs for the next skill activation. As for the surehit part of her skill, its poor uptime and general annoyance of getting rounds stockpiled does not do any favours for its performance against evasive targets. At night, against a standard evasion target, she does not perform much better than her FP selfbuffing peers (G41, R5, etc) and does not come close to holding a torch to specialised night ARs such as 9A-91 and certainly not to AS Val MOD's near-permanent surehit. SCR had potential to be a great doll. If her skill was just a surehit 80% FP increase, the usecases may have been far broader. But in practice, having the same performance as many other comparable dolls curses her to the pit of mediocrity many ARs find themselves in. SCR is Not Recommended as mediocre ARs struggle to find a place in the current meta, let alone mediocre ARs that require manual control to optimise. | |||||||||||||||||||||||||||||||||||||
612 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
613 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
614 | 51 | 55 | 53 | 79 | 550 | ||||||||||||||||||||||||||||||||||
615 | |||||||||||||||||||||||||||||||||||||||
616 | Buffs SMG Evasion 25% | ||||||||||||||||||||||||||||||||||||||
617 | |||||||||||||||||||||||||||||||||||||||
618 | |||||||||||||||||||||||||||||||||||||||
619 | Combined Propellent: Defaults to using Light Arms at the start of the battle. Once the skill is activated, switches to using Tactical Arms for regular attacks. Each regular attack expends 1 round of Tactical Ammo and, when they are all gone, switch back to Light Arms. When using Light Arms, every damage, attack speed, evasion, accuracy, move speed, critical chance or critical damage buff will add 5 rounds of Tactical Ammo. Each type of buff can only add Tactical Ammo once per skill activation. When this skill is not on cooldown, gain an extra 1 point of Tactical Ammo per second and record the number of extra rounds. This amount accumulates and once the skill ends, this amount will be added to the amount of Tactical Ammo upon switching back to Light Arms. When using Tactical Arms: all regular attacks automatically hit and deal 80% extra damage. The amount of Tactical Ammo does not increase. | ||||||||||||||||||||||||||||||||||||||
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639 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
640 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
641 | A-545 (NO. 356) ★★★★★ | Accessories | ○ Strong crit potential ○ Solid base stats ○ Good tiles ○ Elite targeting | ○ Permanent debuffs | |||||||||||||||||||||||||||||||||||
642 | Magazine | A doll whose stomach could benefit from a flammable hazard symbol, A-545 can stand proud as another AR with a purpose. Both her passive and active allow her to fill certain roles that she can excel in. Passively, being placed in the leader position increases the critical damage of all ARs on the field. Paired with #2 Chips and a strong fairy, this can easily replace the crit damage lost from using chips and result in a far higher potential damage output. As with all leader-conditional skills, it is important to ensure that it will not affect other doll skills, but if there is no compatability issues then you lose nothing by placing her as leader for free damage. Her active is a powerful selfbuff, increasing damage by 55% and setting crit rate to 100%. during her skill, she prioritises elite enemies, a unique targetting trait that can be beneficial in killing certain threatening enemies, such as Dactyls, Goliaths, Murats, and non-boss Nytos. Her drawback from this skill is that on expiration she will gain a stacking 40% Acc/Eva debuff, up to two times. While evasion debuffs on DPS units are not threatening, accuracy plays a large role in a units effective damage output and debuffs lowering it should be avoided where possible. This causes A-545's first skill activation to be the most meaningful, in order to burst down the threatening enemies that will easily evade her later shots. Her passive skill plays into a triple AR backline, and the debuff on her active may require two other DPS units to fill in where she falls behind. But the elite targeting alone makes her a strong unit in late-game ARSMGs, supporting those ARs with her passive even when her active has neutered herself. A-545's usage is Niche, but she is Recommended to those who already have a late-game armory and often find themselves fighting dangerous elite enemies. | |||||||||||||||||||||||||||||||||||||
643 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
644 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
645 | 55 | 53 | 49 | 82 | 550 | ||||||||||||||||||||||||||||||||||
646 | |||||||||||||||||||||||||||||||||||||||
647 | Buffs SMG Damage 25% RoF 15% | ||||||||||||||||||||||||||||||||||||||
648 | |||||||||||||||||||||||||||||||||||||||
649 | |||||||||||||||||||||||||||||||||||||||
650 | Booze Formation: [Passive]: When this unit is the echelon leader or when the echelon leader is not on the battlefield, increase critical damage of all friendly AR T-Dolls by 20%. [Active]: Activate Liquor Mode, increase damage by 55% and critical rate to 100% for 10 seconds. Prioritize attacking enemy elite units while in Liquor Mode. When the skill expires, accuracy and evasion is permanently reduced by 40% for the remainder of the battle, stacking up to 2 times. | ||||||||||||||||||||||||||||||||||||||
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659 | |||||||||||||||||||||||||||||||||||||||
660 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
661 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
662 | KH2002 (NO. 342) ★★★★★ | Accessories | ○ Pelé deals the same DPS independent of how KH2002's doing ○ Good tilebuffs for a maintank ○ High base FP & FP multiplier | ○ Pelé cannot recieve buffs mid-combat | |||||||||||||||||||||||||||||||||||
663 | Magazine | KH2002 calls in her dog Pelé at the start of the battle, who usually takes about 3 seconds to arrive from the left side of the screen. Don't be fooled by the huge multiplier though. Pelé inherets the percentage of KH2002's base stats at the start of battle, cannot crit, and cannot be further buffed or debuffed. They both attack the same front-most target at all times. Pelé's attacks also count as one attack, so Pelé is affected by link protection. Since Pelé inherets 6 times the firepower of an AR with an already good firepower stat, KH2002 is able to brute force surprisingly high enemy armor values on her own. Additionally, since the dog is its own entity, KH2002 can be kiting/dodging enemy tile-based attacks (like from bosses) and still output DPS. Overall KH2002 matches up to average ARs like Gr G41 in terms of DPS under normal circumstances. Because the dog cannot recieve buffs, KH2002 falls behind the more skill buffs there are on the team. Her small quirks are unlikely to stand out. Not recommended. | |||||||||||||||||||||||||||||||||||||
664 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
665 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
666 | 53 | 51 | 39 | 78 | 660 | ||||||||||||||||||||||||||||||||||
667 | |||||||||||||||||||||||||||||||||||||||
668 | Buffs SMG Damage -10% Evasion 35% | ||||||||||||||||||||||||||||||||||||||
669 | |||||||||||||||||||||||||||||||||||||||
670 | |||||||||||||||||||||||||||||||||||||||
671 | Pelé's Mission: At the start of the battle, Pelé the bulldog enters the fray with damage, rate of fire, and accuracy that equal 600%, 80%, and 200% of KH2002's corresponding stats respectively. This unit cannot be targeted, deal critical damage, or benefit from buff tiles. When KH2002 withdraws from the battlefield, so does Pelé. Damage dealt by KH2002 will ultimately be reduced by 0% until the end of the battle. | ||||||||||||||||||||||||||||||||||||||
672 | |||||||||||||||||||||||||||||||||||||||
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678 | |||||||||||||||||||||||||||||||||||||||
679 | |||||||||||||||||||||||||||||||||||||||
680 | Initial CD | 0s | |||||||||||||||||||||||||||||||||||||
681 | Skill CD | 3333s | |||||||||||||||||||||||||||||||||||||
682 | QBZ-191 (NO. 361) ★★★★★ | Accessories | ○ Unique silence effect ○ Decent base stats | ○ No true selfbuff | |||||||||||||||||||||||||||||||||||
683 | Magazine | The villain Imoko strikes once again to release QBZ 191, an AR who brute forces her way into the meta by making her own targeting rule and debuff and applying a brand new tag to all enemies: Threat. To discuss QBZ, a short explanation on threat is needed. "Threat" is a tag applied to a large group of enemies separate from the prior "Elite" and "Boss" tags. It is a somewhat arbitrary tag and has 3 stages of threat depending on what enemy it is applied to (bosses have the highest threat, but it is not entirely predictable whether a regular enemy will have low or medium threat without poking into the game files). QBZ does not have a selfbuff, so her passive does a majority of her general usage lifting. On her second hit of an enemy, an additional instance of 1x damage is applied in a radius of 1.5 units (the same range as most grenades). This damage does not crit, linksplash, or ignore armor, so it should not be treated as anything more than an AoE additional bullet. This "second hit" is not link dependent, so any QBZ link can activate regardless of the applicator. For the real juice of her skill, QBZ's links become independent, target the "highest threat" enemies for 10 seconds, and apply "Silence" in a radius of 1.5 units for the first attack from each link. What is "Silence" you may ask? It is a brand new debuff that prevents high-threat enemies from being able to use their skills. As a few examples, Typhons would not be able fire their lasers, RF Nytos would not be able to jump away upon taking damage, and Visjnoes would not be able to buff cleanse or apply HP shields. While she may not be phenomenal at outright killing these enemies, the utility of practically disabling threatening enemies is unrivaled. Paired with another doll who has a similar targeting rule against the desired enemy, she can trivialise enemy comps that are otherwise incredibly painful to deal with. With a phenomenal support skill and solid passive damage, QBZ is Highly Recommended to players in the post-Ch. 13 meta. | |||||||||||||||||||||||||||||||||||||
684 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
685 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
686 | 56 | 61 | 46 | 78 | 605 | ||||||||||||||||||||||||||||||||||
687 | |||||||||||||||||||||||||||||||||||||||
688 | Buffs SMG RoF -10% Evasion 35% | ||||||||||||||||||||||||||||||||||||||
689 | |||||||||||||||||||||||||||||||||||||||
690 | |||||||||||||||||||||||||||||||||||||||
691 | Culprit Elimination: [Passive]: When attacking the same enemy unit, every second attack deals an additional instance of 1x damage in a radius of 1.5 units. This attack has perfect accuracy, but cannot do critical damage, does not scale with Dummy-Links, and does not bypass armour. [Active]: Attacks of each Dummy are calculated separately. Attacks can be directed at different enemy units, prioritizing bosses and high-threat units, lasting for 10 seconds. When the skill is activated, each Dummy's first attack silences enemies in a radius of 1.5 units for 4 seconds (effective only against high-threat enemies). | ||||||||||||||||||||||||||||||||||||||
692 | |||||||||||||||||||||||||||||||||||||||
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703 | |||||||||||||||||||||||||||||||||||||||
704 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
705 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
706 | SCAR-L (NO. 378) ★★★★★ | Accessories | ○ This is all dupable | ○ Rarest unit/s to aquire lol ○ Weak alone | |||||||||||||||||||||||||||||||||||
707 | Magazine | SCAR-L is part 1/2 of the greatest unit pair to grace this game. To get the unity skill out of the way because you won't ever field them alone, having the SCARs together starts the battle with 40 stacks and increases the stacks per second to 5 total. In a standard F/b formation, SCAR-H will have 70-80 stacks and SCAR-L will have 76-96 stacks. SCAR-L passively grants a flat 100 damage to any units standing on "Sancta Terra" tiles, as well as immunity to even damage under 30. Remember these as even tiles, or tiles that the HGs and Offtanks occupy (4 + 2/8). Her active consumes all stacks and converts it into additive FP at a ratio of 10 FP per stack to self for 10 seconds. In practice, this is +1000 FP to SCAR-L. As a flat FP addition, this is crittable damage and scales incredibly well with crit, but does not scale with FP buffs. A focus chip and crit buffs are optimal. As H and L should be on odd tiles, her now-absurd FP stat is also affected by the 30% additional multishot; giving an additional crittable 330~ before any skill/tile/fairy. This DPS is so potent that if required, a triple tank lineup is possible with no need for HGs for buffs. Her +100 to even tiles can be seen as an additional bonus to units that don't often have FP stats allowing them to be competitive, with the damage stat of strong RFs allowing units that often do little damage to become their own pseudo-DPS units in their own right. SCAR-L is HIGHLY RECOMMENDED when PAIRED WITH SCAR-H. The only unit that can hold a bar to this DPS potential is a fully buffed M4A1 MOD. And you should be aware of her power. | |||||||||||||||||||||||||||||||||||||
708 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
709 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
710 | 56 | 48 | 52 | 78 | 550 | ||||||||||||||||||||||||||||||||||
711 | |||||||||||||||||||||||||||||||||||||||
712 | Buffs AR, RF Damage 15% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
713 | |||||||||||||||||||||||||||||||||||||||
714 | |||||||||||||||||||||||||||||||||||||||
715 | Sacred Corona: [Passive]: After battle begins, even-numbered tiles on the map become [Sancta Terra] tiles. Friendly units standing on Sancta Terra tiles grants self +1 point of [Sancta Potentia] every second they are on that tile, up to a maximum of 100 points. Allies standing on Sancta Terra tiles will not take even-numbered amounts of damage below 30 points. Friendly units who perform normal attacks while standing on Sancta Terra tiles trigger the [Afterburn] effect, dealing an additional flat 100 points of fixed damage. [Active]: Consumes all points of Sancta Potentia to grant self +10 points of damage per point of Sancta Potentia expended, lasting for 10 seconds. | ||||||||||||||||||||||||||||||||||||||
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729 | |||||||||||||||||||||||||||||||||||||||
730 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
731 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
732 | AR-18 (NO. 372) ★★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
733 | Magazine | Prioritising missing links... Where have I heard that before... AR-18 is the Type 56r MOD of ARs. Prioritising enemies with missing links, FP buff per missing link... The similarities end there, but the comparison is reasonable enough. A unit with targeting against enemies that are often high priority, being either almost dead (a dead unit is far safer than a whole bunch of almost-dead units) or should get off the battlefield as soon as possible (looking at Murats here) is never a downside, especially when she can influence other units to do the same momentarily. The issue with this, however, is alone she doesn't do spectacular damage, and her buffs do not meaningfully influence a battle. This puts her in the role of a support AR, without support AR buffs we see from the likes of Ribeyrolles or APC556. The idea of globally affecting targeting is powerful, but in practice there are other units that have her targeting but perform well in their own right too. AR-18 is Not Recommended for general usage. | |||||||||||||||||||||||||||||||||||||
734 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
735 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
736 | |||||||||||||||||||||||||||||||||||||||
737 | |||||||||||||||||||||||||||||||||||||||
738 | Buffs AR, SMG Damage 20% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
739 | |||||||||||||||||||||||||||||||||||||||
740 | |||||||||||||||||||||||||||||||||||||||
741 | |||||||||||||||||||||||||||||||||||||||
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754 | |||||||||||||||||||||||||||||||||||||||
755 | |||||||||||||||||||||||||||||||||||||||
756 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
757 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
758 | VRB (NO. 385) ★★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
759 | Magazine | Not too far from the likes of EM-2, VRB is a sort of "Nuke" AR. The issue with that is both ARs and nukes aren't exactly anything favourable. In all practices, VRB's skill will never increase over 5 base shots. a 3x crittable multiplier on 5 shots isn't too unreasonable, and may be able to dispatch of some enemies rather quickly, but for her usecase, there are many superior units to pick from. Exceeding the base 5 attacks requires "additional allied units", something not exactly clear to many players. This includes the likes of Liu clones, KH2002's Pelé, and Welrod MOD's shield. But these types of summonable "allies" are rather niche, and either aren't used at all, or are better used elsewhere, far away from VRB. In the same vein as EM-2, VRB is Niche and Not Recommended. | |||||||||||||||||||||||||||||||||||||
760 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
761 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
762 | |||||||||||||||||||||||||||||||||||||||
763 | |||||||||||||||||||||||||||||||||||||||
764 | Buffs SMG Accuracy 30% Evasion 18% | ||||||||||||||||||||||||||||||||||||||
765 | |||||||||||||||||||||||||||||||||||||||
766 | |||||||||||||||||||||||||||||||||||||||
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771 | |||||||||||||||||||||||||||||||||||||||
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780 | |||||||||||||||||||||||||||||||||||||||
781 | |||||||||||||||||||||||||||||||||||||||
782 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
783 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
784 | M16A1 (NO. 54) ★★★★ | Magazine | ○ Can equip armor plate ○ One of a kind stun grenade among ARs ○ Serves as a unique tank role ○ Easily accessible as a story t-doll | ○ Cannot deal sufficient DPS as an AR ○ Cannot equip accessory ○ Can only be obtained once (4-6) | "Yeah! Let's celebrate it tonight! Don't stop until morning!" | ○ Has two t-doll equipment slots instead of accessory slot | is a siscon | ||||||||||||||||||||||||||||||||
785 | T-Doll Equipment | M16 is a unique AR, not for her damage dealing potential, but rather her uniquely defensive nature due to her two t-doll equipment slots and the ability to equip armor plate. By trading away the offensive capability of an AR, she is able to function as a tank, especially popular for corpse dragging. Unlike the traditional SMGs and SGs, M16 is neither evasive nor well-armored enough to handle difficult contents. She also lacks the naturally high HP and buff synergies of either types. What she makes up, however, is her ability to completely nullify any threat that cannot bypass her armor. While SGs can do the same, they are too expensive to deploy and can still be chipped down slowly due to having no evasion. M16 with both sufficiently high evasion and armor can effectively reduce the damage taken of those she can tank to almost nothing. She makes for the ultimate tank in corpse dragging, stomping low level maps as you level your new t-dolls. As niche as her role may be, she takes part in one of the most fundamental aspect of the grind by being the most cost effective tank in the whole game. For the time being, she is best used exclusively as a tank for 0-2 corpse drag. However, if there is any situation where the enemies cannot outdamage her armor, she is an ideal option to fend them off. Niche, but definitely recommended once you have decided to work on your 0-2 corpse dragging squad. | is a drunkard | ||||||||||||||||||||||||||||||||||||
786 | T-Doll Equipment | ✔Armor Plate | |||||||||||||||||||||||||||||||||||||
787 | DMG | ACC | EVA | ROF | HP | ○ Can equip armor plate | |||||||||||||||||||||||||||||||||
788 | 47 | 46 | 44 | 75 | 605 | ○ Special Equipment: Special Warfare Mobile Suit (ARMOR+20, EVA+10, ROF-10, ACC-20)) | |||||||||||||||||||||||||||||||||
789 | |||||||||||||||||||||||||||||||||||||||
790 | Buffs SMG Damage 10% Evasion 12% | "Standing, on the edge.. | |||||||||||||||||||||||||||||||||||||
791 | of the crater, like the | ||||||||||||||||||||||||||||||||||||||
792 | prophets once said...." | ||||||||||||||||||||||||||||||||||||||
793 | Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 yards for 4s. | ||||||||||||||||||||||||||||||||||||||
794 | Guide to M16A1's only purpose in life right now | ||||||||||||||||||||||||||||||||||||||
795 | purpose in life right now | ||||||||||||||||||||||||||||||||||||||
796 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
797 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
798 | M4A1 (NO. 55) ★★★★ | Accessories | ○ Powerful tile buff that can buff other ARs ○ Good initial CD and great uptime ○ Easily accessible as a story t-doll ○ Plot armor | ○ Can only be obtained once (2-6) | "I.. I did it!" | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
799 | Magazine | M4A1 is a mixed of support and DPS AR, and the very first story t-doll any player can acquire. She is one of the very few ARs capable of buffing other ARs, a very unique trait only 2 other ARs in the whole game possess: Ribeyrolles, AUG. This makes her a valuable asset for 3AR2SMG teams, as she can then buff the other 2 ARs beside her, highly increasing the DPS of the whole team, while also dealing decent amounts of damage herself. Speaking of dealing damage, M4A1 is a powerhouse herself. Having good overall stats and a strong skill, she is capable of dishing out a ton of damage. While it is rare to see her topping the damage chart due to her fellow ARs gaining her own tile buffs, she is still a very capable fighter. M4A1's signature trait is her tile buff. Not only does she buff ARs, she gives them good buffs. FP and crit rate is a very powerful combination, pushing the high crit rate of a typical AR to very close to cap while giving them their much needed FP. M4A1 overall provides great support through tile buff and good damage dealing potential. The fact that she can be obtained as early as chapter 2 makes her a very beginner-friendly doll and a must-have AR throughout the game. Highly recommended. | |||||||||||||||||||||||||||||||||||||
800 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
801 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
802 | 46 | 48 | 48 | 79 | 550 | ||||||||||||||||||||||||||||||||||
803 | |||||||||||||||||||||||||||||||||||||||
804 | Buffs AR Damage 18% Crit Rate 30% | ||||||||||||||||||||||||||||||||||||||
805 | |||||||||||||||||||||||||||||||||||||||
806 | |||||||||||||||||||||||||||||||||||||||
807 | Damage Focus T: Increase damage by 70% (MOD 1 75%) for 10s. | ||||||||||||||||||||||||||||||||||||||
808 | |||||||||||||||||||||||||||||||||||||||
809 | |||||||||||||||||||||||||||||||||||||||
810 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
811 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
812 | M4A1 (MOD 3) ★★★★★ | Accessories | ○ Insane firepower buff ○ Ignores accuracy checks with her cannon mode for main target ○ Extremely unique and vital role that no one else can replace ○ Amazing special equip + stats + skill combo makes her non-cannon DPS insane as well | ○ You can only have 1 ○ Requires plenty of support in a cannon-focused team ○ Only works when there's 3 or less T-dolls on field ○ RoF penalty can be an issue somtimes | Recommended Mod 3: For extra stat and SPEQ which is very valuable | ||||||||||||||||||||||||||||||||||
813 | Magazine | An upgrade befitting the protagonist, M4A1's MOD is truly game breaking. The marking aspect of her mod is pretty simple, it provides pretty neat synergy with AR15's extra shot and somewhat negligible benefits with SOP's. The craziest part of her mod comes from the 2nd aspect, where she goes full Jupiter Cannon on enemies when there's only 3 friendlies on the field, including M4A1. The damage increased is multiplied onto the damage buff from Damage Focus T, which is ridiculous. Add on the fact that it can never miss on its main shot, M4A1 becomes a terrifying opponent for all SF scums. However, only the splash is affected by crits and accuracy check, so do keep that in mind. A common setup for a M4A1 Cannon team usually includes a RF targetting the backline, while M4A1 decimates the frontline entirely. Depending on what DPS you're pairing M4A1 MOD with, the HG supports will be pretty different. For example, a common IWS M4A1 double Jupiter setup includs SAA MOD, Calico and Mk23 (Later on replaced by P22) or Stechkin, depending on which buffs are needed more. Setups with M200 would swap out Calico for a more damage oriented buffing HG, while a setup with Grape could be more RoF focused. You can then retreat 2 of the HG after all their skills procc, then manually activating M4A1's skill after. M4A1's MOD3 armor also unlocks many new farming compositions where she can become both the tank and the DPS. This includes 10-4E and 11-6 setups, where M4A1 sits at the front, taking damage while getting buffed by 2 HGs. Overall, there's absolutely no reason you shouldn't be modding M4A1 (unless you're adding restrictions on your playthrough). Giving her a "highly recommended" status would be underplaying her unique but frequently used role and all the dynamics she provides with her mod. M4A1 earns herself an "absolute must" for modding. MOD2 will function nicely but MOD3 opens up many farming team options. | |||||||||||||||||||||||||||||||||||||
814 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
815 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
816 | 50 | 50 | 50 | 80 | 565 | ||||||||||||||||||||||||||||||||||
817 | (+4) | (+4) | (+2) | (+1) | (+15) | ||||||||||||||||||||||||||||||||||
818 | |||||||||||||||||||||||||||||||||||||||
819 | Buffs AR Damage 20% Crit Rate 32% | ||||||||||||||||||||||||||||||||||||||
820 | |||||||||||||||||||||||||||||||||||||||
821 | |||||||||||||||||||||||||||||||||||||||
822 | Seal of the Avenger: Current target will be marked with the Seal of the Avenger during Damage Focus's activation. When 3 or less allies are on the field, reduce rate of fire by 70% and increase damage by 600%, and deal 100% splash damage to enemies within 2.5 yards of the target and mark all enemies hit with the Seal. (Damage Focus is still active during this period) | ||||||||||||||||||||||||||||||||||||||
823 | |||||||||||||||||||||||||||||||||||||||
824 | |||||||||||||||||||||||||||||||||||||||
825 | |||||||||||||||||||||||||||||||||||||||
826 | |||||||||||||||||||||||||||||||||||||||
827 | |||||||||||||||||||||||||||||||||||||||
828 | |||||||||||||||||||||||||||||||||||||||
829 | |||||||||||||||||||||||||||||||||||||||
830 | |||||||||||||||||||||||||||||||||||||||
831 | |||||||||||||||||||||||||||||||||||||||
832 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
833 | |||||||||||||||||||||||||||||||||||||||
834 | M4 SOPMOD II (NO. 56) ★★★★ | Accessories | ○ Can equip 2 accessories ○ Easily accessible as a story t-doll | ○ Has no self-buff to take advantage of her stats ○ High equipment investment ○ Can only be obtained once (3-3) | "Nothing left that are intact! And step on this thing- Game Over!~" | ○ Has two accessory slots instead of t-doll equipment slot | |||||||||||||||||||||||||||||||||
835 | Accessories | The AR Team's second member of the AR team, SOPMOD is a nade AR and one of two ARs who can equip 2 accessories instead of 1, at the cost of the exoskeleton slot. M4 SOPMOD II excels at clearing hordes of enemies with a devastating grenade. Her excellent offensive stats and double scope advantage gives her better DPS than other naders, especially at night. As a result, she is one of the few ARs capable of dragging 0-2 effectively, and is often a reliable option for other 1AR drags that become available in the future. As with any nader, SOPMOD doesn't get to show off her strength in short fights or boss battles, due to her long initial cooldown. Recommended early game if you did not anchor 416. ○ It is recommended to run VFL + ITI on SOPMOD if there is no RoF buff on her and the extra 8 FP isn't needed. Otherwise, use VFL + EOT. (For night battles, run VFL + PEQ instead.) | |||||||||||||||||||||||||||||||||||||
836 | Magazine | ||||||||||||||||||||||||||||||||||||||
837 | DMG | ACC | EVA | ROF | HP | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
838 | 50 | 49 | 44 | 78 | 550 | "Soppu", "Sopdog", "Sop" | |||||||||||||||||||||||||||||||||
839 | "Christmas Tree" | ||||||||||||||||||||||||||||||||||||||
840 | Buffs SMG Accuracy 50% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
841 | |||||||||||||||||||||||||||||||||||||||
842 | |||||||||||||||||||||||||||||||||||||||
843 | Anti-Personnel Grenade: Launch a grenade that deals 12x (MOD 1 15x) damage to enemies within a radius of 1.5 yards. | ||||||||||||||||||||||||||||||||||||||
844 | |||||||||||||||||||||||||||||||||||||||
845 | |||||||||||||||||||||||||||||||||||||||
846 | Initial CD | 8s | :SOPMODfunnyfeic: | ||||||||||||||||||||||||||||||||||||
847 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
848 | M4 SOPMOD II (MOD 3) ★★★★★ | Accessories | ○ Excellent base stats with high crit rate and double scopes ○ Powerful cluster nade for greater AoE coverage | ○ Does not always pair well with M4A1 MOD | |||||||||||||||||||||||||||||||||||
849 | Accessories | Toppest of doggos, SOPMOD receives a sizeable upgrade to her stats, but most importantly her grenades, making her one of the best grenadier ARs in the game. Coming from an already high base stats from, SOPMOD now has 30% base crit rate, a trait previously shared with only AUG and RFB. Her MOD 3 special equipment is also a significant upgrade to an EOT, further improving her stats. If given 190+ affection bonus from oath, SOPMOD can reach a pre-skill DPS of a weaker self-buffer such as Type 95, and even higher with map bonuses which she regularly receives as one of the protagonists. The biggest upgrade to SOPMOD's kit however is her second skill Hysterical Circus. With this skill, her grenade now splits into 3 smaller ones on impact, dealing additional AoE damage. Most grenadiers that launch a single grenade suffer from the potential aiming difficulties when launching one into a swarm; sometimes it hits spectacularly and wipes out groups of enemies, other times it hits one lone enemy that is far from being a threat. SOPMOD alleviates this problem by splitting her grenade, finishing off stragglers after the first one even if they are not close to the initial point of impact. Although SOPMOD is not often used alongside M4A1, if you do pair them together, keep in mind that the additional grenades prioritize M4A1's target, potentially reducing the explosion coverage as they will all land on the same target. She is optional to upgrade. MOD2 is a stopping point for her to get her cluster nades, and MOD3 is a worthy consideration if you feel the need for more stats from her special equipment and possible her oath bonus. But due to her lack of ICD reduction, she is easily outclassed by grenadiers who can fire at 6s. | |||||||||||||||||||||||||||||||||||||
850 | Magazine | ||||||||||||||||||||||||||||||||||||||
851 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
852 | 52 | 51 | 46 | 79 | 565 | ||||||||||||||||||||||||||||||||||
853 | (+2) | (+2) | (+2) | (+1) | (+15) | ||||||||||||||||||||||||||||||||||
854 | Crit Rate 30% | ||||||||||||||||||||||||||||||||||||||
855 | Buffs SMG Accuracy 50% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
856 | |||||||||||||||||||||||||||||||||||||||
857 | |||||||||||||||||||||||||||||||||||||||
858 | Hysterical Circus: Her Anti-Personnel Grenade splits into 3 smaller grenades on explosion (prioritizes enemies marked with the Seal of the Avenger). Each smaller grenade deals 190% damage to enemies within a radius of 1 yard and does an extra 25% damage to enemies marked with the Seal of the Avenger. | ||||||||||||||||||||||||||||||||||||||
859 | |||||||||||||||||||||||||||||||||||||||
860 | |||||||||||||||||||||||||||||||||||||||
861 | |||||||||||||||||||||||||||||||||||||||
862 | |||||||||||||||||||||||||||||||||||||||
863 | |||||||||||||||||||||||||||||||||||||||
864 | |||||||||||||||||||||||||||||||||||||||
865 | |||||||||||||||||||||||||||||||||||||||
866 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
867 | |||||||||||||||||||||||||||||||||||||||
868 | ST AR-15 (NO. 57) ★★★★ | Accessories | ○ Can equip 2 accessories ○ Has special ammo that gives 5 more FP than 5★ HV ○ Good initial CD and incredible uptime ○ Easily accessible as a story t-doll | ○ High equipment investment ○ Can only be obtained once (3-6) | "Commander, I.. have I already surpassed their abilities?" | ○ Has two accessory slots instead of t-doll equipment slot | |||||||||||||||||||||||||||||||||
869 | Accessories | AR-15 is the third member of the AR team, a DPS AR and one of the two that can equip 2 accessories instead of 1 at the cost of the exoskeleton slot. Along with that is her well rounded stats spread, a powerful skill and an exclusive HV ammo, giving her a big advantage over other DPS ARs. AR-15's stats, while not as strong as SOPMOD, is still above average, rivaling even 5★. However, her true strength lies upon the equip arsenal she has. Not only can she equip VFL and another scope just like SOPMOD, but she also has an exclusive equipment, BLK ammo, a direct upgrade over a typical HV ammo. Unlike SOPMOD, AR-15 has a self-buff skill to further amplify this unique advantage, making her one of the strongest ARs in the game. Even at night where RoF ARs tend to falter, the ability to equip both PEQ and VFL allows her to perform excellently against non-armor and low-armor enemies. That is if you can give her all the equipments she require. Without them she is just an average AR. Despite being equip dependent, AR-15's scaling potential and her being accessible by any player as a chapter 3 reward make her too good to pass up. Highly recommended. It is recommended to run VFL + ITI on AR-15 if there is no RoF buff on her. Otherwise VFL + EOT. For night battles, run VFL + PEQ instead. | |||||||||||||||||||||||||||||||||||||
870 | Magazine | ||||||||||||||||||||||||||||||||||||||
871 | DMG | ACC | EVA | ROF | HP | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
872 | 48 | 50 | 50 | 77 | 525 | ○ Special Equipment: .300BLK High-Velocity Ammo (DMG+25, ACC-1) (Drop from 3-4n) | |||||||||||||||||||||||||||||||||
873 | |||||||||||||||||||||||||||||||||||||||
874 | Buffs SMG Rate of Fire 10% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
875 | |||||||||||||||||||||||||||||||||||||||
876 | Her artist is LIN+, GFL's | ||||||||||||||||||||||||||||||||||||||
877 | Assault Focus T: Increase self rate of fire by 45% (MOD 1 50%) for 15s. | Concept Design Supervisor, | |||||||||||||||||||||||||||||||||||||
878 | who cares deeply for his one | ||||||||||||||||||||||||||||||||||||||
879 | and only "daughter" | ||||||||||||||||||||||||||||||||||||||
880 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
881 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
882 | ST AR-15 (MOD 3) ★★★★★ | Accessories | ○ Stats are bumped up even further ○ 2 accessories trait ○ Able to cap RoF without any help ○ Extra damage as well from MOD 2 skill ○ Hardcore Nyto hologram counter | ○ Mod2 skill deals a separate tick of damage ○ Still have quite abit of trouble against high armor ○ Expensive | ○ Despite the skill description, her MOD 2 skill has duration scaling rather than being tied to her regular skill. That is at SL1, Crime and Punishment has a duration of 9s regardless of the SL of Assault Focus, and scales up to a duration of 15s. | ||||||||||||||||||||||||||||||||||
883 | Accessories | By far the only AR that can cap her own ROF, aside from SAR-21 and AUG. AR-15 MOD turns a beast into well, an even more dangerous one. Her special equipment at MOD 3 allows her to ignore any other secondary accessory, along with boosting her overall damage. Without the penalty, AR-15 just nicely hits the 116 RoF cap. When paired with M4A1 with her MOD 2 skill, AR-15's bossing capabilties shoot through the roof, making her one of the best sustained DPS in the game without being held back by uptime. Due to her MOD 2 skill being essentially a 2nd shot but at 10%/20% damage, she can bypass dummy-link protection of non-armored foes and become an insane counter force against anything with upper damage limit (Nyto holograms). As a self-reliant AR, AR-15 only needs FP and crit buffs from others. Her double scope perk also allows her to act as a pseudo-night AR, gaining access to crit damage goodies from fairies. However, her MOD 2 skill proves to be barely any use against heavily armored enemies. Her raw stats and DPS before without her MOD 2 skill are still far above average, but do keep in mind her drawbacks. Overall, AR-15 is a must mod for her overwhelming sustained DPS, which you'd see more use for later on. Recommended to MOD 2 at minimum. | |||||||||||||||||||||||||||||||||||||
884 | Magazine | ||||||||||||||||||||||||||||||||||||||
885 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
886 | 50 | 55 | 52 | 78 | 540 | ||||||||||||||||||||||||||||||||||
887 | (+2) | (+5) | (+2) | (+1) | (+15) | ||||||||||||||||||||||||||||||||||
888 | |||||||||||||||||||||||||||||||||||||||
889 | Buffs SMG Rate of Fire 10% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
890 | |||||||||||||||||||||||||||||||||||||||
891 | |||||||||||||||||||||||||||||||||||||||
892 | Crime and Punishment: Attack with both weapons during Assault Focus's activation. The secondary weapon will deal 10% damage, doubled to 20% against targets marked with the Seal of the Avenger. | ||||||||||||||||||||||||||||||||||||||
893 | |||||||||||||||||||||||||||||||||||||||
894 | |||||||||||||||||||||||||||||||||||||||
895 | |||||||||||||||||||||||||||||||||||||||
896 | |||||||||||||||||||||||||||||||||||||||
897 | |||||||||||||||||||||||||||||||||||||||
898 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
899 | |||||||||||||||||||||||||||||||||||||||
900 | AS Val (NO. 60) ★★★★ | Accessories | ○ Nothing | ○ Very low base FP ○ Awful tile placement ○ Poor skill uptime | "It's all because the bear was here." | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
901 | Magazine | AS Val shares the same intended role and even the same skill as the "Night Princess", 9A-91, who is also a night self-buffing AR with the "Damage Focus N" skill. However, unlike her title-bearing relative, AS Val is shackled to oblivion by very bad stats overall and an extremely inconveniently placed and ultimately useless tile buff. Her stats spread is underwhelming, having middling RoF and an awfully low FP of 39. Comparing to 9A-91, AS Val is just a direct downgrade. The short version is that she is generally not worth investing time and resources into, and that she serves the arsenal better as cores; she will work if you have no other options and do not have the time to wait for better alternatives, but the existence of 9A-91 as a superior doll of the same rarity in almost every way introduces a hefty opportunity cost incurred by investing in AS Val instead. Not recommended. | |||||||||||||||||||||||||||||||||||||
902 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
903 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
904 | 39 | 46 | 49 | 75 | 660 | ||||||||||||||||||||||||||||||||||
905 | "ASS-Val" | ||||||||||||||||||||||||||||||||||||||
906 | Buffs SMG Damage 25% Rate of Fire 10% | ||||||||||||||||||||||||||||||||||||||
907 | |||||||||||||||||||||||||||||||||||||||
908 | VSS variant when | ||||||||||||||||||||||||||||||||||||||
909 | Damage Focus N: During nighttime, increase damage by 180% (60% during day) (MOD 1 200%/70%) for 6s. | ||||||||||||||||||||||||||||||||||||||
910 | |||||||||||||||||||||||||||||||||||||||
911 | |||||||||||||||||||||||||||||||||||||||
912 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
913 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
914 | AS Val (MOD 3) ★★★★★ | Accessories | ○ DPS boost from using a crit scope rather than PEQ in night battles ○ Hard counter towards high evasion enemies | ○ Require a specific composition for maximum skill 2 uptime ○ Relatively expensive setup | |||||||||||||||||||||||||||||||||||
915 | Magazine | AS Val MOD, the literal definition of zero to hero. Sure, she looks better when she is MOD3 and her exclusive equipment gives her a +24 FP, 4 more than a standard gold HV round. But to explain why she is so good, we need to first understand her skill 2, “Faith”. This passive skill grants her perfect accuracy for 3 seconds upon receiving FP buffs from herself, other dolls or fairies. This meant that if we managed to maximize her skill 2 uptime, she could replace her PEQ with a crit scope during night battles. This gives her a massive DPS boost, easily beating Ots-14 and 9A-91’s damage in night battles. Her perfect accuracy also meant that she is extremely useful against high evasion enemies in night battles. Enemies such as Scouts and Kentaoros (Archers) can be easily dealt with due to her skill. Her DPS can even surpass ST-AR15 MOD in this situation. However keep in mind that in order to trigger her perfect accuracy, she needs a team that can constantly activate an FP buff for her so that her skill 2 is almost always up. So far the best setup would be using Python and/or Nagant Revolver MOD2 with a fervor fairy, and this setup can be quite expensive for new players. Using a normal FP buffing HG or Damage I/II talent fairy cannot maintain her skill 2 uptime long enough to justify switching to crit scope, rendering her significantly less effective (See AS Val Skill 2 uptime comparison). AS Val is every Non-recommended dolls’ dream of becoming one day once they receive a digimind upgrade. Her exclusive equipment provides her with a nifty FP increase, her skill 2 essentially makes her a night battle DPS powerhouse, just make sure you have the correct team composition surrounding her. Make way Ots-14, for the new night queen has arrived! Recommended. | |||||||||||||||||||||||||||||||||||||
916 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
917 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
918 | 43 | 51 | 51 | 76 | 680 | ||||||||||||||||||||||||||||||||||
919 | (+4) | (+5) | (+2) | (+1) | (+20) | ||||||||||||||||||||||||||||||||||
920 | |||||||||||||||||||||||||||||||||||||||
921 | Buffs SMG Damage 25% Rate of Fire 15% | ||||||||||||||||||||||||||||||||||||||
922 | |||||||||||||||||||||||||||||||||||||||
923 | |||||||||||||||||||||||||||||||||||||||
924 | Faith: Gain perfect accuracy for 3s upon receiving a damage buff (including Fairy skill and talent). | ||||||||||||||||||||||||||||||||||||||
925 | |||||||||||||||||||||||||||||||||||||||
926 | |||||||||||||||||||||||||||||||||||||||
927 | |||||||||||||||||||||||||||||||||||||||
928 | |||||||||||||||||||||||||||||||||||||||
929 | |||||||||||||||||||||||||||||||||||||||
930 | |||||||||||||||||||||||||||||||||||||||
931 | |||||||||||||||||||||||||||||||||||||||
932 | Passive | ||||||||||||||||||||||||||||||||||||||
933 | |||||||||||||||||||||||||||||||||||||||
934 | G36 (NO. 64) ★★★★ | Accessories | ○ Great tile buff for off-tank SMGs ○ Good initial CD and great uptime | ○ Low base RoF | "As a maid, it's clearly my duty." | ||||||||||||||||||||||||||||||||||
935 | Magazine | G36, your own personal maid with a thirst for combat and some mean sausage frying skills! What more could you ask for? Just a bit more DPS output, perhaps? Compared to other dolls of her class, G36 underperforms for the most part due to her weak base stats that hinder the power of her skill. Her strength lies in her tile buffs, though: 30% FP and 10% RoF make her a prime choice for off-tank buffing and SMGs such as Vector and SR-3MP will definitely appreciate this maid's buffs. Due to ever-increasing enemy health and the ability to field HOCs for AoE damage nowadays, this buff is less proportionally potent than the early days of GFL. Commanders should prioritize buffing the stats of their main DPS units, rather than their Off-Tanks. If you manage to obtain G36, raising her is now entirely optional. | |||||||||||||||||||||||||||||||||||||
936 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
937 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
938 | 47 | 44 | 41 | 72 | 635 | ||||||||||||||||||||||||||||||||||
939 | |||||||||||||||||||||||||||||||||||||||
940 | Buffs SMG Damage 30% Rate of Fire 10% | ||||||||||||||||||||||||||||||||||||||
941 | 2nd Best Girl -Ayker | ||||||||||||||||||||||||||||||||||||||
942 | |||||||||||||||||||||||||||||||||||||||
943 | Damage Focus T: Increase damage by 70% (MOD 1 75%) for 10s. | "Meido" | |||||||||||||||||||||||||||||||||||||
944 | "Imoko Effect" | ||||||||||||||||||||||||||||||||||||||
945 | |||||||||||||||||||||||||||||||||||||||
946 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
947 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
948 | G36 (MOD 3) ★★★★★ | Accessories | ○ Amazing all-rounder ○ Evasion buff can easily hit both tanks ○ Usable in many scenarios due to how versatile her skill is | ○ Stuck at 75 ROF until level 120 ○ Skill buffs off tiles, therfore requiring some micro/thoughts on t-doll positioning during battles ○ ROF buffs only lasts for 5s instead for the entire skill 1 duration | "Commander, are you happy with the victory this time around?" | ||||||||||||||||||||||||||||||||||
949 | Magazine | G36's mod plays heavily on her strength of buffing offtanks while maintaining superior FP on her own side. She gets a much needed upgrade on her first skill, matching that of G41, while also receiving amazing utility via her MOD2 skill. Her MOD2 skill revolves around mainly supporting the frontline, while giving herself a pretty neat amount of RoF. Her MOD2 skills has a slight hint of TAR-21's and ART556's, but with a much better uptime, with an FP buff and a similar uptime on RoF (even though it's lower in value). The combination of her tiles paired with the evasion buff for the frontline however comes into play very often. Having almost everything covered for your frontline off-tank aside from accuracy, G36 provides great buffs for SMGs such as SR-3MP or JS9. 25% EVA, while not very high, is pretty good considering that you're bringing 2 DPS (G36 Mod + off-tank) which synergize with each other well, as compared to having to bring something like G11 + SR-3MP + HG/accuracy buffing AR. In addition, she does have the benefit of buffing the main tank, further increasing the surivability of the team. Unlike MDR, she doesn't neglect her own DPS either while providing the evasion buff for SMGs as an offtank buffer AR. She also offers much more versatility with the pure simplicity and effectiveness of FP/RoF as compared to G11, who focuses on bursting with multiple shots, occasionally having issues with higher armor targets. However, G36 suffers having 75 RoF till level 120 which brings her up to 76. While they don't differ when buffless, most off-tank RoF tiles that buffs AR can't be fully utilized with 75 RoF. An example would be SR-3MP and Vector's tiles. With 75 RoF, she'd require 19% to go from 19 frames to 16 frames and 26% to go to 15 frames. With 76 however, she only needs 18% and 24% respectively. Minmaxers should take note of this aspect when upgrading G36. Overall, she earns a "optional" status. The utility and versatility of her MOD is good in majority of the circumstances ARSMG are used in and she doesn't have any noticeable flaws, but she doesn't bring anything new to the team either. | |||||||||||||||||||||||||||||||||||||
950 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
951 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
952 | 51 | 48 | 45 | 76 | 650 | ||||||||||||||||||||||||||||||||||
953 | (+4) | (+4) | (+4) | (+4) | (+15) | ||||||||||||||||||||||||||||||||||
954 | |||||||||||||||||||||||||||||||||||||||
955 | Buffs SMG Damage 30% Rate of Fire 15% | ||||||||||||||||||||||||||||||||||||||
956 | |||||||||||||||||||||||||||||||||||||||
957 | |||||||||||||||||||||||||||||||||||||||
958 | Arclight Contract: Upon Damage Focus's activation, increase the evasion of allies on her tiles by 25% for 5s. Furthermore, increase her own rate of fire by 10% per ally on her tiles for 5s, max 2 stacks. | ||||||||||||||||||||||||||||||||||||||
959 | |||||||||||||||||||||||||||||||||||||||
960 | |||||||||||||||||||||||||||||||||||||||
961 | |||||||||||||||||||||||||||||||||||||||
962 | |||||||||||||||||||||||||||||||||||||||
963 | |||||||||||||||||||||||||||||||||||||||
964 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
965 | |||||||||||||||||||||||||||||||||||||||
966 | Type 56-1 (NO. 66) ★★★★ | Accessories | ○ Nothing | ○ Low base RoF ○ Low base accuracy ○ Terrible nade | "Naturally! I'm pretty strong aren't I?" | ○ Special Equipment: KSTSP, KSTS1P8, KSTS1P7 (CRIT RATE+48%, CRIT DMG+15%/30%/44%) (Reward from AW ranking) | |||||||||||||||||||||||||||||||||
967 | Magazine | Type 56-1 is unfortunately not as strong as her quote suggests, with her decent base FP being the only relief. Stats wise, her comparably awful accuracy and low ROF makes her suffer in dealing dishing out normal DPS. Skill wise, HE grenades are absolutely terrible. For more info: check Concepts. Her tile buff in itself is unique, but ultimately not great. She is the only AR who can provide crit rate buff for SMGs, but a 10% extra on top of base 5% crit rate is only 5.5% (rounded up to 6%). Overall, she is definitely not recommended by any means. For those looking for an analysis with her special equipment, refer to Equip Section. TL;DR: No she does not get any better with her special equipment. | |||||||||||||||||||||||||||||||||||||
968 | T-Doll Equipment | About HE Grenades | |||||||||||||||||||||||||||||||||||||
969 | DMG | ACC | EVA | ROF | HP | *click on the link for more info | |||||||||||||||||||||||||||||||||
970 | 53 | 35 | 35 | 69 | 690 | ||||||||||||||||||||||||||||||||||
971 | "Type Nihao" | ||||||||||||||||||||||||||||||||||||||
972 | Buffs SMG Evasion 15% Crit Rate 10% | ||||||||||||||||||||||||||||||||||||||
973 | |||||||||||||||||||||||||||||||||||||||
974 | |||||||||||||||||||||||||||||||||||||||
975 | High-Explosive Grenade: Launch a grenade that deals 5x/2x/1x damage to enemies within a radius of 1/2.5/4 yards. | ||||||||||||||||||||||||||||||||||||||
976 | |||||||||||||||||||||||||||||||||||||||
977 | |||||||||||||||||||||||||||||||||||||||
978 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
979 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
980 | FAMAS (NO. 69) ★★★★ | Accessories | ○ High base RoF | ○ Low base FP ○ Poor tile placement ○ Terrible nade | "It's all thanks to Commander's directive." | ○ Has a special equip in the future | |||||||||||||||||||||||||||||||||
981 | Magazine | FAMAS is another high explosive AR. As with any high explosive AR, her performance is definitely supar. Stats wise, FAMAS has awful base FP, a bane for a nader especially one with such a low multiplier to begin with. Her RoF makes up for the lack of FP, but without any self-buff, she has nothing much to show. Her tile is rather special and is probably the only good part about FAMAS. It is a powerful tile, buffing both the much needed FP and accuracy to SMG. Surely that sounds like it would be good to pair with SR-3MP? If her personal performance is not an issue that is. Having a terrible skill to begin with, she cannot protect SR-3MP at all. Simply good tile buff cannot justify the use of such a weak AR. Not recommended by any mean. | |||||||||||||||||||||||||||||||||||||
982 | T-Doll Equipment | About HE Grenades | |||||||||||||||||||||||||||||||||||||
983 | DMG | ACC | EVA | ROF | HP | *click on the link for more info | |||||||||||||||||||||||||||||||||
984 | 44 | 48 | 40 | 81 | 605 | ||||||||||||||||||||||||||||||||||
985 | dat art looks iffy - Zero | ||||||||||||||||||||||||||||||||||||||
986 | Buffs SMG Damage 25% Accuracy 60% | ||||||||||||||||||||||||||||||||||||||
987 | wrong bayonet placement | ||||||||||||||||||||||||||||||||||||||
988 | |||||||||||||||||||||||||||||||||||||||
989 | High-Explosive Grenade: Launch a grenade that deals 5x/2x/1x damage to enemies within a radius of 1/2.5/4 yards. | Famas lovers riot about | |||||||||||||||||||||||||||||||||||||
990 | how bad she is | ||||||||||||||||||||||||||||||||||||||
991 | |||||||||||||||||||||||||||||||||||||||
992 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
993 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
994 | TAR-21 (Tavor) (NO. 72) ★★★★ | Accessories | ○ Skill provides both FP and RoF at high multiplier | ○ Long initial CD | "Please don't mind me!~" | ||||||||||||||||||||||||||||||||||
995 | Magazine | A futuristic bunny girl with an exquisite personality. TAR-21 has a decent base FP stat of 49 with a pretty high RoF stat of 79. As a traditional burst AR, TAR-21 trades consistent damage output with a short window of burst. Once her skill's activated, TAR-21 can deal a great deal of damage within this time frame, possibly catching up to other ARs. Due to the high multiplier of her skill, she also has strong synergy with skill buffs (Ribeyrolles and HGs) as the buffs are multiplicative, living up to the burst archetype that she holds. That is only if she can activate her skill and have it up for a decent amount of time. Battles tend to not last very long, having a long cooldown limits the use of her skill overall, no matter how powerful it is. TAR-21 is optional. | |||||||||||||||||||||||||||||||||||||
996 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
997 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
998 | 49 | 48 | 44 | 79 | 525 | "Futuristic Bunny Girl" | |||||||||||||||||||||||||||||||||
999 | |||||||||||||||||||||||||||||||||||||||
1000 | Buffs SMG Evasion 18% | ||||||||||||||||||||||||||||||||||||||
1001 | |||||||||||||||||||||||||||||||||||||||
1002 | |||||||||||||||||||||||||||||||||||||||
1003 | Charge Focus: Increase damage by 75% and rate of fire by 25% for 5s. | ojou-sama | |||||||||||||||||||||||||||||||||||||
1004 | |||||||||||||||||||||||||||||||||||||||
1005 | |||||||||||||||||||||||||||||||||||||||
1006 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1007 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1008 | 9A-91 (NO. 118) ★★★★ | Accessories | ○ High damage during night ○ Good RoF synergizing her FP buff | ○ Low base FP ○ Poor skill uptime | "Commander, please look! This is the victory I devote to you... from now on... please watch me more..." | ||||||||||||||||||||||||||||||||||
1009 | Magazine | 9A-91, also referred to as the "Night Princess" for her ability to make short work of armored enemies, thanks to her 180% FP self-buff during night battles. As a night AR, 9A-91 is tasked with the job of dealing with both armored and regular enemies during nighttime. With her incredible skill multiplier, she is more than capable of mowing down her foes, armored or not. Despite being a night specialist, newer contents have been pushing 9A-91 and her partner Groza to their limit. Their short skill duration and long cooldown is unsuitable against large hordes of tanky enemies commonly seen in these newer contents. This flaw is especially deadly when fighting against armored as 9A-91 is incapable of dealing meaningful damage when her skill is down, putting her team at a serious risk. As a result, she is no longer a no-brainer option for night fights and the task is more often being assigned to ARs with better skill uptime or more specialised kits, or shared with RFs. With that said, 9A-91 is Optional for night. Being an accessible powerhouse, 9A-91 is a low-cost easy-to-use doll that can take care of many easier night battles. | |||||||||||||||||||||||||||||||||||||
1010 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1011 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1012 | 42 | 49 | 50 | 78 | 580 | ||||||||||||||||||||||||||||||||||
1013 | "Night Princess" | ||||||||||||||||||||||||||||||||||||||
1014 | Buffs SMG Rate of Fire 10% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1015 | Dat nightgown :pp90blush: | ||||||||||||||||||||||||||||||||||||||
1016 | - Zero | ||||||||||||||||||||||||||||||||||||||
1017 | Damage Focus N: During nighttime, increase damage by 180% (60% during day) for 6s. | ||||||||||||||||||||||||||||||||||||||
1018 | still more yandere than negev | ||||||||||||||||||||||||||||||||||||||
1019 | |||||||||||||||||||||||||||||||||||||||
1020 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1021 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1022 | Ribeyrolles (NO. 171) ★★★★ | Accessories | ○ Tiles buff other ARs ○ Powerful supportive skill | ○ Does not self-buff ○ Must be positioned next to others to buff ○ Gets power crept by later contents | "Did I win? No, a bit.. it's just a bit unexpected." | ||||||||||||||||||||||||||||||||||
1023 | Magazine | The Ribeyrolles 1918 Automatic Carbine was an attempt to manufacture an automatic rifle for the French military during the First World War. However, it's pretty easy to see that the rifle was produced in the closing year of the war with the Armistice of 11 November 1918. France was on the winning side of the war, but at a terrible cost. Ribey's appearance may be a reference to the pyrrhic victory France won, but appearances can be deceiving. The most notable thing of Ribeyrolles is her tiles: unlike most AR which buffs SMGs, she buffs other ARs, similar to M4A1. Her buff tiles give a nifty 20% FP to AR which makes her a pretty good support AR, though it is technically weaker than M4A1's tile buff. Her supportive skill “Crimson Echoes” differentiates Ribeyrolles from M4A1: Ribeyrolles will give any dolls (not just AR) who stand on her tiles an extra 25% FP, RoF and ACC, which is a triple buff that is far better than any standard buffing HG (eg. Grizzly’s 25% FP buff). While the uptime is poor, pairing Ribeyrolles with other short uptime bursty dolls like G11 can boost the team’s DPS significantly. Note that since Ribey cannot buff herself with her skill and her base RoF is poor to start with, her own DPS will always be subpar. On paper, Ribey’s utility should directly translate to her usage. In practice, this is not the case. The poor uptime and tile limitation makes Ribeyrolles subpar for bossing, and Ribey's high resupply cost dissuades minmaxing players from fielding her in farming content. Most ARs introduced later on in the game also simply don't need to rely on Ribey’s skill to dish out a lot of damage, meaning it is usually better simply to run 3 DPS AR in a team or an HG rather than adding a support AR like Ribeyrolles in there. While Ribeyrolles' skill gives great utility to her AR peers, her subpar DPS means that she will struggle to keep up with future content,until she recieves her Neural Upgrade. Optional. | Get well soon, Ribbey | ||||||||||||||||||||||||||||||||||||
1024 | T-Doll Equipment | *pats* | |||||||||||||||||||||||||||||||||||||
1025 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1026 | 64 | 44 | 40 | 63 | 550 | :ribdeadinside: | |||||||||||||||||||||||||||||||||
1027 | |||||||||||||||||||||||||||||||||||||||
1028 | Buffs AR Damage 20% | I hope she dies -Kira | |||||||||||||||||||||||||||||||||||||
1029 | |||||||||||||||||||||||||||||||||||||||
1030 | |||||||||||||||||||||||||||||||||||||||
1031 | Crimson Echoes: Increase damage, rate of fire, and accuracy of allies situated on her tiles when her skill activates by 25% for 5s. | ||||||||||||||||||||||||||||||||||||||
1032 | |||||||||||||||||||||||||||||||||||||||
1033 | |||||||||||||||||||||||||||||||||||||||
1034 | |||||||||||||||||||||||||||||||||||||||
1035 | |||||||||||||||||||||||||||||||||||||||
1036 | |||||||||||||||||||||||||||||||||||||||
1037 | |||||||||||||||||||||||||||||||||||||||
1038 | |||||||||||||||||||||||||||||||||||||||
1039 | |||||||||||||||||||||||||||||||||||||||
1040 | |||||||||||||||||||||||||||||||||||||||
1041 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1042 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1043 | Ak 5 (NO. 187) ★★★★ | Accessories | ○ High skill uptime | ○ Limited map drop doll (9-6 and 9-4E) | "Ehehe~ to reward myself, I wonder what I should buy." | "little sister of FNC and m45" | |||||||||||||||||||||||||||||||||
1044 | Magazine | Ak 5 was first introduced to EN by way of a limited doll for chapter 9. Ak 5 and FNC share similar base stats, the only notable difference is Ak 5 has 2 higher base RoF. Her one big difference is just her tile buff which in most cases actually docks some points for her. Her tiles are good for an offtank but for it to hit the offtank she'd have to occupy the position where you generally have a middle buffer AR or HG. This means that if she's on the tile 1 or 7 position, it means her tile buff does nothing while FNC's actually buffs evasion. Unless of course if you're running SR-3MP on 5 for some reasons. Ak 5's next issue is her RoF, by default her and FNC is the same frame (refer to the Concepts tab for this), if she gets buffed with RoF, 2 RoF generally isn't enough to push her to a lower frame rule than FNC which makes their DPS esentially pretty equal. In the cases where she does hit a lower frame rule then she is for sure better but for her investment (limited doll at chapter 9), It's doubtful you'd need to invest in one more AR that's only marginally better than FNC in damage. While AK 5 is most likely the "best" of the default limited doll drops, she's still not much of an upgrade from FNC, especially given that you most likely already have some good ARs by the time you attempt chapter 9. Her awkward tile buff and how far her acquirable chapter is, makes her a hard one to recommend. If you're truly in need of another FP AR then by all means, but she's an optional pick at best and generally not recommended for most at this point in the game. You're better off using FNC or G41 at this point in the game but she is usable. | she's so cute aaaaaahhh | ||||||||||||||||||||||||||||||||||||
1045 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1046 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1047 | 51 | 48 | 38 | 75 | 580 | ||||||||||||||||||||||||||||||||||
1048 | |||||||||||||||||||||||||||||||||||||||
1049 | Buffs SMG Damage 15% Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
1050 | |||||||||||||||||||||||||||||||||||||||
1051 | |||||||||||||||||||||||||||||||||||||||
1052 | Damage Focus: Increase damage by 65% for 5s. | ||||||||||||||||||||||||||||||||||||||
1053 | |||||||||||||||||||||||||||||||||||||||
1054 | |||||||||||||||||||||||||||||||||||||||
1055 | |||||||||||||||||||||||||||||||||||||||
1056 | Initial CD | 5s | is a shopaholic | ||||||||||||||||||||||||||||||||||||
1057 | Skill CD | 8s | also buys useless stuffs | ||||||||||||||||||||||||||||||||||||
1058 | CZ2000 (NO. 207) ★★★★ | Accessories | ○ Good initial CD and great uptime ○ Good performance in day | ○ Mediocre tile buff for offtanks ○ Loses the FP self-buff during night, limiting her usage to non-armors | |||||||||||||||||||||||||||||||||||
1059 | Magazine | CZ2000 was first introduced to the EN server by way of end of Singularity Chapter 1 reward (Re-Ignition 4). She has an interesting kit that's fairly versatile for both the day time and the night time. She features an awkard tile position in relation to her buff as RoF generally is useless for an offtank, you'll find better offtank buffers than her but the evasion is welcomed. As a point of comparison CZ2000 in terms of her day time stats and preformance is similar to that of G41. Her statline is similar to G41 trading base damage and accuracy for higher base RoF. CZ2000 skill is similar in uptime and usage as G41's as well, featuring a crit rate increase and damage instead of a higher standalone base damage increase, in practice due to her crit rate increase it closes the game and makes their in day within the margin of error of each other that I'd say It's generally a draw. At Night CZ2000 finds herself unusually in a worse position than her buff in the daytime. The RoF increase boosts her to 12 frames, which means she caps out her RoF making any RoF tile/skill buffs useless for her, her accuracy increase is a small effective damage increase but doesn't really add much to the table. Her night capabilities aren't so impressive when compared to other night queens, her performance at night while not mediocre is what you'd expect out of a normal 4★ AR, nothing more, nothing less. CZ2000 is a welcome gift that may be slightly overshadowed for the more veteran players but if you're new and looking for a 4★ doll that overall puts up a good show then I'm inclined to say she may be worth it. The fairly cheap cost for performance when compared to her 5★ opponents pushes her over the line to the recommended category, and congrats on clearing chapter 1 for those who got her through singularity! | |||||||||||||||||||||||||||||||||||||
1060 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1061 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1062 | 48 | 44 | 46 | 78 | 550 | ||||||||||||||||||||||||||||||||||
1063 | |||||||||||||||||||||||||||||||||||||||
1064 | Buffs SMG Rate of Fire 10% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1065 | |||||||||||||||||||||||||||||||||||||||
1066 | |||||||||||||||||||||||||||||||||||||||
1067 | Twilight Flame: Increase damage by 65% and critical rate by 25% in daytime or accuracy by 40% and rate of fire by 50% in nighttime for 10s. | ||||||||||||||||||||||||||||||||||||||
1068 | |||||||||||||||||||||||||||||||||||||||
1069 | |||||||||||||||||||||||||||||||||||||||
1070 | |||||||||||||||||||||||||||||||||||||||
1071 | |||||||||||||||||||||||||||||||||||||||
1072 | |||||||||||||||||||||||||||||||||||||||
1073 | |||||||||||||||||||||||||||||||||||||||
1074 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
1075 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1076 | XM8 (NO. 216) ★★★★ | Accessories | ○ High base RoF | ○ Competes with SOPMOD, another nader of same rarity who is free and better in many ways | "The enemy is losing!" | ||||||||||||||||||||||||||||||||||
1077 | Magazine | XM8 Is a mirror image of SOPMOD with largely worse stats and lack of a second scope slot. The base stats are nothing too impressive but not awful, it's 2 base FP less and 1 RoF higher than SOPMOD. There's not much to say here other than she's simply worse than SOPMOD as SOPMOD is able to equip a secondary accessory making her stats much better. Her tile buff is her only saving grace when compared to her counterpart but it has an awkward position where you'd be forced to have her sit on tile 1 to buff anyone and that's generally the main tank. Sitting her on tile 4 is an option but it's generally not practical as you're losing out on a middle buffer. It's not enough to warrant her use over other options as someone like 416 who has a much more favorable tile position and is relatively common. There's not much to really say other than XM8 is simply a worse SOPMOD. Given you get SOPMOD for free and that you won't see AP naders be used in high numbers, she's simply not recommended. You're best off though just getting SOPMOD or 416 given AP nades niche strength and both 416 and SOPMOD being the best in the given role. | Tuna | ||||||||||||||||||||||||||||||||||||
1078 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1079 | DMG | ACC | EVA | ROF | HP | the Kiana of Girls' Frontline | |||||||||||||||||||||||||||||||||
1080 | 48 | 46 | 42 | 79 | 540 | ||||||||||||||||||||||||||||||||||
1081 | |||||||||||||||||||||||||||||||||||||||
1082 | Buffs SMG Damage 20% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1083 | |||||||||||||||||||||||||||||||||||||||
1084 | |||||||||||||||||||||||||||||||||||||||
1085 | Anti-Personnel Grenade: Launch a grenade that deals 12x damage to enemies in a radius of 1.5 yards. | ||||||||||||||||||||||||||||||||||||||
1086 | but is she also 50 iq? | ||||||||||||||||||||||||||||||||||||||
1087 | :thonk: | ||||||||||||||||||||||||||||||||||||||
1088 | |||||||||||||||||||||||||||||||||||||||
1089 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1090 | Skill CD | 16s | snarky shark | ||||||||||||||||||||||||||||||||||||
1091 | A-91 (NO. 227) ★★★★ | Accessories | ○ Excellent tile coverage ○ Strong grenade multiplier at night, comparable to 416 | ○ Weaker nade than her competitors during the day ○ Especially long CD for a self-buffer if used at night | |||||||||||||||||||||||||||||||||||
1092 | Magazine | A-91. Unlike another AR (named 9A-91), this doll isn't very good at what her skill makes her to be. While having respectable base stats and tiles, her skill is what really fails her. As a 4★ grenadier AR, she has to compete against the likes of other common alternatives in this niche, like the ubiquitous presence of SOPMOD, and the almost tear-inducing despair when you get XM8. Due to Anti-Personnel Grenade N's penalty on the grenade's damage itself, SOPMOD and XM8 both have A-91 beat on grenade damage during the day. A-91 comes with worse RoF than either and cannot compare with M4 SOPMOD II's ability to wield two scopes. However, A-91 has better per shot damage than XM8, especially if her self-buff is activated. Speaking of A-91's self-buff, keep in mind this skill's very long initial CD. At a full 8s before she does anything useful, she is usurped by virtually every self-buffer (including her night battle specialist alternatives). It does apply as soon as the skill is activated, giving her grenade an effective 50% damage boost and reaching a 15x effective multiplier, on par with 416's, with an extra self-buff to damage afterwards. So while outdone by same rarity alternatives at day and not viable to field as a night-based self-buffer, she is a good option as a nader at night. I'll drink to that. A-91 is not recommended at day. M4 SOPMOD II is a proper grenadier to take out swarms with her stronger grenade and two scopes. But if you find yourself needing more AP nader options at night, A-91 is niche/optional for night. | |||||||||||||||||||||||||||||||||||||
1093 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1094 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1095 | 52 | 50 | 37 | 75 | 565 | ||||||||||||||||||||||||||||||||||
1096 | |||||||||||||||||||||||||||||||||||||||
1097 | Buffs SMG Damage 10% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1098 | |||||||||||||||||||||||||||||||||||||||
1099 | |||||||||||||||||||||||||||||||||||||||
1100 | Anti-Personnel Grenade N: Launch a grenade that deals 10x damage to enemies within a radius of 1.5 yards. Gain an additional 50% damage and accuracy during nighttime for 10s. | ||||||||||||||||||||||||||||||||||||||
1101 | |||||||||||||||||||||||||||||||||||||||
1102 | |||||||||||||||||||||||||||||||||||||||
1103 | |||||||||||||||||||||||||||||||||||||||
1104 | |||||||||||||||||||||||||||||||||||||||
1105 | |||||||||||||||||||||||||||||||||||||||
1106 | |||||||||||||||||||||||||||||||||||||||
1107 | |||||||||||||||||||||||||||||||||||||||
1108 | Initial CD: 15s Skill CD: 16s | Initial CD | 8s | ||||||||||||||||||||||||||||||||||||
1109 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1110 | SAR-21 (NO. 237) ★★★★ | Accessories | ○ Good tile buffs and coverage ○ Unmatched RoF when skill is active ○ Good initial CD | ○ Lack of focus fire, leaving enemies alive longer than they should ○ Does not benefit from RoF tile buffs during skill (RoF remains locked at 150 while active) ○ Low base FP | "This is a victory for science and logic again." | "YOU DIE, I DIE | |||||||||||||||||||||||||||||||||
1111 | Magazine | In Singapore's National Service, your warrant officer and/or officers will tell you this: "SAR-21 from today on will be your waifu. You must protect her, you must cherish her as if she is a real waifu." SAR-21 in GFL is AUG-lite. She uses the same skill as AUG, but has lower FP and does not have the all-class tiles, though SAR-21's tile buffs and coverage are plenty good as is. As an AUG-lite, SAR-21 also faces the same pros and cons as AUG. Having 150 RoF like a MG with skill on is great and all, but at the cost of attacking by "spraying" means every bullet hits a different target at random, leaving enemies injured rather than killing them off. This in turn gives your tanks more pressure as your other ARs in the team have their work cut out for them trying to finish off frontline enemies. This is compounded with the low base FP SAR-21 has. With a lower uptime for her skill, it will take longer for her allies to finish the fight. SAR-21 having that low base FP also limits her to which enemies she can take on. Armored enemies will laugh at SAR-21's rubber bullets, high HP and priority targets such as Jaegers nae nae'ing SAR-21 while they deal massive damage to your team while SAR-21 struggles to kill them quickly. This warrants the question - if you have AUG, why use SAR-21 at all? If you don't have AUG, can you find a situation to use SAR-21? That said, unfortunately SAR-21 is not recommended. If my warrant officers back in service see this review about her, I'm going to be in trouble... "INSULTING THE NATIONAL RIFLE, YOU GOOD, KNOCK IT DOWN NOW" | EVERYBODY DIE | ||||||||||||||||||||||||||||||||||||
1112 | T-Doll Equipment | UNDERSTAND???" | |||||||||||||||||||||||||||||||||||||
1113 | DMG | ACC | EVA | ROF | HP | "FIRERS 100M, MAGAZINE | |||||||||||||||||||||||||||||||||
1114 | 44 | 46 | 38 | 80 | 580 | OF 5 ROUNDS, | |||||||||||||||||||||||||||||||||
1115 | WATCH YOUR FRONT" | ||||||||||||||||||||||||||||||||||||||
1116 | Buffs SMG Damage 20% Accuracy 55% | ||||||||||||||||||||||||||||||||||||||
1117 | |||||||||||||||||||||||||||||||||||||||
1118 | |||||||||||||||||||||||||||||||||||||||
1119 | Great Meteor Storm: Sacrifice 0% accuracy to spray at 150 rate of fire for 6s. | ||||||||||||||||||||||||||||||||||||||
1120 | |||||||||||||||||||||||||||||||||||||||
1121 | |||||||||||||||||||||||||||||||||||||||
1122 | |||||||||||||||||||||||||||||||||||||||
1123 | |||||||||||||||||||||||||||||||||||||||
1124 | "OWN TIME OWN TARGET | ||||||||||||||||||||||||||||||||||||||
1125 | CARRY ON" | ||||||||||||||||||||||||||||||||||||||
1126 | Initial CD | 4s | "OI RECRUIT, WHERE'S | ||||||||||||||||||||||||||||||||||||
1127 | Skill CD | 16s | YOUR HELMET???" | ||||||||||||||||||||||||||||||||||||
1128 | EM-2 (NO. 262) ★★★★ | Accessories | ○ High burst damage in short (6-8 second) fights ○ Charged shots can crit and are sure-hit ○ High base FP suitable for charged shot skill | ○ Low base ROF ○ Long CD ○ Mediocre damage before 6 seconds and in longer fights ○ Random targeting can be problematic | "Looks like my calculations were spot-on." | ||||||||||||||||||||||||||||||||||
1129 | Magazine | As an AR with a charged shot-type skill, EM-2 is an extreme example of a burst AR. Her very high FP but low RoF complements this role. Cookie Blam Shot allows EM-2 to quickly fire 3 randomly aimed charged shots that deal 3.5x damage, are sure-hit, and can crit. In short fights, this gives her burst damage second only to the likes of G11 and is very good against high evasion targets, though her damage drops off sharply afterwards due to the long CD on her skill. The random aiming of EM-2's skill can also be a significant downside, making it unreliable if you need EM-2 to focus a specific enemy while there are still other opponents around. Additionally, against lower HP targets it will almost certainly suffer from significant overkill. EM-2 is niche and optional. With her charged shot skill, she can keep up with high performance ARs like G11 and AR-15 MOD under the right circumstances, but she lacks endurance in longer engagements and her random targeting makes her unreliable when you need her to snipe multiple specific targets. | |||||||||||||||||||||||||||||||||||||
1130 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1131 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1132 | 57 | 48 | 48 | 61 | 595 | ||||||||||||||||||||||||||||||||||
1133 | |||||||||||||||||||||||||||||||||||||||
1134 | Buffs SMG Damage 20% Accuracy 55% | ||||||||||||||||||||||||||||||||||||||
1135 | |||||||||||||||||||||||||||||||||||||||
1136 | |||||||||||||||||||||||||||||||||||||||
1137 | Cookie Blam Shot: Shoot 3 quick shots to deal 3.5x damage to a random enemy (perfect accuracy, affected by armor, able to crit). | ||||||||||||||||||||||||||||||||||||||
1138 | |||||||||||||||||||||||||||||||||||||||
1139 | |||||||||||||||||||||||||||||||||||||||
1140 | |||||||||||||||||||||||||||||||||||||||
1141 | |||||||||||||||||||||||||||||||||||||||
1142 | |||||||||||||||||||||||||||||||||||||||
1143 | |||||||||||||||||||||||||||||||||||||||
1144 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1145 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1146 | CR-21 (NO. 288) ★★★★ | Accessories | ○ High base RoF ○ High skill uptime ○ Unique skill that changes her targeting to highest damage enemies | ○ Highest damage enemies targeting does not always equal backline targeting ○ Weaker skill multiplier than usual | |||||||||||||||||||||||||||||||||||
1147 | Magazine | CR-21 is an AR whose standout purpose is similar to RFB, in which she forcefully changes her normal targeting to another. The thing giving her this ability is her skill, "Muscle Pump", that improves her damage and prioritizes enemies with the highest firepower. The skill is virtually identical to FNC's skill otherwise, sharing the same bonus and cooldowns. The usefulness of this trait is not to be underestimated; enemy compositions mainly put their highly damaging units in their backline (similar to player-made echelons) and so whats better than just being able to bypass their tanky guard and hitting them directly? This plays a vital role in minimizing damage taken if you aren't able to burn through escorts fast enough. This means that CR-21 should be picked if one is expecting to face enemies with high priority backlines (e.g. Jaegers/SWAP variants etc). However, the main concern of CR-21 is whether consideration should be made over whether the player would rather trust in the reliability of RFB's targeting (indiscriminate backline with no conditions) or utilize CR-21's targeting (conditional targeting which is more specific enemy hate than actual backline since her skill does not specify backline). Her base stats are exceptional for her rarity. Decent accuracy, high ROF, and a competitive tile bonus to higher rarity ARs. CR-21 is optional to raise. There are better, more reliable options than CR-21 but it is not a loss if you do raise her as she is durable enough to output satisfactory damage. | |||||||||||||||||||||||||||||||||||||
1148 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1149 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1150 | 48 | 52 | 43 | 81 | 550 | ||||||||||||||||||||||||||||||||||
1151 | |||||||||||||||||||||||||||||||||||||||
1152 | Buffs SMG Accuracy 50% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
1153 | |||||||||||||||||||||||||||||||||||||||
1154 | |||||||||||||||||||||||||||||||||||||||
1155 | Muscle Pump: Raise self damage by 60% and change target priority to enemies with the highest damage, lasting for 5s. | ||||||||||||||||||||||||||||||||||||||
1156 | |||||||||||||||||||||||||||||||||||||||
1157 | |||||||||||||||||||||||||||||||||||||||
1158 | |||||||||||||||||||||||||||||||||||||||
1159 | |||||||||||||||||||||||||||||||||||||||
1160 | |||||||||||||||||||||||||||||||||||||||
1161 | |||||||||||||||||||||||||||||||||||||||
1162 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1163 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1164 | M82 (NO. 297) ★★★★ | Accessories | ○ Skill provides both an FP and RoF multiplier | ○ Low uptime | |||||||||||||||||||||||||||||||||||
1165 | Magazine | Valmet M82 (not to be confused with the RF M82A1) is a 4* AR from Polarized Light that unfortunately fails to bring anything new to the table. She is essentially a clone of TAR-21 gameplay wise, with the exact same skill and only a slight difference in stats that is not enough to distinguish her. TAR-21 herself has mostly relegated to second-line content even before Polarized Light (even with the introduction of a SPEQ in Chapter 10N). With M82 failing to differentiate herself from TAR in any meaningful way, she is Not Recommended, as a clone of an old AR that has since been overtaken by many newer ARs. | |||||||||||||||||||||||||||||||||||||
1166 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1167 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1168 | 51 | 45 | 46 | 75 | 565 | ||||||||||||||||||||||||||||||||||
1169 | |||||||||||||||||||||||||||||||||||||||
1170 | Buffs SMG Accuracy 50% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
1171 | |||||||||||||||||||||||||||||||||||||||
1172 | |||||||||||||||||||||||||||||||||||||||
1173 | Charge Focus: Increase damage by 75% and rate of fire by 25% for 5s. | ||||||||||||||||||||||||||||||||||||||
1174 | |||||||||||||||||||||||||||||||||||||||
1175 | |||||||||||||||||||||||||||||||||||||||
1176 | |||||||||||||||||||||||||||||||||||||||
1177 | |||||||||||||||||||||||||||||||||||||||
1178 | |||||||||||||||||||||||||||||||||||||||
1179 | |||||||||||||||||||||||||||||||||||||||
1180 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1181 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1182 | FX-05 (NO. 330) ★★★★ | Accessories | ○ Very low initial CD with incredible skill uptime
○ Let me copy Type 95's Pro/Cons list | ○ Low base RoF
○ Poor tile placement ○ Weaker multiplier compared to other self-buffers | |||||||||||||||||||||||||||||||||||
1183 | Magazine | FX-05 is one of the simplest ARs added in recent times. She is a high uptime RoF self-buffer reminiscent of Type 95, with an added bonus of extra RoF for all FP buffs received during her skill. The main portion of her skill is practically identical to Type 95, with the only difference being 40% FP instead of 50% FP. As they are otherwise identical, they share many of the same pros and cons: decent early damage with high uptime at the cost of a low multiplier, resulting in an AR that doesn't excel compared to any other AR. Her RoF buff provides a little extra DPS, with the potential to push her up a RoF frame, but it is not important enough to build around. Furthermore, the buffs need to be applied after the skill, resulting in no RoF buff if the buffs were activated prior to FX-05's skill. In summary, FX-05 is just a 4* version of Type 95. They share the same strengths and weaknesses, but FX-05's lower base stats on top of lower multiplier means she is Not Recommended for the niche that Type 95 barely holds herself. | |||||||||||||||||||||||||||||||||||||
1184 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1185 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1186 | 54 | 55 | 47 | 69 | 550 | ||||||||||||||||||||||||||||||||||
1187 | |||||||||||||||||||||||||||||||||||||||
1188 | Buffs SMG FP 30% ROF 10% | ||||||||||||||||||||||||||||||||||||||
1189 | |||||||||||||||||||||||||||||||||||||||
1190 | |||||||||||||||||||||||||||||||||||||||
1191 | Snake-Nest Hunting: Increases own damage by 40% for 15 seconds. While skill is active, for every layer of damage buffs obtained, increases own rate of fire by 5% until the skill ends (stacks up to 8 layers). | ||||||||||||||||||||||||||||||||||||||
1192 | |||||||||||||||||||||||||||||||||||||||
1193 | |||||||||||||||||||||||||||||||||||||||
1194 | |||||||||||||||||||||||||||||||||||||||
1195 | |||||||||||||||||||||||||||||||||||||||
1196 | |||||||||||||||||||||||||||||||||||||||
1197 | |||||||||||||||||||||||||||||||||||||||
1198 | Initial CD | 2s | |||||||||||||||||||||||||||||||||||||
1199 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1200 | Fedorov (NO. 335) ★★★★ | Accessories | ○ Consistent damage in bossing scenarios (40s+) | ○ Poor damage until that 40s threshold | |||||||||||||||||||||||||||||||||||
1201 | Magazine | Fedorov is a doll who simply doesn't believe in downtime. With every skill activation, she progressively gets more powerful. While this may sound potent, the increments at which she increases is measly, and many fights may not see a distinguishable difference in performance between the start and end of the battle. Every 5 seconds she increases her FP by 10%, stacking at 6 total, or 60%. The 3rd activation onwards provides a 15% RoF buff alongside each FP buff for a total of 60%, and the 5th and 6th provides an additional 30% Acc buff with the FP; again stacking to 60%. Passively, she reduces the current cooldown by 20% if given any buff during her cooldown; a second or less reduced in practice. Assuming absolute perfect cooldown reduction, 24 seconds would be required for her to reach max potential. In that timespan, a standard buffer such as G36 would've had a 70% buff for 16 seconds, or a net 47% FP increase over no skill activations. Fedorov's stacking buffs would only lead to a net 12.5% FP buff; 3.76 times lower than G36. An additional 41 seconds is required for her to outperform G36 in buff numbers, not considering their stats. With a chip, Fedorov's RoF stat sits at 84, requiring 38% RoF buffs to reach max potential RoF stat. As she buffs her own RoF, it is not recommended to bring any sort of dedicated buffer, relying primarily on spare tilebuffs to compensate for the 8% remaining after the 3rd and 4th skill activation give 30%. While this may not immediately seem problematic, having to wait 4 skill activations in order to reach max RoF impacts DPS if you consider that most relevant ARs cap their RoF with merely a chip and a slight tilebuff as soon as a battle starts. Using G36 again as an example, her chipped RoF requires ~20% RoF to max; easily achievable if you decide to use an offtank such as Vector, or by using Skorpion and RO635 in conjunction. Don't be starstruck by the illusion of permanent buffs. Fedorov's ability does not make a meaningful impact on her DPS in a standard battle's timeframe, and is therefore Not Recommended for usage. | |||||||||||||||||||||||||||||||||||||
1202 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1203 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1204 | 58 | 58 | 47 | 59 | 550 | ||||||||||||||||||||||||||||||||||
1205 | |||||||||||||||||||||||||||||||||||||||
1206 | Buffs SMG and HG Accuracy 40% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1207 | |||||||||||||||||||||||||||||||||||||||
1208 | |||||||||||||||||||||||||||||||||||||||
1209 | Matryoshka Tactics: Passive: When affected by a damage/rate of fire/evasion/accuracy/critical chance buff (also includes buffs from a Fairy's talents), reduce remaining cooldown time by 20%. This effect can trigger a maximum of 1 times per skill cooldown period. Active: Permanently increase self damage by 10%. The third time this skill is used, increase attack speed by 15%. The fifth time this skill is used, increase accuracy by 30%. This skill can be used a maximum of 6 times. | ||||||||||||||||||||||||||||||||||||||
1210 | |||||||||||||||||||||||||||||||||||||||
1211 | |||||||||||||||||||||||||||||||||||||||
1212 | |||||||||||||||||||||||||||||||||||||||
1213 | |||||||||||||||||||||||||||||||||||||||
1214 | |||||||||||||||||||||||||||||||||||||||
1215 | |||||||||||||||||||||||||||||||||||||||
1216 | |||||||||||||||||||||||||||||||||||||||
1217 | |||||||||||||||||||||||||||||||||||||||
1218 | |||||||||||||||||||||||||||||||||||||||
1219 | |||||||||||||||||||||||||||||||||||||||
1220 | |||||||||||||||||||||||||||||||||||||||
1221 | Initial CD | 0s | |||||||||||||||||||||||||||||||||||||
1222 | Skill CD | 5s | |||||||||||||||||||||||||||||||||||||
1223 | APC556 (NO. 343) ★★★★ | Accessories | ○ Potentially potent FP buff | ○ Additive, no longer Multiplicative buff ○ Unhelpful tiles for role | |||||||||||||||||||||||||||||||||||
1224 | Magazine | A doll whose short-lived former glory can only be reminisced about on EN, APC556 is a doll who no longer has the terrifying potential she once had. Only a tad complex, APC reflects half of the multiplicative FP buffs she recieves to the leader. This means she finds the difference between her base FP and her current FP, halves it, and then adds it to the leaders FP after all following buffs. Formerly, this buff was multiplicative (+x%), but was quickly nerfed on foreign far before we obtained her. This leaves her in a position where she no longer has a position on teams, as her measly flat FP buffs do not compare to a potential HG buff. As an example, an equipped M4A1 MOD at 120 has 90 FP. Using P22 as a medium, and comparing APC to Grizzly, we can estimate that M4's potential FP is ~140 with two HGs. Using APC, an additive 21 is provided after P22's buff, resulting in ~133 FP. This is without factoring in HG tiles, which would skew the result even further in the HGs favour as APC is a support AR without the tiles to support any ARs. Passively, she increases her own FP by 40% if there are 3 or more ARs in the echelon. This promotes using Ribeyrolles alongside her and the leader AR, as Ribey is both the tertiary AR as well as a buffer for the leader and APC. This buff is considered in the skill calculations, so the potential buff will be higher with a triple AR backline. With a neutered potential, APC556 does not have the staying power to be used over a standard HG + 2AR backline. APC is Not Recommended to those attempting to make an ARSMG in the current meta as the few worthwhile ARs do not benefit from her buffs. | |||||||||||||||||||||||||||||||||||||
1225 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1226 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1227 | 49 | 48 | 45 | 77 | 565 | ||||||||||||||||||||||||||||||||||
1228 | |||||||||||||||||||||||||||||||||||||||
1229 | Buffs SMG Damage 10% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1230 | |||||||||||||||||||||||||||||||||||||||
1231 | |||||||||||||||||||||||||||||||||||||||
1232 | Dance With Me: When 3 or more ARs are in the echelon, increase self-damage by 40%. When the self-damage buff is in effect, increase the damage of the echelon leader by 50% of the current multiplicative damage buff on herself, lasting 4 seconds. This damage buff does not trigger other skills' effects. | ||||||||||||||||||||||||||||||||||||||
1233 | |||||||||||||||||||||||||||||||||||||||
1234 | |||||||||||||||||||||||||||||||||||||||
1235 | |||||||||||||||||||||||||||||||||||||||
1236 | |||||||||||||||||||||||||||||||||||||||
1237 | |||||||||||||||||||||||||||||||||||||||
1238 | |||||||||||||||||||||||||||||||||||||||
1239 | |||||||||||||||||||||||||||||||||||||||
1240 | Passive | ||||||||||||||||||||||||||||||||||||||
1241 | |||||||||||||||||||||||||||||||||||||||
1242 | FARA 83 (NO. 344) ★★★★ | Accessories | ○ Good tilebuff coverage ○ Crazy stat-saving shenanigans | ○ Doesn't record extra skill effects ○ Skill takes way too long | |||||||||||||||||||||||||||||||||||
1243 | Magazine | Fara 83 is an extremely atypical support AR. Her passive is a small critical crit rate buff to nearby allies if 3 ARs or more are on the team, but her tilebuffs do not support her fellow ARs, and the passive does not affect herself. So FARA 83 essentially has no self-buff. The active skill sets the stats of the ally at the top of the leaderboard to 110% of their old stats (Firepower/Accuracy/Rate of Fire/Evasion/Armor/Crit Rate/Crit Damage/Movespeed) when initially she used her skill, lasting for 6 seconds. This snapshot starts at the 8 second mark and takes another 6 seconds to kick in. A total 14 seconds of wait time. The enemy will be dead of old age by the time she starts. Her existence is pointless in most fights. The original purpose of FARA's active skill seems to be extending the uptime of skill buffs on one of her allies. She records their stats when they use their skills before the 8 second mark, then returns them at the 14 second mark once their skill duration ends. Due to the fact that FARA 83 contributes very little DPS in this time as well as her only returning the stats to one ally, the use cases are very limited. There do exist T-Dolls whose DPS/performance is so high that it can be justified building a team around giving them a second try. But a majority of them, such as Carcano M91/38, G11 Mod, M4A1 Mod, etc. have extra effects to their skills not necissarily reflected in just their stats, like skillshots, multi-hit, AoE, etc. FARA 83 cannot record these effects, and so the synergy suffers. Of course, there still are extremely complex skill interactions that one can use to try to make the most out of FARA 83, but the people smart enough to figure them out are also smart enough to realize winning the fight earlier by using someone better than FARA 83 is easier. Her passive's buff is not impactful enough to really justify running for it alone either. For those who should not bother using a needlessly complex unit, FARA 83 is not recommended. | |||||||||||||||||||||||||||||||||||||
1244 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1245 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1246 | 47 | 55 | 44 | 77 | 550 | ||||||||||||||||||||||||||||||||||
1247 | |||||||||||||||||||||||||||||||||||||||
1248 | Buffs SMG Damage 10% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1249 | |||||||||||||||||||||||||||||||||||||||
1250 | |||||||||||||||||||||||||||||||||||||||
1251 | Turn Back Time: [Passive]: When 3 or more ARs are in the echelon, increase critical rate of allies within a radius of 1 by 25%. [Active]: Record the stats of the ally with the highest current DPS and apply 110% of the recorded stats to the same unit after 6 seconds, lasting 6 seconds. While the stat transfer is in effect, the targets' stats will be continuously reset to the recorded values. The stat transfer does not trigger other skills effects. | ||||||||||||||||||||||||||||||||||||||
1252 | |||||||||||||||||||||||||||||||||||||||
1253 | |||||||||||||||||||||||||||||||||||||||
1254 | |||||||||||||||||||||||||||||||||||||||
1255 | |||||||||||||||||||||||||||||||||||||||
1256 | |||||||||||||||||||||||||||||||||||||||
1257 | |||||||||||||||||||||||||||||||||||||||
1258 | |||||||||||||||||||||||||||||||||||||||
1259 | |||||||||||||||||||||||||||||||||||||||
1260 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1261 | Skill CD | 15s | |||||||||||||||||||||||||||||||||||||
1262 | AK-74M (NO. 349) ★★★★ | Accessories | ○ Strong tiles (Similar to M4A1's) ○ Provides strong buffs to those affected by her skill | ○ Made me write a goddamn essay ○ Mediocre self damage ○ does not allow versatile team formations | |||||||||||||||||||||||||||||||||||
1263 | Magazine | AK-74M is a doll that was formerly a fan's OC, later being added as a real doll after years of hard work. Her skill is just as interesting as her backstory, acting as a secondary skill that SPEQs provide to certain dolls who use Kalashnikov platform weapons. Her stat spread isn't anything special, but her tiles are relatively strong, leading her to be an alternative position 4 doll that HGs often sit in. Each doll affected by her skill is dependent on her skill level, with the SL breakpoints being 1/4/6/8/10. Her skill level does not change the values of any buff provided, so it should only be raised to the level of the doll you plan to use her with. [SL 1] - This provides a passive buff to herself, giving a 5% FP and RoF per AK doll in the team. It is also the SL for AK-47's skill change; swapping AK-47's Accuracy and FP buffs from her skill. This causes her skill to be a 100% FP increase and a 35% Accuracy increase. These stats drastically improve AK-47's DPS, raising her from a formerly awful doll to a... not horrible doll. The real value comes from her finally being able to use her ranking SPEQ, a VFL with 44% crit damage best case scenario (the SPEQs crit damage was dependent on your ranking percentage). This, comboed with AK-47's affinity for using a Chip with low base RoF, allows her to hit very respectable DPS totals. [SL 4] - AK-74u's skill change causes her "Purge Reaction" to become a passive, with every shot applying the enemy FP/Acc debuffs. This certainly increases her utility, but her single target skill still suffers from the same issues faced in her base skill, being that against large groups of enemies it cannot effectively apply debuffs to a specific target; as SMGs have random targeting. Kiting to retarget can apply the debuff to multiple enemies, but without a targeting rule she cannot be used to consistently debuff any specific enemy. [SL 6] - AK-12 gets an additional 35% critical damage slapped onto her skill. While this does help to combat the Chip debuff of -50% critical damage, she still suffers from RoF issues, resulting in a mediocre DPS increase over AK-12 + Chip without 74M. There is unique interaction in the far future using AN-94's MOD skill to further support AK-12, but it is more relevant to be explained in her MOD analysis. [SL 8] - Giving AK-15 guaranteed "Rage" for every shot after the initial attack to proc the skill makes every shot a passive multishot, as well as reducing the RNG associated with her passive. While it cannot be directly considered a 40% FP buff, it can be viewed as a ~40% DPS increase, shredding soft targets with ease. Guaranteed "Rage" also has notable interactions with her MOD skill, causing every skill shot from her secondary skill to have double damage; dealing x50 instead of x25. [SL 10] - AK-Alfa's shots become surehit when attacking targets directly in front of her. The skill interaction ties into her passive and active, giving increased FP when attacking enemies in front of her, as well as forced targeting to these units during her skill. This allows her to be very effective against high-evasion targets, as well as the rare ability to use a VFL at night on an AR. The downside to this is that the enemy must both be in front of her to take full advantage of this buff, as well as the issue that Alfa and 74M fight for the same position 4 slot that causes Alfa to maximise potential positional enemies getting attacked by her "Blazar" skill. Swapping positions at the start of the battle can ease these issues, but it causes the first few seconds of potential DPS to be neutered due to both Alfa and 74M being unable to shoot while moving. AK-74M certainly has one of the most unique skills to ever be given to a doll, but it is sadly her main flaw. By limiting her skill to certain dolls, it limits teambuilding possibilities. on top of this, she takes the contested position 4 slot; a position often only recommended to be held in a triple AR backline if those ARs are either M4A1 (giving her own significant DPS on top of strong tiles), or Ribeyrolles (who provides the potential DPS increase of 3 HG skills). In almost all circumstances, it is Not Recommended to use AK-74M over a standard FP buffer, regardless of if the other DPS benefit from her passive or not. She may see Niche uses in the future, with AK-47 and AK-12 potentially receiving mods that may synergise with AK-74M, or AK-15 MOD absolutely requiring an x50 skillshot, but as it stands she does not provide enough beneift to recommend. | |||||||||||||||||||||||||||||||||||||
1264 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1265 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1266 | 51 | 57 | 45 | 73 | 550 | ||||||||||||||||||||||||||||||||||
1267 | |||||||||||||||||||||||||||||||||||||||
1268 | Buffs AR and SMG FP 20% Crit Rate 20% | ||||||||||||||||||||||||||||||||||||||
1269 | |||||||||||||||||||||||||||||||||||||||
1270 | |||||||||||||||||||||||||||||||||||||||
1271 | Katyusha: T-Dolls in the echelon carrying an [AK] are enhanced; [AK74M]: With every [AK] T-Doll in the echelon, increase self damage and rate of fire by 5% (additively). [AK-47]: "Strike Focus" damage and accuracy buffs are swapped. [AK-74U]: "Purge Reaction" is buffed to a passive. [AK-12]: "Eye of the White Mastiff" grants an additional 35% critical hit damage while it is active. [AK-15]: Attacks will always trigger her "Anger" effect. [AK-Alfa]: Has perfect accuracy when targeting enemy units in front of her. | ||||||||||||||||||||||||||||||||||||||
1272 | |||||||||||||||||||||||||||||||||||||||
1273 | |||||||||||||||||||||||||||||||||||||||
1274 | |||||||||||||||||||||||||||||||||||||||
1275 | |||||||||||||||||||||||||||||||||||||||
1276 | |||||||||||||||||||||||||||||||||||||||
1277 | |||||||||||||||||||||||||||||||||||||||
1278 | |||||||||||||||||||||||||||||||||||||||
1279 | |||||||||||||||||||||||||||||||||||||||
1280 | |||||||||||||||||||||||||||||||||||||||
1281 | |||||||||||||||||||||||||||||||||||||||
1282 | |||||||||||||||||||||||||||||||||||||||
1283 | |||||||||||||||||||||||||||||||||||||||
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1285 | |||||||||||||||||||||||||||||||||||||||
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1288 | |||||||||||||||||||||||||||||||||||||||
1289 | |||||||||||||||||||||||||||||||||||||||
1290 | |||||||||||||||||||||||||||||||||||||||
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1293 | |||||||||||||||||||||||||||||||||||||||
1294 | |||||||||||||||||||||||||||||||||||||||
1295 | |||||||||||||||||||||||||||||||||||||||
1296 | |||||||||||||||||||||||||||||||||||||||
1297 | Passive | ||||||||||||||||||||||||||||||||||||||
1298 | |||||||||||||||||||||||||||||||||||||||
1299 | CMR-30 (NO. 373) ★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
1300 | Magazine | You wouldn't believe how funny this skill ends up being in practice. CMR-30 is a non-traditional grenadier-type AR, with each link launching a 3x linksplash line. If she ends up being the highest DPS following this skill, all enemies hit will lose 10% of their max HP. % HP damage is already sought after enough, being present in some of the most acclaimed dolls in the game; Suomi MOD and MPK being some of the best dolls for massive amounts of damage across a massive enemy group. But Suomi MOD has capped damage and current HP% checking, and MPK requires getting uncomfortably close to the enemy to hit a significant number of enemies. CMR-30 simply removes 10% HP from any enemy so long as she hits them initially and isn't getting out DPS'd 6 seconds into the battle. An uncapped, max HP % damage. As an example, Narcissus in FP Campaign has 3 Million HP. CMR-30 hits her for 300,000 damage in one grenade, ignoring the actual grenade damage. Units that can deal that much damage in either a single shot or across an entire skill activation are few and far between. The reason you don't see her used, however, is due to a dreadfully long downtime. A 16s cooldown immediately kills her utility, as in that timeframe the common heavy hitters have already hit for far more than 20% by the time she gets her second grenade to proc, and balancing her DPS to top the charts by then is a long shot to say the least. CMR-30 is a doll I would love to see succeed. However, she is far too Niche to truly suggest, and is Not Recommended for general usage. | |||||||||||||||||||||||||||||||||||||
1301 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1302 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1303 | |||||||||||||||||||||||||||||||||||||||
1304 | |||||||||||||||||||||||||||||||||||||||
1305 | Buffs SMG CDR 15% | ||||||||||||||||||||||||||||||||||||||
1306 | |||||||||||||||||||||||||||||||||||||||
1307 | |||||||||||||||||||||||||||||||||||||||
1308 | |||||||||||||||||||||||||||||||||||||||
1309 | |||||||||||||||||||||||||||||||||||||||
1310 | |||||||||||||||||||||||||||||||||||||||
1311 | |||||||||||||||||||||||||||||||||||||||
1312 | |||||||||||||||||||||||||||||||||||||||
1313 | |||||||||||||||||||||||||||||||||||||||
1314 | |||||||||||||||||||||||||||||||||||||||
1315 | |||||||||||||||||||||||||||||||||||||||
1316 | |||||||||||||||||||||||||||||||||||||||
1317 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1318 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1319 | MSBS (NO. 382) ★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
1320 | Magazine | Someone was in their element when designing this skill. MSBS subjects herself to debuffs in order to debuff the enemy. Enemies with debuffs proceed to take additional additive damage for each debuff they have. What this amounts to is that debuffing the enemy enough results in them taking up to 200 extra damage from any source in the game. If you've heard people gush about SCAR-L at any time, you may have heard about her additive damage being a significant reason to her power. Additive damage is unaffected by debuffs, resulting in consistent damage regardless of what you may be afflicted with. Furthermore, this additive damage is the final calculation stat; ignoring armor and damage reduction. 200 additive damage from any source means high RoF and/or multishot damage can absolutely shred through enemies. Furthermore, this is a buff that affects all allies, allowing your often low-DPS HGs or SMGs to dish out reasonable damage just for being present within the echelon. Another consideration is that it affects external DPS sources. Fairies, HOCs and SF support skills will all benefit from the additive damage. MSBS can be used as a DPS solution if the problem you are facing requires debuffing; FP down to get within an armor threshold or the simple use of powerful debuffers such as ZiP .22, Welrod MOD, and Suomi MOD can then be converted into a global FP buff more potent than many standard FP buffers such as Grizzly or SAA. As an example, WA2000 hits for about ~257 damage per link. With MSBS support, she is effectively a 78% FP buff. While this isn't exactly echelon building advice, it certainly brings perspective to how powerful additive FP can be. MSBS is a extraordinary unit and is plenty of fun to play around with. She is Highly Recommended to players who have powerful debuffers already raised. | |||||||||||||||||||||||||||||||||||||
1321 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1322 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1323 | |||||||||||||||||||||||||||||||||||||||
1324 | |||||||||||||||||||||||||||||||||||||||
1325 | Buffs AR and SMG Rate of Fire 10% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1326 | |||||||||||||||||||||||||||||||||||||||
1327 | |||||||||||||||||||||||||||||||||||||||
1328 | |||||||||||||||||||||||||||||||||||||||
1329 | |||||||||||||||||||||||||||||||||||||||
1330 | |||||||||||||||||||||||||||||||||||||||
1331 | |||||||||||||||||||||||||||||||||||||||
1332 | |||||||||||||||||||||||||||||||||||||||
1333 | |||||||||||||||||||||||||||||||||||||||
1334 | |||||||||||||||||||||||||||||||||||||||
1335 | |||||||||||||||||||||||||||||||||||||||
1336 | |||||||||||||||||||||||||||||||||||||||
1337 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1338 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1339 | AK-47 (NO. 58) ★★★ | Accessories | ○ Nothing | ○ Low base RoF ○ Low base accuracy ○ Awful tile placement ○ Low damage buff | "Victory, victory! Just like the days before!" | ○ Special Equipment: KSTSP, KSTS1P8, KSTS1P7 (CRIT RATE+48%, CRIT DMG+15%/30%/44%) (Reward from AW ranking) | |||||||||||||||||||||||||||||||||
1340 | |||||||||||||||||||||||||||||||||||||||
1341 | Magazine | AK-47, the culturally popular gun, is unfortunately rather bad in this game. Stat wise, although she has a decent base FP of 53, her ROF of 65 hurts her performance severely, not to mention her low accuracy of 35, giving her a hard time with trying to land hits on enemies. Her skill is a mess. The accuracy buff is undesirable made only as an attempt to fix her low accuracy, which leaves the tiny 35% FP buff. Another AR of the same rarity, FNC would have a 60% FP buff on the same cooldown and the same duration. Her tile is awful. SMGs are frontline tanks protecting the ARs. With a tile like that, she would not buff anything without moving SMG to the back or putting herself in danger at the front. Overall, AK-47 is not worth your attention. While she is given out for free early game through leveling, don't be fooled into using her as a budget AR. Her performance is simply too terrible and there are plenty other better options that are also budget. Not recommended. For those looking for an analysis with her special equipment, refer to the Equip section. TL;DR: it doesn't change her rating of due to still middling DPS, low RoF and ungodly bad tile position. | AK47 AW skin though | ||||||||||||||||||||||||||||||||||||
1342 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1343 | DMG | ACC | EVA | ROF | HP | yea, ik. Ghetto af | |||||||||||||||||||||||||||||||||
1344 | 53 | 35 | 34 | 65 | 660 | ||||||||||||||||||||||||||||||||||
1345 | "Ghetto Gyaru" | ||||||||||||||||||||||||||||||||||||||
1346 | Buffs SMG Evasion 18% | ||||||||||||||||||||||||||||||||||||||
1347 | |||||||||||||||||||||||||||||||||||||||
1348 | |||||||||||||||||||||||||||||||||||||||
1349 | Strike Focus: Increase damage by 35% and accuracy by 100% for 5s. | ||||||||||||||||||||||||||||||||||||||
1350 | |||||||||||||||||||||||||||||||||||||||
1351 | |||||||||||||||||||||||||||||||||||||||
1352 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1353 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1354 | StG44 (NO. 61) ★★★ | Accessories | ○ Nothing | ○ Low base RoF ○ Terrible nade | "Of course, victory matters." | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
1355 | Magazine | An easily obtainable girl when you are crafting for ARs. She has decent base FP, which is a necessary backbone for naders if only her nade is anything but high explosive. Her other offensive stats sadly does not save her either. With 61 RoF, a worse RoF than even AK-47, her performance is terrible across the board. High explosive nade is a curse that deals decreasing damage with the scaling of her nade. It deals minimal damage to even those that are in the center of impact compared to that of other ARs', with the damage dealt to enemies still affected but farthest from the nade being practically non-existent. Her skill also has a long initial CD, meaning it will barely affect the battle when she does deploy her nade. Leveling this skill is a waste as its damage multiplier doesn't scale well. Overall, she is not recommended. | |||||||||||||||||||||||||||||||||||||
1356 | T-Doll Equipment | I leveled her skill anyway | |||||||||||||||||||||||||||||||||||||
1357 | DMG | ACC | EVA | ROF | HP | - Nifu | |||||||||||||||||||||||||||||||||
1358 | 53 | 46 | 36 | 61 | 635 | ||||||||||||||||||||||||||||||||||
1359 | About HE Grenades | ||||||||||||||||||||||||||||||||||||||
1360 | Buffs SMG Evasion 20% Accuracy 60% | *click on the link for more info | |||||||||||||||||||||||||||||||||||||
1361 | |||||||||||||||||||||||||||||||||||||||
1362 | |||||||||||||||||||||||||||||||||||||||
1363 | High-Explosive Grenade: Launch a grenade that deals 4.5x/1.8x/1x (MOD 1 5x/2x/1x) damage to enemies within a radius of 1/2.5/4 yards. | ||||||||||||||||||||||||||||||||||||||
1364 | |||||||||||||||||||||||||||||||||||||||
1365 | |||||||||||||||||||||||||||||||||||||||
1366 | |||||||||||||||||||||||||||||||||||||||
1367 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1368 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1369 | StG44 (MOD 3) ★★★★ | Accessories | ○ ...still nothing. | ○ Low base RoF is still present. ○ Nade is still bad bros. ○ Competes with other naders that offer far better performance | |||||||||||||||||||||||||||||||||||
1370 | Magazine | Long-awaited by some, mod batch filler to most, StG44’s neural upgrade is finally here… and she’s still terrible. There definitely are improvements, but StG44 retains basically all of the flaws that plagued her pre-mod status. StG44 gains the ability to buff ARs, with her tile shape changing to accommodate this. Unfortunately, her tile buff effect did not. 60% Accuracy and 20% Evasion are incredibly unhelpful tiles for any AR, so her niche as an “AR buffer” is entirely wasted. StG44’s new skill, Firestorm, appears to provide a respectable buff to her HE grenade at first glance, with a 20% damage increase at SL10. Plus, her HE grenade now stacks its damage to targets within the closer areas of the explosion. For example, enemies within 1 unit of the explosion will take the intended damage for targets within that range, as well as the damage dealt to enemies within 2.5 and 4 units. Unfortunately, this splits her HE grenade into three separate instances of damage, and if those enemies near the center of the blast took enough damage to lose dummy links from the first hit, they will take near-scratch damage from the successive wider area hits, thanks to grenade damage scaling with the remaining links of the target. This results in a very poor buff to her original skill, further cementing her uselessness. Overall, StG44 is not recommended to be upgraded. Neither her new tiles nor skill contribute effectively to fights. Your fragments, cores, and data are far better spent on neural upgrades for SOPMOD and 416 if you are in need of a better grenadier. | |||||||||||||||||||||||||||||||||||||
1371 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1372 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1373 | 58 | 50 | 38 | 66 | 650 | ||||||||||||||||||||||||||||||||||
1374 | (+5) | (+4) | (+2) | (+5) | (+25) | ||||||||||||||||||||||||||||||||||
1375 | |||||||||||||||||||||||||||||||||||||||
1376 | Buffs SMG, AR Evasion 20% Accuracy 60% | ||||||||||||||||||||||||||||||||||||||
1377 | |||||||||||||||||||||||||||||||||||||||
1378 | |||||||||||||||||||||||||||||||||||||||
1379 | Firestorm: High-Explosive Grenade's damage increases by 20% and will explode 3 times, dealing damage to enemies with a radius of 1/2.5/4 yards. Enemies standing in overlapping areas can be hit multiple times. | ||||||||||||||||||||||||||||||||||||||
1380 | |||||||||||||||||||||||||||||||||||||||
1381 | |||||||||||||||||||||||||||||||||||||||
1382 | |||||||||||||||||||||||||||||||||||||||
1383 | |||||||||||||||||||||||||||||||||||||||
1384 | |||||||||||||||||||||||||||||||||||||||
1385 | Passive | ||||||||||||||||||||||||||||||||||||||
1386 | |||||||||||||||||||||||||||||||||||||||
1387 | FNC (NO. 70) ★★★ | Accessories | ○ High skill uptime ○ Third day Frontline Supplies reward | ○ Low base RoF ○ Low multiplier due to low rarity | "For the rewards, a lot of sweets should be nice enough!" | ||||||||||||||||||||||||||||||||||
1388 | Magazine | A glutton who holds high regards towards sweets and snacks. FNC is one hell of a budget AR that has been shown to far surpass our expectations for a 3★ AR. As a starter, FNC has high FP at 51, while having a modest RoF of 73. Her tile buff is enough to help with SMG's evasion. Her skill buff is downgraded from G41's and M4A1's skill, 60% FP increase for 5s, but a good skill regardless if you take into account how high FNC's base FP stat is for a 3★ AR. Another thing worthy of note about her skill is the good 5s initial CD and 8s CD, making it a 3s downtime only for FNC. This allows her to work nicely in either general battles or drawn out battles that can be handled by an ARSMG echelon. All these considered gives her more milage even as a budget AR. A really great budget AR that sees many uses and can still pull her weight in both the early and mid game, though will be outshone by higher rarity ARs. She is definitely recommended for early game. | "Kaz, I'm already a demon." | ||||||||||||||||||||||||||||||||||||
1389 | T-Doll Equipment | - FNC (post-Operation AW) | |||||||||||||||||||||||||||||||||||||
1390 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1391 | 51 | 46 | 37 | 73 | 550 | has PTSD with AW | |||||||||||||||||||||||||||||||||
1392 | "Fat Nagging Child" | ||||||||||||||||||||||||||||||||||||||
1393 | Buffs SMG Accuracy 50% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
1394 | |||||||||||||||||||||||||||||||||||||||
1395 | |||||||||||||||||||||||||||||||||||||||
1396 | Damage Focus: Increase damage by 60% for 5s. | ||||||||||||||||||||||||||||||||||||||
1397 | |||||||||||||||||||||||||||||||||||||||
1398 | |||||||||||||||||||||||||||||||||||||||
1399 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1400 | Skill CD | 8s | Stop booli my child *screech* | ||||||||||||||||||||||||||||||||||||
1401 | OTs-12 (NO. 105) ★★★ | Accessories | ○ Good tile buffs for off tanks ○ High multiplier despite low rarity ○ Good initial CD and great uptime ○ A copy is obtained for free from completing the career quest for 1-6 | ○ Low base FP ○ Skill awkwardly cannot cap RoF ○ Only drops on later maps | "How was it? Did the secret weapon disappoint you?" | ||||||||||||||||||||||||||||||||||
1402 | Magazine | Despite bearing the OTs moniker, OTs-12 is far apart from OTs-14's night supremacy. Instead boasting a strong tile buff and placement, she is the budget choice for commanders who need a budget DPS AR who can get the job done. As a 3★, she appears frequently from AR crafts, but farming copies of her is unwise, as her drop locations are relatively scarce by comparison to others, with the earliest drop map being 5-5 and 5-6. This does not limit her from being used as players will obtain a free OTs-12 from completing the 1-6 career quest. This allows her to be used with the equally accessible option of FNC (until AR-15 makes herself known, but can still be a formidable option for a second ARSMG after the first). Performance wise, OTs-12 is on the higher end for 3★ ARs in terms of DPS, only slightly below FNC in term of DPS but can overtake the latter in term of mobbing thanks to her high RoF from self-buff. Her base FP stat of 42 is on the lower side, but the typical early game team can provide much needed FP to overcome this weakness. It is worth noting that she should be left at SL7 (109 RoF, 13 frames per attack) (Read more in Info), as she gains zero benefit from going higher due to the RoF buff not providing enough to lower her frame per attack (At SL10, she reaches 115 RoF, which is still 13 frames per attack). OTs-12 is recommended for early game. | |||||||||||||||||||||||||||||||||||||
1403 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1404 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1405 | 42 | 54 | 54 | 72 | 525 | ||||||||||||||||||||||||||||||||||
1406 | "Yeet Tree" | ||||||||||||||||||||||||||||||||||||||
1407 | Buffs SMG Damage 15% Rate of Fire 20% | veri sekret slav weaponry | |||||||||||||||||||||||||||||||||||||
1408 | no tell to the americans | ||||||||||||||||||||||||||||||||||||||
1409 | |||||||||||||||||||||||||||||||||||||||
1410 | Assault Focus T: Increase self rate of fire by 60% for 10s. | ||||||||||||||||||||||||||||||||||||||
1411 | |||||||||||||||||||||||||||||||||||||||
1412 | |||||||||||||||||||||||||||||||||||||||
1413 | |||||||||||||||||||||||||||||||||||||||
1414 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
1415 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1416 | CZ-805 (NO. 108) ★★★ | Accessories | ○ Nothing | ○ Low base FP ○ Terrible nade ○ Limited map drop doll (3-6 and 3-4E) | "As was expected." | ||||||||||||||||||||||||||||||||||
1417 | Magazine | If you have read about high explosive nade and skimmed through this analysis for the big red "not recommended", you should know well to avoid using CZ-805. If you are not convinced, here's the break down. Her stats are unremarkable even for 3★ standard. No strong stats, only weak one, and it happens to be FP which hurts her role as a nader (if high explosive is ever used). She is a 3★ but she is not a budget option due to her rarity as a limited drop. Her tile buff is enticing, giving a nice combination of RoF and accuracy. But don't get the wrong idea that she will immediately be useful in a SR-3MP comp, as this is more or less a trap to inexperienced players building a SR-3MP team. Due to the poor placement of her tile, it is not easy to buff SR-3MP, as she needs to take away the valuable position 4 that a buffer tends to sit on, or force SR-3MP to sit in the main tank position. The comp requires not only the buffs, but also the overwhelming DPS of the ARs to reduce the threat down as much as possible in order to protect SR-3MP. Too bad CZ-805 isn't the one for the job. Of course she's not recommended by any means, except if you want her for just completing your collection. | About HE Grenades | ||||||||||||||||||||||||||||||||||||
1418 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1419 | DMG | ACC | EVA | ROF | HP | *click on the link for more info | |||||||||||||||||||||||||||||||||
1420 | 43 | 49 | 41 | 75 | 580 | ||||||||||||||||||||||||||||||||||
1421 | |||||||||||||||||||||||||||||||||||||||
1422 | Buffs SMG Rate of Fire 25% Accuracy 50% | "Yoohoo" | |||||||||||||||||||||||||||||||||||||
1423 | |||||||||||||||||||||||||||||||||||||||
1424 | |||||||||||||||||||||||||||||||||||||||
1425 | High-Explosive Grenade: Launch a grenade that deals 4.5x/1.8x/1x damage to enemies within a radius of 1/2.5/4 yards. | ||||||||||||||||||||||||||||||||||||||
1426 | |||||||||||||||||||||||||||||||||||||||
1427 | |||||||||||||||||||||||||||||||||||||||
1428 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1429 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1430 | ARX-160 (NO. 120) ★★★ | Accessories | ○ Nothing | ○ Low base RoF ○ Poor tile placement ○ Limited farmable event doll (Operation CUBE) | "As a weapon that has entered live combat, is this the expected performance?" | ||||||||||||||||||||||||||||||||||
1431 | Magazine | One of Operation Cube's limited drops. ARX-160 is a grenadier with the likes of SOPMOD and 416. ARX has a decent FP stats for her rarity, her stats spread overall is very similar to FNC, who is among the better 3★ ARs. However, her performance is not up to par due to not having any self-buff to back it up. Instead she is largely dependent on her nade, and being a nader, she ends up facing fierce competition with other naders such as SOPMOD and 416. Her performance is obviously weaker than both said naders. Her stats are weaker, her skill is weaker, and as an event drop, she is even harder to get despite being a 3★. You would have to start the game during an event that drops her and farm those maps (some of which are not very friendly for newbies) to get her. Oh and since you cannot craft her, you're left with spending cores on her, or farm more of her during event. The effort alone is not worth it. ARX comes with a rare combination of buffs on her tile: FP and accuracy. Despite having this rare and wanted tile buff for off-tank, her tile placement however makes it very restricting to build a team with her. You end up either putting the off-tank in the middle or run her in B-formation and taking away the important 4 position. Her buff may be perfect for SR-3MP but remember, you need overwhelming DPS from the ARs as well to keep the enemies away from SR-3MP, and a 3★ nader is not a very smart choice. Not recommended. | |||||||||||||||||||||||||||||||||||||
1432 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1433 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1434 | 49 | 48 | 48 | 73 | 495 | ||||||||||||||||||||||||||||||||||
1435 | lazy bum vibe | ||||||||||||||||||||||||||||||||||||||
1436 | Buffs SMG Damage 25% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1437 | It was worth doing cube | ||||||||||||||||||||||||||||||||||||||
1438 | fifty times for her -Nifu | ||||||||||||||||||||||||||||||||||||||
1439 | Anti-Personnel Grenade: Launch a grenade that deals 11x damage to enemies within a radius of 1.5 yards. | Anything is worth it if it's for | |||||||||||||||||||||||||||||||||||||
1440 | waifu :blobreach: - Zero | ||||||||||||||||||||||||||||||||||||||
1441 | |||||||||||||||||||||||||||||||||||||||
1442 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1443 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1444 | AR70 (NO. 134) ★★★ | Accessories | ○ Nothing | ○ Low base RoF ○ Poor tile coverage making it difficult to buff the off-tank ○ Limited monthly login reward doll (December 2018) | "Ehehe~ This time is also my accomplishment, isn't it? Please remember it properly~" | ||||||||||||||||||||||||||||||||||
1445 | Magazine | AR70 shares similar characteristics to ARX-160 in the way that they both have the same multiplier nade and shares fairly similar stats. This also means she faces competition with SOPMOD and 416, whom she loses against due to her weaker stats, weaker nade and worse rarity due to being a monthly reward doll (unless you started playing during the month and got her, then you still have problem of needing to spend cores on her). Remember, AP nades are inherently much more niche than Zas, FAL or self-buffers, making it so that you'd at best invest in only a couple, and it is wiser to just invest in the best ones, IE. 416 and SOPMOD. The difference between AR70 and ARX is the tile buff and formation. Having her tile pointing upward is slightly better, but still not very preferred due to taking away the 4 position. Her buff is worse sadly. RoF buff over FP buff limits her target to only SR-3MP, as SMG naders would rather taking the FP buff. As with any SR-3MP comp, the best way to protect SR-3MP is via overwhelming DPS, and a 3★ nader is not suitable for such task even with the tile buff. Not recommended. | |||||||||||||||||||||||||||||||||||||
1446 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1447 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1448 | 50 | 44 | 41 | 71 | 550 | ||||||||||||||||||||||||||||||||||
1449 | |||||||||||||||||||||||||||||||||||||||
1450 | Buffs SMG Rate of Fire 16% Accuracy 75% | ||||||||||||||||||||||||||||||||||||||
1451 | |||||||||||||||||||||||||||||||||||||||
1452 | |||||||||||||||||||||||||||||||||||||||
1453 | Anti-Personnel Grenade: Launch a grenade that deals 11x damage to enemies within a radius of 1.5 yards. | ||||||||||||||||||||||||||||||||||||||
1454 | |||||||||||||||||||||||||||||||||||||||
1455 | |||||||||||||||||||||||||||||||||||||||
1456 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1457 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1458 | 6P62 (NO. 138) ★★★ | Accessories | ○ Only AR that can equip AP ammo ○ Very high base FP ○ Strong FP tile buff | ○ Very low base ROF ○ Low base accuracy ○ Limited farmable event doll (CUBE) | "How is it? The taste of victory, isn't bad after all!" | ○ Can equip AP ammo | |||||||||||||||||||||||||||||||||
1459 | Magazine | ✔AP Ammo | 6P62 is a unique AR, with massive FP but awful RoF unlike AR's architype. On top of that, she is also the only AR to be able to equip AP ammo. It is easy to assume that 6P62 is designed to deal with both armor and non-armor units. While she is indeed capable of dealing with both types, she is not good at doing either. Her RoF is very poor, leading to an overall slow clearing even if with the ability to bypass armors. The low RoF hurts her the most against non-armors, where she lacks the AP advantage and is left with a weak skill. Speaking of her skill, Strike Focus is possibly among the weakest self-buff for any AR. The FP multiplier is weak, at a low 35% FP when FNC, another 3★ AR, can reach 60%. The difference is a lot more apparent if 6P62 is equipped with AP ammo, as AP stats do not scale with FP buffs unlike the raw FP stats from HV, to the point where simply running a FP self-buff AR with the support of HGs and SMGs can outscale her AP advantage completely. The accuracy buff is only there to cover her existing weakness of low accuracy against non-armors, and is entirely useless against armors as most of them have no evasion. 6P62 is unique enough to be a niche, but her poor performance is her downfall. She is not recommended. | ||||||||||||||||||||||||||||||||||||
1460 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1461 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1462 | 69 | 37 | 33 | 54 | 605 | 6P62 has a unique perk | |||||||||||||||||||||||||||||||||
1463 | of being able to equip AP | ||||||||||||||||||||||||||||||||||||||
1464 | Buffs SMG Damage 35% | ammo as an AR. | |||||||||||||||||||||||||||||||||||||
1465 | |||||||||||||||||||||||||||||||||||||||
1466 | has inside joke regarding | ||||||||||||||||||||||||||||||||||||||
1467 | Strike Focus: Increase damage by 35% and accuracy by 100% for 5s. | her artist (Yu Zhong himself, | |||||||||||||||||||||||||||||||||||||
1468 | ayy lmao) | ||||||||||||||||||||||||||||||||||||||
1469 | |||||||||||||||||||||||||||||||||||||||
1470 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1471 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1472 | ASh-12.7 (NO. 170) ★★★ | Accessories | ○ Very high base FP | ○ Very low base RoF ○ Long initial CD ○ Limited farmable event doll (CUBE) | "This victory, does it give us any new meaning?" | ||||||||||||||||||||||||||||||||||
1473 | Magazine | ASh has the 2nd highest base FP among all ARs in-game which is then buffed by her own skill. Her skill also offers a 50% crit rate buff, which means she can cap her own crit rate to 100% without needing any other buffs besides a maxed VFL. However, her unusually low RoF heavily reduces her DPS output. Without any RoF buff, her performance is mediocre at best. Her tile formation forces her to stay at position 4 if you want to buff the off-tank SMG, but keep in mind that position 4 is highly contested. It is the position that the support t-dolls such as M4A1, Ribeyrolles and HGs sit, taking that away would crumble the foundation of the team just for the sake of the off-tank. It does not help that her own performance is subpar for the most part. Not recommended. | |||||||||||||||||||||||||||||||||||||
1474 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1475 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1476 | 65 | 41 | 36 | 59 | 550 | ||||||||||||||||||||||||||||||||||
1477 | |||||||||||||||||||||||||||||||||||||||
1478 | Buffs SMG Damage 30% | ||||||||||||||||||||||||||||||||||||||
1479 | ASh-12.7: "What is life?" | ||||||||||||||||||||||||||||||||||||||
1480 | |||||||||||||||||||||||||||||||||||||||
1481 | Annihilation Focus: Increase damage by 50% and critical rate by 50% for 5s. | ||||||||||||||||||||||||||||||||||||||
1482 | |||||||||||||||||||||||||||||||||||||||
1483 | |||||||||||||||||||||||||||||||||||||||
1484 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1485 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1486 | T65 (NO. 193) ★★★ | Accessories | ○ Good FP tile buff w/ good coverage ○ Highest base DMG of the Night ARs | ○ Lower multiplier than her Night competitors ○ Crit rate is generally ineffective at night due not being able to use VFL | "This is just a single victory, don't get too carried away." | has an Anti-Rain team logo | |||||||||||||||||||||||||||||||||
1487 | Magazine | T65 is yet another Night focused doll that is able to contend with her 5 star counterpart despiter her lower rarity. T65 functions as 95% of T91 in power due to T65's much better stat distribution despite her lower rarity as T65 has a higher base damage stat than T91. T65 put her stats in the right places and it makes her very capable despite T65 being lower rarity. She has a powerful tile buff for offtanks in the night time with good coverage. Her skill essentially functions the same as T91, it has the issue in that critical rate doesn't do much in the night time as they won't be equiping VFLs in the night time but has the benefit over standard Damage Focus N in that it has a better uptime. While T65's multiplier is lower it's nothing to scoff at when you consider her base damage is the highest of any of the night ARs. The higher base damage makes her able to contend with the likes of 9A-91 (non speq) if the uptime allows. The higher uptime can be useful in the context of fighting high numbers of mobs at medium HP where overkilling is a common occurance making a higher uptime very pleasing to have. T65 is one of the more impressive monthly dolls, for her rating she packs a punch and If you don't have enough night ARs or looking to invest in one soon then T65 is good option for a low price. Recommended for night. | on her clothing | ||||||||||||||||||||||||||||||||||||
1488 | T-Doll Equipment | presumed to admire M16A1 | |||||||||||||||||||||||||||||||||||||
1489 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1490 | 54 | 44 | 40 | 76 | 620 | ||||||||||||||||||||||||||||||||||
1491 | |||||||||||||||||||||||||||||||||||||||
1492 | Buffs SMG Damage 15% Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
1493 | |||||||||||||||||||||||||||||||||||||||
1494 | |||||||||||||||||||||||||||||||||||||||
1495 | Annihilation Focus N: During nighttime, increase damage by 100% (45% during day time) and critical rate by 40% (25% during day time) for 8s. | ||||||||||||||||||||||||||||||||||||||
1496 | |||||||||||||||||||||||||||||||||||||||
1497 | |||||||||||||||||||||||||||||||||||||||
1498 | |||||||||||||||||||||||||||||||||||||||
1499 | she's so damn cute, hngghh | ||||||||||||||||||||||||||||||||||||||
1500 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1501 | Skill CD | 16s | dat cute fang and pose | ||||||||||||||||||||||||||||||||||||
1502 | Model L (NO. 223) ★★★ | Accessories | ○ Good tile buffs for off tanks ○ Good skill uptime | ○ Lower RoF multiplier than her competitors ○ Accuracy buff is situational ○ Limited event doll (April 2020) | has an Anti-Rain team logo | ||||||||||||||||||||||||||||||||||
1503 | Magazine | Model L is a 3★ RoF AR with additional accuracy buff as a trade-off of skill duration and multiplier. She is best summed up as OTs-12 with weaker RoF buff and a mostly negligible accuracy buff, a mediocre AR. Like most other 3★ event t-dolls that can serve as early game options, Model L's greatest downside is being time-gated in her own login event before being given at level 1. There is no point in picking her up this late when most new players would have already received the far superior option in AR-15, who comes at higher level. Model L is not recommended. | on her clothing | ||||||||||||||||||||||||||||||||||||
1504 | T-Doll Equipment | presumed to admire M16A1 | |||||||||||||||||||||||||||||||||||||
1505 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1506 | 50 | 45 | 41 | 73 | 550 | ||||||||||||||||||||||||||||||||||
1507 | |||||||||||||||||||||||||||||||||||||||
1508 | Buffs SMG Damage 15% Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
1509 | |||||||||||||||||||||||||||||||||||||||
1510 | |||||||||||||||||||||||||||||||||||||||
1511 | Lock-on Focus: Increase rate of fire by 40% and accuracy by 90% for 5s. | ||||||||||||||||||||||||||||||||||||||
1512 | |||||||||||||||||||||||||||||||||||||||
1513 | |||||||||||||||||||||||||||||||||||||||
1514 | |||||||||||||||||||||||||||||||||||||||
1515 | she's so damn cute, hngghh | ||||||||||||||||||||||||||||||||||||||
1516 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1517 | Skill CD | 8s | dat cute fang and pose | ||||||||||||||||||||||||||||||||||||
1518 | Type 03 (NO. 239) ★★★ | Accessories | ○ High skill uptime | ○ Low base RoF ○ Long initial CD ○ Limited monthly login reward doll (February 2020) | |||||||||||||||||||||||||||||||||||
1519 | Magazine | Looks like Python. Absolutely does not perform like Python. Type 03 is another QBZ weapon and is the monthly doll for February 2020. She, like most other monthly dolls, suffers the same fate of having a rarity of 3★ and the stat line to match. She is not completely unusable however; her skill increases her firepower and crit chance which are two stats that DPS units would probably like. Outside of usable skill, there isn't much going on for her. She shares several weaknesses with other monthly t-dolls that severely hold her back from viability. - You must wait for a few weeks before you could obtain her. This is detrimental to any budget 3★ doll as players would have better options to invest in by then. - She doesn't provide a better QoL than other more common 3★ (read: FNC/OTs-12). Those are more accessible and easier to be linked with dupes. It is very unlikely that a player would be desperate enough to raise her. She is not recommended. | |||||||||||||||||||||||||||||||||||||
1520 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1521 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1522 | 51 | 47 | 39 | 71 | 580 | ||||||||||||||||||||||||||||||||||
1523 | |||||||||||||||||||||||||||||||||||||||
1524 | Buffs SMG Damage by 12% Evasion by 12% | ||||||||||||||||||||||||||||||||||||||
1525 | |||||||||||||||||||||||||||||||||||||||
1526 | |||||||||||||||||||||||||||||||||||||||
1527 | Annihilation Focus: Increase damage by 50% and critical rate by 50% for 5s. | ||||||||||||||||||||||||||||||||||||||
1528 | |||||||||||||||||||||||||||||||||||||||
1529 | |||||||||||||||||||||||||||||||||||||||
1530 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
1531 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1532 | Magal (NO. 258) ★★★ | Accessories | ○ Hybrid buff, allows you to use different buffs if you're planning to focus on ROF or FP. | ○ Long initial CD ○ Lackluster tile layout ○ Subpar stats ○ Limited monthly login reward doll (July 2020) | |||||||||||||||||||||||||||||||||||
1533 | Magazine | Magal is the monthly doll for July 2020 in EN. At first glance, her skill seems like a really good one; gives two desirable stats and has a decent duration. However her base stats do not support this as the skill also has its own demerits due to the doll itself; it's a 3* which means that the skill is always going to be less potent that higher rarity version. Additionally, the skill kicks in at 6 seconds. This isn't necessarily a bad thing, however other 6s cooldown ARs like AN94 and AK-12 have better uptime rotation as their skills only have a 3 second interval between them being able to activate again, which allows better timing with other buffs from the team. The combination of these two factors means that her peak stats with her skill up won't match up with other dolls that are more recommended to raise. Pretty good evasion doe. Magal is not recommended to raise as other dolls are much more common, and perform much better as a sustained damage source. | |||||||||||||||||||||||||||||||||||||
1534 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1535 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1536 | 47 | 47 | 43 | 70 | 580 | ||||||||||||||||||||||||||||||||||
1537 | |||||||||||||||||||||||||||||||||||||||
1538 | Buffs SMG Accuracy by 50% Evasion by 12% | ||||||||||||||||||||||||||||||||||||||
1539 | |||||||||||||||||||||||||||||||||||||||
1540 | |||||||||||||||||||||||||||||||||||||||
1541 | Charge Focus: Increase damage by 50% and rate of fire by 20% for 10s. | ||||||||||||||||||||||||||||||||||||||
1542 | |||||||||||||||||||||||||||||||||||||||
1543 | |||||||||||||||||||||||||||||||||||||||
1544 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
1545 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1546 | HK33 (NO. 265) ★★★ | Accessories | ○ She is able to cap her own ROF with just her skill. | ○ Limited doll | |||||||||||||||||||||||||||||||||||
1547 | Magazine | HK33 is a 3★ AR that has the potential to be fantastic, but is unfortunately hindered by her rarity status. The outstanding point to make for HK33 is that with her skill maxed (and level maxed), she is able to max out her own ROF for a long time. At just a 4s ICD, she quickly activates this and means that the player only has to stack FP buffs on her to increase her usefulness. When looking at it through these rose-tinted goggles however, one should weigh the costs for obtaining this combo vs the results it can bring. Players should already have AR-15, and the data would be much better used to help her improve rather than HK33. She is optional to raise. While her status as a limited doll puts off players from developing her off the bat, her skill and usable tile formation does not kick her out of the running from the get-go, but rapidly gets outshadowed by ARs who decide to pack a little more punch than dakka. | |||||||||||||||||||||||||||||||||||||
1548 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1549 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1550 | 49 | 51 | 46 | 73 | 525 | ||||||||||||||||||||||||||||||||||
1551 | |||||||||||||||||||||||||||||||||||||||
1552 | Buffs SMG Damage by 10% Evasion by 10% | ||||||||||||||||||||||||||||||||||||||
1553 | |||||||||||||||||||||||||||||||||||||||
1554 | |||||||||||||||||||||||||||||||||||||||
1555 | Assault Focus T: Increase rate of fire by 60% for 10s. | ||||||||||||||||||||||||||||||||||||||
1556 | |||||||||||||||||||||||||||||||||||||||
1557 | |||||||||||||||||||||||||||||||||||||||
1558 | Initial CD: 15s Skill CD: 16s | Initial CD | 4s | ||||||||||||||||||||||||||||||||||||
1559 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1560 | INSAS (NO. 279) ★★★ | Accessories | ○ Nothing | ○ Low damage buff ○ Largely pointless accuracy buff ○ Limited monthly login reward doll | |||||||||||||||||||||||||||||||||||
1561 | Magazine | The real-life gun is based on the AKM and unfortunately that also holds true in the case of GFL, because INSAS shares the same terrible skill that AK-47 has. While she does have a better statline and tiles compared to AK-47, it's not enough of an improvement to actually save her, and like all monthly dolls she suffers from the problem of having limited availability while not being good enough to justify going out of your way to obtain. Even if you need a budget AR, better performing ones can be obtained right from the start of the game. Not Recommended. | |||||||||||||||||||||||||||||||||||||
1562 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1563 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1564 | 49 | 52 | 45 | 71 | 550 | ||||||||||||||||||||||||||||||||||
1565 | |||||||||||||||||||||||||||||||||||||||
1566 | Buffs SMG Damage by 10% Evasion by 10% | ||||||||||||||||||||||||||||||||||||||
1567 | |||||||||||||||||||||||||||||||||||||||
1568 | |||||||||||||||||||||||||||||||||||||||
1569 | Strike Focus: Increase damage by 35% and accuracy by 100% for 5s. | ||||||||||||||||||||||||||||||||||||||
1570 | |||||||||||||||||||||||||||||||||||||||
1571 | |||||||||||||||||||||||||||||||||||||||
1572 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
1573 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1574 | VEPR (NO. 298) ★★★ | Accessories | ○ Addition to the market as a support AR like Ribeyrolles. | ○ Its job market isn't hiring, as with all support ARs. ○ Monthly login doll compared to Ribeyrolles, which makes VEPR rarer and not worth it to raise when Ribeyrolles exists. | |||||||||||||||||||||||||||||||||||
1575 | Magazine | It's a 3★ Ribeyrolles! Unlike Ribey, she has a normal statblock for a 3★ AR, but otherwise she's essentially the same, with downgraded tiles and a weaker version of the same skill Ribeyrolles has. Ribeyrolles is a fairly common drop from the production pool, so you're likely to find it easier to obtain her than Vepr unless you joined around the time she was released (due to the generally limited availability of all login reward dolls).
Ribeyrolles' particular niche is already not in particularly high demand at present, and as Vepr does essentially the same thing but worse, she is Not Recommended. | |||||||||||||||||||||||||||||||||||||
1576 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1577 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1578 | 48 | 49 | 47 | 71 | 550 | ||||||||||||||||||||||||||||||||||
1579 | |||||||||||||||||||||||||||||||||||||||
1580 | Buffs AR Damage by 16% | ||||||||||||||||||||||||||||||||||||||
1581 | |||||||||||||||||||||||||||||||||||||||
1582 | |||||||||||||||||||||||||||||||||||||||
1583 | Blue Steep Timpani: When skill is activated, all teammates on buff tiles have their damage, attack speed and accuracy raised by 22%, lasting 5s. | ||||||||||||||||||||||||||||||||||||||
1584 | |||||||||||||||||||||||||||||||||||||||
1585 | |||||||||||||||||||||||||||||||||||||||
1586 | |||||||||||||||||||||||||||||||||||||||
1587 | |||||||||||||||||||||||||||||||||||||||
1588 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
1589 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1590 | StG-940 (NO. 314) ★★★ | Accessories | ○ Decent evasion tiles for main tanks ○ Good skill uptime | ○ Low base RoF ○ Situational accuracy buff ○ Long initial cooldown | |||||||||||||||||||||||||||||||||||
1591 | Magazine | StG-940 has arrived. Rather uniquely for her rarity, her skill buffs three of her stats at once: damage, rate of fire, and accuracy. Unfortunately, this comes at the cost of a longer initial cooldown. Her tiles' shape and evasion buff are not bad, but due to the cooldown, poor stats, and the inherently situational nature of accuracy buffs, StG-940 has trouble keeping up with the likes of OTs-12 and FNC in the same rarity. On top of this StG-940 is a login reward AR. Better budget alternatives like FNC are available first while StG takes a whole 21 days to get. If looking for a similar doll that spreads out their buffs like StG-940, look at AK-12. With these far better alternatives, StG-940 herself is not recommended. | |||||||||||||||||||||||||||||||||||||
1592 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1593 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1594 | 50 | 49 | 44 | 69 | 550 | ||||||||||||||||||||||||||||||||||
1595 | |||||||||||||||||||||||||||||||||||||||
1596 | Buffs SMG Evasion by 15% | ||||||||||||||||||||||||||||||||||||||
1597 | |||||||||||||||||||||||||||||||||||||||
1598 | |||||||||||||||||||||||||||||||||||||||
1599 | Strike Focus: Raise self damage by 15%, rate of fire by 30% and accuracy by 80% for 5s. | ||||||||||||||||||||||||||||||||||||||
1600 | |||||||||||||||||||||||||||||||||||||||
1601 | |||||||||||||||||||||||||||||||||||||||
1602 | |||||||||||||||||||||||||||||||||||||||
1603 | |||||||||||||||||||||||||||||||||||||||
1604 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
1605 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1606 | G3 (NO. 63) ★★ | Accessories | ○ High base FP | ○ Low base RoF ○ Awful tile placement | "It's a long-awaited victory. Commander, thank you." | ||||||||||||||||||||||||||||||||||
1607 | Magazine | G3 is a 2★ nader with a very good base FP but rather terrible RoF, affecting her performance. Low RoF is not the worst thing about G3, her tile formation is simply awful. In any coherent ARSMG comp, the SMGs stay at the front to protect the backline ARs. Her tile would either force herself in the danger of the frontline, or take away the safety seat of the backline by placing an SMG at the back. While nade is certainly very useful early on due to long battles and its 100% hit chance, she scales terribly. If you are looking for a budget AR, look elsewhere. Not recommended. | |||||||||||||||||||||||||||||||||||||
1608 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1609 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1610 | 55 | 46 | 38 | 61 | 550 | looks as if she comes | |||||||||||||||||||||||||||||||||
1611 | straight from 20th century | ||||||||||||||||||||||||||||||||||||||
1612 | Buffs SMG Rate of Fire 20% Accuracy 50% | visual novel | |||||||||||||||||||||||||||||||||||||
1613 | |||||||||||||||||||||||||||||||||||||||
1614 | I guess her other costume | ||||||||||||||||||||||||||||||||||||||
1615 | Anti-Personnel Grenade: Launch a grenade that deals 10x (MOD 1 12x) damage to enemies within a radius of 1.5. | turns her into Bakery Girl, | |||||||||||||||||||||||||||||||||||||
1616 | ehehe..... .......... | ||||||||||||||||||||||||||||||||||||||
1617 | :M4A1depression: - Zero | ||||||||||||||||||||||||||||||||||||||
1618 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
1619 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1620 | G3 (MOD 3) ★★★★ | Accessories | ○ Now has usable tiles | ○ Still low base RoF ○ Lackluster skill 2 ○ Must compete with SOPMOD and 416 in the same role | https://youtu.be/Bh_la6VZnqc?t=161 | ||||||||||||||||||||||||||||||||||
1621 | Magazine | G3 has now received a neural upgrade, making her one of the few AR grenadiers who have been modded. Unfortunately, she is still left with a few flaws despite being much improved from her base form. Putting aside the fact that G3's skill cannot outdamage the grenades from M4 SOPMOD II MOD nor 416 MOD, G3 MOD's low RoF also hinders her overall non-skill DPS before and after skill. Throw in the higher rarity double speq/double scope advantage enjoyed by G3's competition and the DPS gap widens even more. On the topic of grenades, G3 MOD's "The Freezing Point of Courage" is a lackluster skill 2 for a grenadier AR. This is a conditional skill that can either stun enemies if they are at high health or deal additional damage when they are below 50% HP. While the stun can potentially be useful, grenadier ARs should not generally be placed in a situation where they are unable to kill their targets with the grenade damage; ideal matchups for AR grenadiers are ones where the enemy either dies or loses most of their Dummy Links from the AoE damage. The second condition (extra damage to low HP targets) isn't very noticeable in combat due to the trigger condition and relatively low multiplier. In short, G3 is not recommended to be upgraded. The minor improvement in skill multiplier and tile formation does not outweigh her low base RoF and lackluster skill 2. This is especially true with the existence of SOPMOD and 416, whose neural upgrades far outclass G3's. Your fragments and data are better spent on those two instead of G3. (No, don't use her in 11-5. For more information, see the link in Notes section.) | |||||||||||||||||||||||||||||||||||||
1622 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1623 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1624 | 58 | 55 | 40 | 64 | 565 | ||||||||||||||||||||||||||||||||||
1625 | (+3) | (+9) | (+2) | (+3) | (+15) | ||||||||||||||||||||||||||||||||||
1626 | |||||||||||||||||||||||||||||||||||||||
1627 | Buffs SMG Rate of Fire 25% Accuracy 55% | ||||||||||||||||||||||||||||||||||||||
1628 | |||||||||||||||||||||||||||||||||||||||
1629 | |||||||||||||||||||||||||||||||||||||||
1630 | The Freezing Point of Courage: Anti-Personnel Grenade deals an extra 4x damage to enemies below 50% HP or stuns enemies above or equal to 50% HP for 1.6s. | ||||||||||||||||||||||||||||||||||||||
1631 | |||||||||||||||||||||||||||||||||||||||
1632 | |||||||||||||||||||||||||||||||||||||||
1633 | |||||||||||||||||||||||||||||||||||||||
1634 | Passive | ||||||||||||||||||||||||||||||||||||||
1635 | |||||||||||||||||||||||||||||||||||||||
1636 | L85A1 (NO. 68) ★★ | Accessories | ○ High base RoF for her rarity | ○ Long intial cooldown
○ Low multiplier due to low rarity ○ Awful tile placement | "I live, for moments like these!" | "H A J I M E M A S H I T E" | |||||||||||||||||||||||||||||||||
1637 | Magazine | L85A1 is a 2★ self-buff AR. There is nothing special about her, other than being mostly unused due to being a 2★ mediocre AR when every player has access to better ones for free.
L85A1's tile formation is not usable unless she is placed in the frontline or an SMG is placed to the back, neither which is a recommended practice - so her tile buff will generally be unused. Her skill has a long initial CD and a low multiplier as a trade-off to being able to buff both FP and RoF, which is not particularly impressive. L85A1 is not recommended. Even though she can deal passable DPS for a 2-star AR, nowadays new players will have access to better, already leveled ARs from Career Quest Rewards like OTs-12 and members of the AR Team, and the very common FNC drop also eclipses L85A1 as a budget option. | |||||||||||||||||||||||||||||||||||||
1638 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1639 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1640 | 46 | 43 | 43 | 78 | 470 | ||||||||||||||||||||||||||||||||||
1641 | |||||||||||||||||||||||||||||||||||||||
1642 | Buffs SMG Damage 20% Accuracy 50% | ||||||||||||||||||||||||||||||||||||||
1643 | |||||||||||||||||||||||||||||||||||||||
1644 | |||||||||||||||||||||||||||||||||||||||
1645 | Charge Focus: Increase damage by 35% and rate of fire by 15% for 5s. | ||||||||||||||||||||||||||||||||||||||
1646 | |||||||||||||||||||||||||||||||||||||||
1647 | |||||||||||||||||||||||||||||||||||||||
1648 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1649 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1650 | Galil (NO. 71) ★★ | Accessories | ○ Nothing | ○ Low base RoF ○ Awful skill buff | "Thank you for your attention!~" | ||||||||||||||||||||||||||||||||||
1651 | Magazine | Galil is a 2★ AR of middling stats, with high FP, low RoF and an outright useless skill. With a 500% accuracy self-buff as an AR, who is supposed to have an inherently high accuracy stat, - which she does - she might as well be playing a fan fare instead. She is however one of the most accessible ARs early game, as she is the first AR a player can obtain, and quickly become farmable in 2-1, the earliest map to drop an AR. While the accuracy buff from skill is certainly appreciated early on due to dolls' low stats at early level alongside the abundancy of evasive enemies such as Scouts, it is still weaker than sure-hit skills such as grenade (G3) and scales terribly against offensive self-buffers, quickly becoming obsolete even within the early context. The primary issue with accuracy self-buff is because of how little of an impact it makes on her performance, if it does, only by a split inch further. Admittedly, she would have an easier time at least landing shots, especially with her skill's excellent duration, but it won't be of much use/won't be of as much value anymore in later stages of the game. The only saving grace she has is her accessibility, and nothing else. It is recommended to replace her as soon as possible in the early game, either by simply crafting ARs, or rushing for later maps which drops other better 2★ ARs. An accessible AR, but definitely not recommended. | |||||||||||||||||||||||||||||||||||||
1652 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1653 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1654 | 50 | 44 | 43 | 66 | 525 | ||||||||||||||||||||||||||||||||||
1655 | cute potato face - Zero | ||||||||||||||||||||||||||||||||||||||
1656 | Buffs SMG Accuracy 50% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
1657 | has a really beautiful | ||||||||||||||||||||||||||||||||||||||
1658 | artwork made by | ||||||||||||||||||||||||||||||||||||||
1659 | Precision Focus: Increase self accuracy by 500% for 15s. | Duo Yan Jun & Heiwari | |||||||||||||||||||||||||||||||||||||
1660 | Kanade | ||||||||||||||||||||||||||||||||||||||
1661 | |||||||||||||||||||||||||||||||||||||||
1662 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1663 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1664 | Galil (MOD 3) ★★★★ | Accessories | ○ Still nothing much. | ○ If you're trying to use her during day, it is useless because all the units you want to give critical strike chance to already have it. | "Thank you for your attention!~" | ||||||||||||||||||||||||||||||||||
1665 | Magazine | Galil MOD upgrades the poor doll Galil and it hopes to achieve something along the lines of the MOD upgrades of the past. But that's still a pipe dream. Galil's MOD has the potential to be great but in the current scheme of buffs and not unreasonable enemy stats, it is vastly outperformed by standard buffers. Against enemies with a standard evasion rating (let's say around 20-30), Galil's self accuracy buff gains around 30% more damage. This is lackluster compared to getting more firepower buffers (which has the added advantage of being much better against light/medium armour). Her MOD skill improves her own critical strike chance. Be aware that this increase is still multiplicative. Essentially, this boost is just so Galil can do more damage than a handgun buffer. This is a mod that you want to be investing in; it is not recommended unless Galil is your waifu and you were capping out on memory fragments anyway. | |||||||||||||||||||||||||||||||||||||
1666 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1667 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1668 | 50 | 44 | 43 | 66 | 635 | ||||||||||||||||||||||||||||||||||
1669 | (+4) | (+5) | (+1) | (+0) | (+110) | ||||||||||||||||||||||||||||||||||
1670 | |||||||||||||||||||||||||||||||||||||||
1671 | Buffs SMG & AR Accuracy 55% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1672 | |||||||||||||||||||||||||||||||||||||||
1673 | |||||||||||||||||||||||||||||||||||||||
1674 | Hawkeye Awakening: When self accuracy exceeds the evasion of enemy units, 20% of the exess is added to critical chance, to a maximum of 100%. All AR and SMG Dolls on Galil's buff tiles receive 10% of her accuray stat. Following that, Galil's accuracy is lowered by 20% for every AR or SMG Doll on her tiles. | ||||||||||||||||||||||||||||||||||||||
1675 | |||||||||||||||||||||||||||||||||||||||
1676 | |||||||||||||||||||||||||||||||||||||||
1677 | |||||||||||||||||||||||||||||||||||||||
1678 | |||||||||||||||||||||||||||||||||||||||
1679 | |||||||||||||||||||||||||||||||||||||||
1680 | |||||||||||||||||||||||||||||||||||||||
1681 | Passive | ||||||||||||||||||||||||||||||||||||||
1682 | |||||||||||||||||||||||||||||||||||||||
1683 | SIG-510 (NO. 74) ★★ | Accessories | ○ Very high base FP for her rarity | ○ Very low base RoF ○ Low multiplier due to low rarity | "My duty as a soldier has been fulfilled!" | I accidentally foddered | |||||||||||||||||||||||||||||||||
1684 | Magazine | SIG-510 is not a terrible AR for a 2★, however there simply exist far better ARs given to new players for free, leaving no place for her in the early game. (No, her special equipment doesn't make her competitive in the lategame either.)
SIG-510 has a fairly high base FP on top of a FP self-buff, making her especially hard-hitting for a 2★. However, she comes with an atrocious base RoF of only 59. This can be remedied by pairing her with a RoF buffer. As with any 2★ AR is the game, SIG-510 is quickly outshone by other higher-rarity ARs. Coupled with the fact that new players can receive better and already leveled ARs in the early game from Career Quest Rewards (like OTs-12 or members of the AR Team), there is no point in using SIG-510. She is not recommended. | my SIG-510, I miss her. | ||||||||||||||||||||||||||||||||||||
1685 | T-Doll Equipment | -Ayker | |||||||||||||||||||||||||||||||||||||
1686 | DMG | ACC | EVA | ROF | HP | I purposefully foddered my | |||||||||||||||||||||||||||||||||
1687 | 56 | 41 | 37 | 59 | 580 | SIG-510. I don't miss her. | |||||||||||||||||||||||||||||||||
1688 | :sealsmug: -Zero | ||||||||||||||||||||||||||||||||||||||
1689 | Buffs SMG Damage 20% Rate of Fire 10% | Heretic. | |||||||||||||||||||||||||||||||||||||
1690 | :SOPMODfunnyfeic: | ||||||||||||||||||||||||||||||||||||||
1691 | -Ayker | ||||||||||||||||||||||||||||||||||||||
1692 | Damage Focus: Increase damage by 55% for 5s. | My SIG is still around :D | |||||||||||||||||||||||||||||||||||||
1693 | -Lintton | ||||||||||||||||||||||||||||||||||||||
1694 | Mine too :3 -Nifu | ||||||||||||||||||||||||||||||||||||||
1695 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1696 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1697 | F2000 (NO. 107) ★★ | Accessories | ○ Very high base RoF for her rarity | ○ Low base FP ○ Low multiplier due to low rarity ○ Cannot be obtained before chapter 5 outside of crafting | "For the sake of this victory, I've been always training for a long time. It's true, ufufu~" | ||||||||||||||||||||||||||||||||||
1698 | Magazine | F2000 is a 2★ AR of excellent performance, an outlier among other 2★ and one capable of even competing with higher rarity ARs. Although she can compete with some of the earlier career rewards, her inaccessibility (due to being craft-only for most of the early game) and the fact that you do not get her leveled and linked from the start means investing in her only slows your progression. F2000 has high RoF, a good tile, a skill that buffs something other than accuracy, and even with her low FP she is still easily the best 2★ AR for early game use. 81 RoF is an incredible amount, even for a 5★ standard. Her low FP of 42 is negated by having a FP self-buff, so her only real downside is how hard it is to get a hand on her early on without crafting for her (F2000 only drops from chapter 5/4e onward). This proves to be her downfall, as you are more than likely to get your hand on some of the pre-leveled career reward ARs (like OTs-12 or members of the AR Team) before you see a single copy of F2000. As far as 2★ ARs go, F2000 is the cream of the crop. Unfortunately, being the best among the worst does not serve her well when you can simply get great ARs for free just from progressing the story. She is not recommended. | |||||||||||||||||||||||||||||||||||||
1699 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1700 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1701 | 42 | 44 | 40 | 81 | 525 | ||||||||||||||||||||||||||||||||||
1702 | |||||||||||||||||||||||||||||||||||||||
1703 | Buffs SMG Damage 20% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
1704 | |||||||||||||||||||||||||||||||||||||||
1705 | |||||||||||||||||||||||||||||||||||||||
1706 | Damage Focus: Increase damage by 55% for 5s. | Batty's TLDR (WIP) | |||||||||||||||||||||||||||||||||||||
1707 | |||||||||||||||||||||||||||||||||||||||
1708 | a qt - Zero | ||||||||||||||||||||||||||||||||||||||
1709 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1710 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1711 | Type 63 (NO. 133) ★★ | Accessories | ○ Nothing | ○ Awful skill buff serves only for early game ○ Cannot be obtained before chapter 6 outside of crafting | "Mission clear! How I came this far, I owe it to Commander!" | ||||||||||||||||||||||||||||||||||
1712 | Magazine | Type 63 is a 2★ AR with good stats spread for her rarity, with both above average FP and RoF. Sadly she is ultimately undesirable due to her near-useless skill and her rarity as a 2★. Her tile buffs are decent for an offtank (offensive tank, ie. Molotovs, SR-3MP, hand grenades) and as stated previously she has decent spread of stats but this is where sadly the compliments for her end. As mentioned in Galil's analysis, accuracy self-buff makes little to no difference to the DPS of the t-doll when compared to a straight damage increase like FNC. Coupled with the fact that she is only dropped very late into the game at chapter 6+, where players would have better options already, makes it hard to justify leveling her despite having good stats. You're better off looking at your 3★ rarity options or simply Investing in F2000. Not recommended. | |||||||||||||||||||||||||||||||||||||
1713 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1714 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1715 | 51 | 40 | 40 | 73 | 495 | ||||||||||||||||||||||||||||||||||
1716 | |||||||||||||||||||||||||||||||||||||||
1717 | Buffs SMG Damage 10% Rate of Fire 20% | ||||||||||||||||||||||||||||||||||||||
1718 | hey, i've seen that art style | ||||||||||||||||||||||||||||||||||||||
1719 | somewhere before - Zero | ||||||||||||||||||||||||||||||||||||||
1720 | Precision Focus: Increase self accuracy by 500% for 15s. | ||||||||||||||||||||||||||||||||||||||
1721 | |||||||||||||||||||||||||||||||||||||||
1722 | |||||||||||||||||||||||||||||||||||||||
1723 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1724 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1725 | Angelica (NO. 1027) ★ | Accessories | ○ Unmatched RoF during skill ○ Excellent tile coverage ○ Tiles buff AR and SMG ○ Ability to focus fire unlike AUG | ○ Tile buff values not very high ○ Limited collab doll (Gunslinger Girls) | |||||||||||||||||||||||||||||||||||
1726 | Magazine | Angelica is a doll coming from the Gunslinger Girls collab. Interestingly she is carrying an AUG, and shares some of AUG’s strengths and weaknesses in herself.
Similar to AUG, her tile coverage is amazing, but her buff values are only 10% FP and 20% Accuracy, which is even worse than AUG. So it would be a mistake to treat her like a support AR similar to Ribeyrolles. In terms of DPS, Angelica’s active skill is essentially identical to AUG's with one critical difference: Angelica’s skill has the ability to concentrate fire compared to AUG’s random spraying to enemies. This makes Angelica a much more consistent AR to use than AUG. Angelica also has a passive skill which grants her an initial FP buff of 12% which decays over time, and this means that her DPS should be solid in a short battle. However as time goes on and her passive FP buff starts to decay, her DPS would also drop, letting Angelica's poor skill uptime catch up to her and making her overall DPS lower than that of standard ARs. Angelica's overall DPS is still higher than that of AUG, even though AUG’s skill lasts longer (7s compared to Angelica’s 5s). This is mostly due to Angelica’s passive skill buff giving her free FP. AUG’s better uptime is not sufficient to let her catch up to Angelica’s DPS. Overall, Angelica can be considered a direct upgrade to AUG, however this does not mean that she can compete with most meta ARs since she is not suited for sustained battles - the typical use case for ARs. Angelica's skill is also not good enough for her to deal enough damage to compare to other meta ARs such as AR-15Mod and AN94. She is Optional. | |||||||||||||||||||||||||||||||||||||
1727 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1728 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1729 | 55 | 57 | 46 | 75 | 605 | ||||||||||||||||||||||||||||||||||
1730 | Crit Rate 30% | ||||||||||||||||||||||||||||||||||||||
1731 | Buffs AR, SMG Damage 10% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
1732 | |||||||||||||||||||||||||||||||||||||||
1733 | |||||||||||||||||||||||||||||||||||||||
1734 | Extreme Shooting: Passive: Increase damage by 12% at the start of battle. This buff gradually decays by 4% every 2s, and is completely removed after 6s. The buff will refresh itself every 10s. Active: Sacrifice 0% of accuracy to increase rate of fire to a fixed 150 for 5s. | ||||||||||||||||||||||||||||||||||||||
1735 | |||||||||||||||||||||||||||||||||||||||
1736 | |||||||||||||||||||||||||||||||||||||||
1737 | |||||||||||||||||||||||||||||||||||||||
1738 | |||||||||||||||||||||||||||||||||||||||
1739 | |||||||||||||||||||||||||||||||||||||||
1740 | |||||||||||||||||||||||||||||||||||||||
1741 | |||||||||||||||||||||||||||||||||||||||
1742 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
1743 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1744 | Agent 416 (NO. 1029) ★ | Accessories | ○ Almost instant AoE damage ○ Able to apply early debuffs on enemies ○ High early burst damage | ○ PLEASE READ NOTES COLUMN ○ Tendency to overstack grenades on high HP enemies. ○ If the enemy dies with a nade, the nades all disappear ○ Requires her SPEQs to become useful ○ Limited collab doll (The Division) | ○ Despite what the skill says, ONE sticky grenade will be placed at the battle start, and then every 8s henceforth. ○ When detonating multiple stacks on an enemy, it doesn't matter how many grenades were detonated; it will only deal ONE instance of damage. ○ Deployed bombs are counted as allied entities (same thing as the taunt fairy target). This is able to trigger enemy abilities (as they will stop to engage the bomb and this gives them the opportunity to use their skills). For example, Doppelsoldners may be able to unleash their rain of death. ○ Sticky bombs move with your echelon. Thought that might be interesting for you to know. It doesn't really matter. But it's interesting. Moving bombs. Techies. | ||||||||||||||||||||||||||||||||||
1745 | Magazine | Agent 416 is a far cry from its original counterpart HK416. Acting more like Zas M21 instead. One of the most exciting features of Agent 416 came from its passive effect after obtaining all 3 sets of the exclusive equipment. Having 2 of the 3 equipment grants her the ability to place 3 sticky bombs in front of her at the start of the battle which explodes on contact with enemies. Having a full set gives a debuff effect on enemies when they are hit by the bomb, reducing the enemies EVA and ACC. This makes her one of the best early burst damage AR out there. However, her sticky bomb’s radius is much less than other first-line grenadiers such as HK416Mod's and M4 SOPMOD IIMod's second skill effects, meaning the damage of the grenade is much worse than the aforementioned dolls if the enemies were less cluttered. Her passive skill will give the enemy with highest HP a sticky bomb every 8 seconds and her active skill detonates all these bombs, giving the same debuffs as the bombs placed on the ground at the start of the battle. The damage is determined from how many stacks of sticky bombs placed on said enemy (with a maximum of 3 stacks). However, there are some quirks to this skill which is worth noting: ○ If an enemy has the highest HP, the sticky bomb will be placed on him even he already has 3 stacks of sticky bomb already, the fourth sticky bomb placed on it will disappear ○ The sticky bomb on the enemy disappears if it dies These two quirks make Agent 416’s skill much less effective than on paper. In summary Agent 416 is an excellent early burst AR targeted to low HP mobs, however the mechanism of the sticky bomb, and its short radius limits her potential as a truly exceptional AR. She is comparable to Zas M21 and earns an optional rating. | |||||||||||||||||||||||||||||||||||||
1746 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1747 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1748 | 51 | 46 | 44 | 76 | 605 | ||||||||||||||||||||||||||||||||||
1749 | |||||||||||||||||||||||||||||||||||||||
1750 | Buffs SMG Damage 20% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1751 | |||||||||||||||||||||||||||||||||||||||
1752 | |||||||||||||||||||||||||||||||||||||||
1753 | Sticky Bombs: Every 8s, a sticky grenade will be placed automatically on the enemy with the highest HP, up to a maximum of 3 grenades per enemy unit. When the skill is activated, detonate all sticky grenades on the field, each dealing 5x damage that cannot miss, cannot critically strike, and is affected by armour, within an area of 1.5 units. With 2 SPEQs: At the battle start, 3 interspersed sticky grenades will be placed in the area ahead. Enemies approaching them will cause them to automatically detonate and deals 2.5x damage (does not change with skill level). With 3 SPEQs: Whenever a sticky grenade explodes, enemies affected by the explosion will have their accuracy and evasion reduced by 50% for 5s. | ||||||||||||||||||||||||||||||||||||||
1754 | |||||||||||||||||||||||||||||||||||||||
1755 | |||||||||||||||||||||||||||||||||||||||
1756 | |||||||||||||||||||||||||||||||||||||||
1757 | |||||||||||||||||||||||||||||||||||||||
1758 | |||||||||||||||||||||||||||||||||||||||
1759 | |||||||||||||||||||||||||||||||||||||||
1760 | |||||||||||||||||||||||||||||||||||||||
1761 | |||||||||||||||||||||||||||||||||||||||
1762 | |||||||||||||||||||||||||||||||||||||||
1763 | |||||||||||||||||||||||||||||||||||||||
1764 | |||||||||||||||||||||||||||||||||||||||
1765 | |||||||||||||||||||||||||||||||||||||||
1766 | |||||||||||||||||||||||||||||||||||||||
1767 | |||||||||||||||||||||||||||||||||||||||
1768 | |||||||||||||||||||||||||||||||||||||||
1769 | |||||||||||||||||||||||||||||||||||||||
1770 | |||||||||||||||||||||||||||||||||||||||
1771 | |||||||||||||||||||||||||||||||||||||||
1772 | |||||||||||||||||||||||||||||||||||||||
1773 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1774 | Skill CD | 4s | |||||||||||||||||||||||||||||||||||||
1775 | Medusa (NO. 1032) ★ | Accessories | ○ Actually contributes to team's survivability ○ Decent tiles for ARs | ○ Loli AUG/Angelica passive Skill ○ Low damage output. ○ Doesn't work well against enemy nodes with lots of enemies ○ Faces off heavy competition from support handguns ○ Limited collab doll (Jashin) | |||||||||||||||||||||||||||||||||||
1776 | Magazine | Medusa is an exclusive collaboration unit from the Dropkick On My Devil! event. She is unable to be acquired elsewhere. Medusa boasts average stats and her tile buffs affect both ARs and SMGs, making her want to be in a support position in any AR team. This is exemplified by her lack of damage output from her skill and instead focusing on increasing the survivability of the frontline. Her passive mode is her trait of strafe targeting; she will hit random enemies within attack range, prioritising enemies that have not been attacked yet. Compared to AUG and SAR-21, this isn't meant to deal damage (as she lacks any complimentary offensive boosts along with it) but instead it is to spread her passive to as many targets as possible. Her shots will apply a stacking debuff to enemies that reduce their evasion and accuracy by 10% for 8 seconds, stacking up to 5 times. An activation of her skill will additionally petrify all enemies affected by her passive for 1 second per stack. While petrified, enemies will take 10% more damage. By looking through her skill, Medusa is suitable for combat against relatively less dense packs as to make the best of her skill she has to attempt to go for the maximum of 5 seconds. This wouldn't work against enemy nodes with a lot of enemies as she has to strafe through all enemies as compared to a smaller number in which she can build up stacks easily. While petrification is a one-time use status effect, it is quite useful to amplify damage during this burst time as it is multiplicative damage. Afterwards, Medusa is still able to contribute to the survivability of the team as her stacks can reduce high enemy evasion so more hits are dealt to them. Medusa is highly recommended to farm for. As to her usefulness in combat, she provides good assistance as a support AR when more upfront damage is required, but fails in the sense that in terms of pure damage, handgun buffers will be more useful as consistent buffers. She is optional to raise. | |||||||||||||||||||||||||||||||||||||
1777 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
1778 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1779 | 58 | 57 | 47 | 73 | 605 | ||||||||||||||||||||||||||||||||||
1780 | |||||||||||||||||||||||||||||||||||||||
1781 | Buffs SMG, AR Damage 10% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
1782 | |||||||||||||||||||||||||||||||||||||||
1783 | |||||||||||||||||||||||||||||||||||||||
1784 | Gorgon's Eye: Attack random enemies, givinf them a stack of debuff that reduces their evasion and accuracy by 10% to a maximum of 5 stacks, lasing 8 seconds. When her skill is activated, petrify (daze) enemy units with debuffs and give them an additional 10% of vulnerability. Each stack of debuff increases the petrification duration by 1 second. Each unit can only be petrified 1 time. | ||||||||||||||||||||||||||||||||||||||
1785 | |||||||||||||||||||||||||||||||||||||||
1786 | |||||||||||||||||||||||||||||||||||||||
1787 | |||||||||||||||||||||||||||||||||||||||
1788 | |||||||||||||||||||||||||||||||||||||||
1789 | |||||||||||||||||||||||||||||||||||||||
1790 | |||||||||||||||||||||||||||||||||||||||
1791 | |||||||||||||||||||||||||||||||||||||||
1792 | |||||||||||||||||||||||||||||||||||||||
1793 | |||||||||||||||||||||||||||||||||||||||
1794 | |||||||||||||||||||||||||||||||||||||||
1795 | |||||||||||||||||||||||||||||||||||||||
1796 | |||||||||||||||||||||||||||||||||||||||
1797 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1798 | Skill CD | 3s |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Name | Statistics | Pros | Cons | Analysis | Notes | Memes | ||||||||||||||||||||||||||||||||
2 | Additional Info | "Frame Data" | Crit Rate | 5% | Mobility | 12 | Recent
Edits | Added APC9K, Jatimatic (Jan 20, 2024) | |||||||||||||||||||||||||||||||
3 | Targets randomly, does not switch until target is killed. | Added Sterling, Erma (Jul 09, 2023) | |||||||||||||||||||||||||||||||||||||
4 | Added SP9 (Dec 06, 2022) | ||||||||||||||||||||||||||||||||||||||
5 | Added MPK, MPL (Oct 27, 2022) | ||||||||||||||||||||||||||||||||||||||
6 | Thompson (NO.16) ★★★★★ | T-Doll Equipment | ○ Very high base HP ○ Common among 5★ | ○ Very low base evasion ○ Long initial CD ○ Mediocre tile buff ○ Force shield not suitable for general usage | "Yeah, this pleasure is unbearable!" | New Shikikans' : Is this | |||||||||||||||||||||||||||||||||
7 | Magazine | Thompson is a 5★ force shield SMG with ridiculously high HP but also ridiculously low evasion. Her skill is very powerful but has a long initial cooldown of 8 seconds. While she is indeed bulky with her massive HP, having low evasion and a skill she cannot use early enough in most battles due to its long ICD, means she will take more scratch damage and inflate your repair bill. These factors make her a very specialized SMG rather than a generalist, and should be used only to fulfill certain niches rather than for daily use. Her HP is her biggest advantage over other SMGs. Having 238 HP per dummy, she could tank a Jupiter's shot like a champ twice before losing a dummy link (not with all Jupiters though, some are too powerful for her to take two shots). She effectively has twice the tanking power in such cases, as other T-Dolls would go down in 5 hits, 1 for each dummy, due to their lower HP. On the other hand however, her low base evasion of 56 can be rather disconcerting. As mentioned earlier, this will accumulate scratch damage when faced with regular mobs where she cannot dodge as well as other, more well-rounded SMGs. Her tile buff and coverage is very unappealing. 15% evasion is absolutely useless for ARs, and 12% FP is a meager buff amount. Even a 3★ SMG could beat her in terms of buffing. Force shield is Thompson's signature skill, with only two other SMGs sharing the same skill, G36c and MP5. Being able to evade all attacks under the duration of the skill gives it incredible potential. Only SMGs of this particular class are capable of accomplishing such a feat, such as tanking a deadly cut-in skill from bosses, multiple shots from Jupiters and surviving Golyats. Its downside is also apparent however. With an 8 seconds cooldown, it is very unlikely that you would be able to take full advantage of this skill outside of those very specific scenarios. It is clear that Thompson is a niche SMG and should only be raised for these specific situations alone. And when you do, it'll surely have been worth your time. | a good girl? | ||||||||||||||||||||||||||||||||||||
8 | Accessories | ||||||||||||||||||||||||||||||||||||||
9 | DMG | ACC | EVA | ROF | HP | Will call you "boss" | |||||||||||||||||||||||||||||||||
10 | 31 | 12 | 56 | 82 | 1190 | ||||||||||||||||||||||||||||||||||
11 | "Chicago Typewriter" | ||||||||||||||||||||||||||||||||||||||
12 | Buffs AR Damage 12% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
13 | |||||||||||||||||||||||||||||||||||||||
14 | |||||||||||||||||||||||||||||||||||||||
15 | Force Shield: Evade all incoming attacks for 4s. | ||||||||||||||||||||||||||||||||||||||
16 | |||||||||||||||||||||||||||||||||||||||
17 | |||||||||||||||||||||||||||||||||||||||
18 | |||||||||||||||||||||||||||||||||||||||
19 | |||||||||||||||||||||||||||||||||||||||
20 | |||||||||||||||||||||||||||||||||||||||
21 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
22 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
23 | Vector (NO.20) ★★★★★ | T-Doll Equipment | ○ High base FP ○ Good tile buff ○ Signature molotov skill | ○ Small nade radius | "The pleasure of victory? I don't have such thing in me." | ○ Best dragger for 13-4 | |||||||||||||||||||||||||||||||||
24 | Magazine | A cool and calm silver-haired girl. Vector is one hell of a fearsome off-tank SMG, blessed with a strong tile buff and the most lethal molotov skill. Vector comes with a whopping 30 base FP. When combined with the 5★ skill multiplier, she is capable of dishing high AoE damage with her molotov. Her tile buff, while only affecting one AR, gives a very high value buff to one AR instead. This allows her to pair especially well with 416/G11 where Vector receives the FP buff while the AR receives some much needed RoF. Molotov is a powerful AoE skill with a low initial cooldown of only 3s. Vector can synergy fairly well with smoke grenades. The skill is also often compared with hand nade (PPS-43 and Bizon). While hand nades are used to clearing out large scale low-health enemy hordes, molotov is better at dealing with concentrated high health groups of enemies or conga-line formations. As with all throwables, Vector is also susceptible to targeting, potentially wasting her skill completely if she throws the wrong way. Additionally, her skill makes her ideal for dragging 13-4, the top map for EXP and one with a high core rate. If you manage to get multiple copies, leaving a set of two at x1 link is suggested for dragging this map. Overall, Vector is highly recommended. | |||||||||||||||||||||||||||||||||||||
25 | Accessories | Looks like Jeanne Alter | |||||||||||||||||||||||||||||||||||||
26 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
27 | 30 | 11 | 71 | 101 | 925 | "Flame Witch" | |||||||||||||||||||||||||||||||||
28 | "Vivi" | ||||||||||||||||||||||||||||||||||||||
29 | Buffs AR Rate of Fire 25% | ||||||||||||||||||||||||||||||||||||||
30 | |||||||||||||||||||||||||||||||||||||||
31 | |||||||||||||||||||||||||||||||||||||||
32 | Incendiary Grenade: Launch an incendiary grenade that deals 7x damage to enemies within a radius of 1.5 and ignites them, dealing 1x damage every 0.33s for 5s. | ||||||||||||||||||||||||||||||||||||||
33 | |||||||||||||||||||||||||||||||||||||||
34 | |||||||||||||||||||||||||||||||||||||||
35 | |||||||||||||||||||||||||||||||||||||||
36 | |||||||||||||||||||||||||||||||||||||||
37 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
38 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
39 | MP7 (NO.28) ★★★★★ | T-Doll Equipment | ○ High base HP ○ Good tile buff and coverage ○ Good skill uptime | ○ Long initial CD ○ Evasion focus not suitable for general use ○ Limited farmable event doll (Singularity, for now) | |||||||||||||||||||||||||||||||||||
40 | Magazine | MP7 is a 5★ evasion tank that directly competes with Suomi in the niche of drawn out engagements due to her nice uptime but poor initial cooldown, generally making these dolls not efficient for general use. MP7's skill is essentially a direct upgrade to Suomi's in every way. Her Moon Dancer skill provides her with 30% more evasion and an added bonus of 50% movement speed increase for the same duration of 5s. These make for impressive buffs, especially given how MP7's base evasion isn't horrible (Suomi's base 56 evasion vs. MP7's 69). The movement speed isn't all too useful but it's a convenient upside in case your reactions are slow when avoiding AOE attacks. MP7's base stats are impressive as well. She has a lower health pool than Suomi, but better evasion overall. As she still has the effective HP to tank most important threats, her lower HP does not affect her as much as it would someone like Shipka. The eHP difference between MP7 and Suomi is not so drastic, and MP7 can effectively tank whatever Suomi can tank. That said, when considering her higher base evasion, better skill multiplier and better tile coverage, this leaves her with an immediate advantage compared to Suomi. MP7 will suffer the same weaknesses as Suomi however. She has no defensive buff until 6s and relying on her below average base evasion leads to a lot of scratch damage in general fights. In her niche however, MP7 is most certainly the best and the one that's recommended to invest in for the times where you need her skill. | |||||||||||||||||||||||||||||||||||||
41 | Accessories | ||||||||||||||||||||||||||||||||||||||
42 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
43 | 30 | 13 | 69 | 91 | 990 | ||||||||||||||||||||||||||||||||||
44 | |||||||||||||||||||||||||||||||||||||||
45 | Buffs AR
Rate of Fire 15%, Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
46 | |||||||||||||||||||||||||||||||||||||||
47 | |||||||||||||||||||||||||||||||||||||||
48 | Half-Moon Dancer: Decrease rate of fire and accuracy by 20% while increasing movement speed by 50% and evasion by 180% for 5s. | ||||||||||||||||||||||||||||||||||||||
49 | |||||||||||||||||||||||||||||||||||||||
50 | |||||||||||||||||||||||||||||||||||||||
51 | |||||||||||||||||||||||||||||||||||||||
52 | |||||||||||||||||||||||||||||||||||||||
53 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
54 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
55 | AK-74U (NO.59) ★★★★★ | T-Doll Equipment | ○ High base HP ○ Good tile buff and coverage ○ Accessible as CT chapter 2 reward | ○ Long initial CD
○ Skill only debuffs single target ○ Poor skill uptime | |||||||||||||||||||||||||||||||||||
56 | Magazine | The AK-74U is a main-tank SMG obtainable from clearing E2-9 of Continuum Turbulence. She is a single target debuffer main-tank who can cripple an enemy during her skill duration. The strength of her debuffs is very much powerful, but single target debuffing does not do very well when the job of an SMG often involves tanking multiple foes at once. AK-74U's Purge Reaction cripples an enemy by decreasing both their damage and accuracy. The accuracy debuff translates into a 100% evasion buff for whoever is tanking said enemy, which is without a doubt powerful. The nature of her skill also lets her play a more supportive role in a double main-tank comp where she is able to support another tank via debuffing. It is also worth noting that she will apply this debuff regardless if her shot hits or not, or if it is blocked by force shield. On the other hand, she cannot effectively handle the common hordes of mobs with her single target debuff and her long initial CD. Against high priority targets like Manticore, she instead faces the RNG of targeting the wrong enemy given that these targets are often accompanied by their own escorts of trash mobs. Not to mention, many of them are far too deadly that debuffing them would not change the tide of battle if they are able to attack even once (Hydra's lethal 10-hit barrages, Gundam's disruptive full screen bombing). Against bosses, she instead has her own disadvantages. Her skill's effectiveness is halved and her uptime does not allow her to perform well in long battles. Many bosses are also unaffected by at least one part of her skill, either via sure-hit (ignoring accuracy debuff) and/or one-shot nuke (overkilling your t-dolls even with their damage debuffed). For experienced players, AK-74U's skill usefulness can be manually flicked on when needed either as an additional layer of defense or to buy time for defensive skills to be up again. This can be useful if you can use this skill in the middle of boss hard hitting abilities, but for the average Joe you're gonna get much better mileage with some of the more premier tanks like MP7. She is niche, and optional to raise. | |||||||||||||||||||||||||||||||||||||
57 | Accessories | ||||||||||||||||||||||||||||||||||||||
58 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
59 | 35 | 13 | 67 | 83 | 970 | ||||||||||||||||||||||||||||||||||
60 | |||||||||||||||||||||||||||||||||||||||
61 | Buffs AR Damage 15% Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
62 | |||||||||||||||||||||||||||||||||||||||
63 | |||||||||||||||||||||||||||||||||||||||
64 | Purge Reaction: Decrease current enemy target's damage and accuracy by 50% (elite enemy 25%) for 5s. Skill lasts 5s. | ||||||||||||||||||||||||||||||||||||||
65 | |||||||||||||||||||||||||||||||||||||||
66 | |||||||||||||||||||||||||||||||||||||||
67 | |||||||||||||||||||||||||||||||||||||||
68 | |||||||||||||||||||||||||||||||||||||||
69 | |||||||||||||||||||||||||||||||||||||||
70 | |||||||||||||||||||||||||||||||||||||||
71 | |||||||||||||||||||||||||||||||||||||||
72 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
73 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
74 | G36c (NO.104) ★★★★★ | T-Doll Equipment | ○ High base HP ○ Good tile buff and coverage | ○ Low base evasion ○ Long initial CD ○ Force shield not suitable for general usage | "Victory! This is the result of everyone's hard work." | ||||||||||||||||||||||||||||||||||
75 | Magazine | G36c being a shield tanker is quite reminiscent of Thompson, except her overall stats additionally make her more geared towards tanking general mobs and her tile buffs are more AR-friendly to a certain degree. These aspects further broaden her niche to becoming both a boss and general use tank. That being said, her evasion stat of 65 is still rather mediocre, but sufficient enough. Her very high HP pool of 1015, which comes close to how much Thompson has makes up for it as well. As for her skill, unfortunately force shield skills tend to be rather inappropriate against general mobs, as they usually take too long to proc and it‘s not very team-supportive either. Her tile buffs are two steps above Thompson's as well. Both stats she buffs for ARs may come in rather miniscule amounts, but are still serviceable. Overall, she's a slight improvement to Thompson in terms of general use. Although the fact remains that, to a certain degree, she remains a niche main tank, she's a viable main tank to use in regular scenarios. If you already happen to have a shield main tank levelled, however, chances are having another one won't do you too many favors. To recap, G36c is a niche shield main tank more oriented towards general use like her. Sadly she's still overshadowed by traditional, team supportive main tanks like UMP45 but is still recommended if you need more main tanks. | |||||||||||||||||||||||||||||||||||||
76 | Accessories | ||||||||||||||||||||||||||||||||||||||
77 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
78 | 32 | 13 | 65 | 83 | 1015 | sexy af | |||||||||||||||||||||||||||||||||
79 | |||||||||||||||||||||||||||||||||||||||
80 | Buffs AR Damage 10% Rate of Fire 8% | ||||||||||||||||||||||||||||||||||||||
81 | her beret looks like | ||||||||||||||||||||||||||||||||||||||
82 | Lickitung's tongue | ||||||||||||||||||||||||||||||||||||||
83 | Force Shield: Evade all incoming attacks for 4s. | ||||||||||||||||||||||||||||||||||||||
84 | |||||||||||||||||||||||||||||||||||||||
85 | |||||||||||||||||||||||||||||||||||||||
86 | |||||||||||||||||||||||||||||||||||||||
87 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
88 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
89 | Suomi (NO.115) ★★★★★ | T-Doll Equipment | ○ Very high base HP ○ Good skill uptime ○ Has 3 Live2D skins | ○ Very low base evasion ○ Long initial CD ○ Evasion focus not suitable for general usage ○ Will empty your wallet with said Live2D skins | "I did it? What a relief! With this, my name will be remembered." | *jumps down from kitchen | |||||||||||||||||||||||||||||||||
90 | Magazine | Suomi is a 5★ evasion tank SMG that, despite the name of her role, has awfully low evasion but massive HP similar to Thompson. Keep in mind that this role is not a name for generalist SMGs who are evasive by nature, but rather those who have long lasting power, suitable (thanks to Evasion Focus) for tanking bosses and elites and are more in line with force shield SMGs as a specialist. Just as any specialist would have in common for some unknown reasons, her stat spread of high HP and low evasion gears her toward longer fights and her skill has a long initial cooldown unsuitable for general usage. She is best used for fulfilling certain niches rather than for daily use. Suomi's strength comes from her lasting power. Her large health pool, the massive boost of evasion that brings her evasion to 260 (not counting any additional buffs from teammates and fairies) and its great uptime after the initial cooldown make for an amazing combination. She can last for a very long time thanks to this, whereas other SMGs would not be able to. This makes her ideal for drawn out battles where evasion still works in situations like Agent's Fight. This is simply a niche for a good reason however. Low base evasion and long initial cooldown spell out a lot of scratch damage. In a regular battle, it is very unlikely for her to make use of her powerful skill. Her tile buff and coverage do not help either. While they are not as awful as Thompson's tiles, their coverage is lacking and the buffs are far from the best, definitely not enough to justify her other weaknesses if used as a generalist. Because of Suomi's niche, there are not many situations for her to be utilized. On top of that, evasion tanking is a role that is very susceptible to meta changes, plus better and more accessible evasion tanks are expected to be released later down the line. Her viability is always on a thin line, she is a niche and entirely optional to raise. | stove* "I'm gay" | ||||||||||||||||||||||||||||||||||||
91 | Accessories | ||||||||||||||||||||||||||||||||||||||
92 | DMG | ACC | EVA | ROF | HP | Suomeme | |||||||||||||||||||||||||||||||||
93 | 28 | 15 | 56 | 93 | 1100 | ||||||||||||||||||||||||||||||||||
94 | Adjutant Mule | ||||||||||||||||||||||||||||||||||||||
95 | Buffs AR Rate of Fire 15% Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
96 | |||||||||||||||||||||||||||||||||||||||
97 | |||||||||||||||||||||||||||||||||||||||
98 | Evasion Focus: Increase self evasion by 150% for 5s. | ||||||||||||||||||||||||||||||||||||||
99 | |||||||||||||||||||||||||||||||||||||||
100 | |||||||||||||||||||||||||||||||||||||||
101 | |||||||||||||||||||||||||||||||||||||||
102 | idiot pig sammich | ||||||||||||||||||||||||||||||||||||||
103 | Initial CD | 6s | :YES: | ||||||||||||||||||||||||||||||||||||
104 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
105 | Type79 (NO.127) ★★★★★ | T-Doll Equipment | ○ High base HP ○ Good tile buff | ○ Long initial CD | "Mission complete! How did I perform, Sir?" | ||||||||||||||||||||||||||||||||||
106 | Magazine | Type 79 is a fairly traditional 5★ main tank with balanced stats spread, a flashbang and decent tiles.. Type 79's HP is fairly high among main tanks. On the other hand, her evasion is on the lower end, but still servicable. She offers one of the better tile buff out there. 20% of much needed FP to ARs is always good. Unfortunately she only covers two tiles, making her less than ideal when supporting 3 ARs, but otherwise does just a fine job in a 2 AR comp. Type 79 also comes with a flashbang, and is one of the two viable main tanks with it alongside UMP9. As a 5★, the stun duration is a direct upgrade over the 4★ UMP9. Unlike UMP9 however, Type 79's tile buff of 20% FP is often more potent than 12% RoF. As a flashbang SMG, she also shares the same strengths and weaknesses with other flashbangers. Flashbang is deadly especially when it nullifies a large group of enemies, or when it stuns an elite such as a Manticore. This is very apparent when mobs are heavily escorted with tanks like Scouts and Guards, even more so at night where Scouts are extra annoying to take down quickly (Defense Drill) and Manticores are as deadly as bosses. Of course, the flashbang comes with its many weaknesses as well. With a cooldown of 5s and an added throwing time of approximately 2s, it takes a long time to get the stun out into the fight. Type 79 is bound to take damage as she does not have the smoke to slow the enemies down and buy more time for ARs like UMP45, nor the short cooldown evasion buff and damage debuff of RO635 to minimize damage taken. It is not uncommon to see her unable to throw her flashbang due to short battles, or for her flashbang to only hit a couple of enemies due to most have already been killed. On top of that, flashbang has no effect on bosses. Running a flashbang SMG against bosses would just be running a meatshield with no skill to use. This restricts her to be best used against regular mob and elite battles that are difficult and long enough for flashbang to be useful. Although Type 79 isn't a must-use option like UMP45 and RO635 are as main tanks, she certainly has her merit. Having a flashbang SMG to field is very useful at times, and her performance in general is very good as is. Recommended. | That's a lot of "Nines" | ||||||||||||||||||||||||||||||||||||
107 | Accessories | ||||||||||||||||||||||||||||||||||||||
108 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
109 | 32 | 12 | 70 | 88 | 970 | Has a hotter sister | |||||||||||||||||||||||||||||||||
110 | |||||||||||||||||||||||||||||||||||||||
111 | Buffs AR Damage 20% | "Better UMP9" | |||||||||||||||||||||||||||||||||||||
112 | |||||||||||||||||||||||||||||||||||||||
113 | no, her right arm isn't taken | ||||||||||||||||||||||||||||||||||||||
114 | Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 yards for 4.5s. | from SF unit, unlike Soppu | |||||||||||||||||||||||||||||||||||||
115 | |||||||||||||||||||||||||||||||||||||||
116 | |||||||||||||||||||||||||||||||||||||||
117 | |||||||||||||||||||||||||||||||||||||||
118 | |||||||||||||||||||||||||||||||||||||||
119 | |||||||||||||||||||||||||||||||||||||||
120 | |||||||||||||||||||||||||||||||||||||||
121 | |||||||||||||||||||||||||||||||||||||||
122 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
123 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
124 | SR-3MP (Shrimp) (NO.135) ★★★★★ | T-Doll Equipment | ○ High base HP ○ High base FP ○ Excellent tile buff and coverage ○ Unique and devastating self-buff | ○ Low base evasion ○ High skill & equip investment ○ DPS is tied to the number of dummies still alive ○ Does not benefit from some stats that help ARs | "Ehehe!~ Is this what victory feels like? It's really wonderful!" | ○ w/ EoT (35% RoF tile for 12 frames) ○ w/ ITI Mars (31% RoF tile for 12 frames) ○ w/ EoT (Needs 30% Acc tile for 35 Acc) | |||||||||||||||||||||||||||||||||
125 | Magazine | SR-3MP is a self-buff offtank SMG with a uniquely high multiplier of 260% and excellent uptime/ICD. When maxed out and properly equipped, SR-3MP can deliver DPS on par with if not exceeding that of even the strongest ARs in the commander's armory. Unfortunately, all things that sound too good to be true have a major weakness, and SR-3MP has several: ○ Needs to be placed in the front line, where she is susceptible to taking damage and losing dummy links. ○ Using SR-3MP sacrifices the important AoE burst from an early offtank grenade, and she can't hit the broad side of a barn at night without sacrificing a crit scope/ITI to equip a PEQ. Regardless, she is a community favorite for a good reason. A unique doll promoting a different playstyle, she is optional for general use, but recommended those willing and able to invest into her and watch as she does something you don't often see in an SMG. | The Catalyst of Team | ||||||||||||||||||||||||||||||||||||
126 | Accessories | Comp Mistakes | |||||||||||||||||||||||||||||||||||||
127 | DMG | ACC | EVA | ROF | HP | "AR cosplaying as an SMG" | |||||||||||||||||||||||||||||||||
128 | 31 | 12 | 67 | 90 | 970 | ||||||||||||||||||||||||||||||||||
129 | |||||||||||||||||||||||||||||||||||||||
130 | Buffs AR Rate of Fire 18% Critical Rate 30% | ||||||||||||||||||||||||||||||||||||||
131 | |||||||||||||||||||||||||||||||||||||||
132 | |||||||||||||||||||||||||||||||||||||||
133 | Damage Focus: Increase damage by 260% for 5s. | ||||||||||||||||||||||||||||||||||||||
134 | |||||||||||||||||||||||||||||||||||||||
135 | |||||||||||||||||||||||||||||||||||||||
136 | Initial CD | 4s | So much writing lol. | ||||||||||||||||||||||||||||||||||||
137 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
138 | RO635 (NO.143) ★★★★★ | T-Doll Equipment | ○ High base HP ○ Low initial CD ○ Good tile coverage ○ Powerful defensive skill | ○ Can only be obtained once (7-6) | "Hell is the place where you all belong." | ||||||||||||||||||||||||||||||||||
139 | Magazine | Not only do players acquire RO635 for free at Level 90 x5 Dummy Link for completing 7-6, she is also one of the best maintank SMGs in the game, matching her main cast role. All of RO635's tanking stats are already very solid, and she frequently receives an additional map bonus of +20% Evasion in later story maps and event maps. RO635 specializes in early damage mitigation using her short ICD self-buff/debuff skill. Mental Deterrence is a versatile skill that combines a massive EVA buff with damage reduction on top of an incredibly short 3s ICD. It is more than capable of tanking short mob battles, burst damage in boss fights (provided her uptime of 5/12s isn't an issue), and the debuff component can even help reduce incidental damage taken by the offtank. Her tile buff provides a fairly small amount of ROF and accuracy, and unfortunately her 10% boost is just short of letting some ARs (AN94, G36 MOD and several night ARs) hit a higher frame threshold compared to other ROF MT tile buffs like UMP9's 12% or MP7's 15%. When building a team with RO in mind, her tile is not often a big factor, but rather her more powerful skill and stats. RO635's unique and powerful kit cements her as a highly recommended main tank. In any fight where a good maintank can be appreciated, you can always count on RO for some shock and awe. | "Mental Shock" | ||||||||||||||||||||||||||||||||||||
140 | Accessories | ||||||||||||||||||||||||||||||||||||||
141 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
142 | 27 | 14 | 71 | 97 | 970 | ||||||||||||||||||||||||||||||||||
143 | |||||||||||||||||||||||||||||||||||||||
144 | Buffs AR Rate of Fire 10% Accuracy 35% | ||||||||||||||||||||||||||||||||||||||
145 | SCOLD ME MOMMY! | ||||||||||||||||||||||||||||||||||||||
146 | still a better leader than M4 | ||||||||||||||||||||||||||||||||||||||
147 | Mental Deterrence: Decrease all enemies' damage by 25% (MOD 1 and accuracy by 10%) and increase self evasion by 70% for 5s. | ||||||||||||||||||||||||||||||||||||||
148 | is she a kamen rider | ||||||||||||||||||||||||||||||||||||||
149 | Why the heck her voice | ||||||||||||||||||||||||||||||||||||||
150 | sounds sexy af - Zero | ||||||||||||||||||||||||||||||||||||||
151 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
152 | Skill CD | 12s | "Now... count up your sins!" | ||||||||||||||||||||||||||||||||||||
153 | RO635 (MOD 3) ★★★★★★ | T-Doll Equipment | ○ Extremely high effective HP ○ Chance to dodge sure-hit attacks | ○ Heavy investment required | Deeper analysis on the second evasion check | ||||||||||||||||||||||||||||||||||
154 | Magazine | RO635's digimind upgrade gives her skill 1 an extra enemy accuracy debuff. Her skill 2 lets her try evading an attack again if she fails to evade an attack the first time and its damage is lower than the HP of one of her links. The percent chance this second evasion check occurs is 20% at base and increases by 10% for every debuff applied on the enemy attacking her. If this (20% + N*10%) chance is passed, then RO635 Mod can make a second evasion check (yes she actually makes the check, and is not a flat evasion chance like some claimed). The damage limit is only ever relevant for certain enemies like hydras, golyats, and certain bosses. It is also passive, and so RO635 has an extra layer of protection even while her skill 1 is down. This makes her effective self-evasion buff somewhere around 500% with proper setup and VERY hard to kill. For some reason, this skill 2 also applies to sure-hit attacks. What should normally be impossible to dodge, RO635 Mod can evade anyways. Instead of just taking damage guaranteed, RO635 Mod fails the first evasion check, then tries the second evasion check against the attacker's accuracy. This ability to reduce damage taken from sure-hits means RO635 Mod also encroaches on the territory of force shield SMGs. During RO635 Mod's skill 1 being active, she also places the Seal of the Avenger debuff onto her target, the same one as M4A1 Mod. This lets her synergize with members of the AR team as well. Normally RO635 Mod can apply 2 debuffs during her skill, 3 if she's attacking her attacker. This puts her base skill 2 chance at ~40%-50% during her skill. A couple of added debuffs and more evasion without sacrificing too much damage output would help, but going overboard for the 100% chance is not important, as even with 100% she cannot evade everything. Her SPEQ from Mod 3 gives 10 extra evasion when maxed when compared to a T-Exo. This is a good improvement, but not strictly necessary, so Mod 2 is a typical stopping point. With this neural upgrade, RO635 Mod is an incredibly powerful main tank that goes beyond the usual limits of evasion tanks. Highly Recommended. | |||||||||||||||||||||||||||||||||||||
155 | Accessories | ||||||||||||||||||||||||||||||||||||||
156 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
157 | 29 | 15 | 77 | 97 | 1040 | ||||||||||||||||||||||||||||||||||
158 | (+2) | (+1) | (+6) | (+70) | |||||||||||||||||||||||||||||||||||
159 | |||||||||||||||||||||||||||||||||||||||
160 | Buffs AR Rate of Fire 15% Accuracy 40% | ||||||||||||||||||||||||||||||||||||||
161 | |||||||||||||||||||||||||||||||||||||||
162 | |||||||||||||||||||||||||||||||||||||||
163 | Righteous Judgement: Whenever taking damage that is below the maximum HP of a single Dummy, there is a 20% chance of gaining an additional evasion check against that instance of damage. A successful evasion check negates that instance of damage. Every stack of damage/accuracy/move speed reduction or Seal of the Avenger present on the attacker increases the chance of gaining the additional evasion check by 10%. When Mental Deterrence is active, self attacks apply Seal of the Avenger to targets. | ||||||||||||||||||||||||||||||||||||||
164 | |||||||||||||||||||||||||||||||||||||||
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177 | Passive | ||||||||||||||||||||||||||||||||||||||
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179 | C-MS (NO.213) ★★★★★ | T-Doll Equipment | ○ Almost no initial CD with infinite uptime ○ Good tile coverage ○ Able to equip AP ○ Auto-skill memes | ○ The other two stances are not as strong as her default ○ RoF buff may not be high enough for some ARs to push them a frame lower | "It's a promised victory! Return the favor, don't forget about it!" | ||||||||||||||||||||||||||||||||||
180 | Magazine | ✔AP Shell | Oh, the versatile SMG to contest the UMP45 monotony has finally arrived. In the form of a salty fish. The entire design of C-MS revolves around "adaptability", being able to respond to any situation as a SMG. Main tank? Sure. C-MS has it covered with permanent evasion with an ICD of only 1s. Damage? You got it. Here's some extra DMG for ya. Need to snipe scouts? Say no more, fa- alright that's too far off. Her tiles pretty much suit any AR that could always use more RoF and FP. However, C-MS' true unique point would be her skill. Having a permanent EVA up with essentially no cooldown, C-MS is outright amazing in the initial few seconds, often taking almost 0 damage. Being able to equip AP rounds also allows her to deal with Tarantulas with relative ease, thanks to the high RoF nature of SMGs and having an 85% damage boost on her skill. It is not uncommon for C-MS to hit permanent 200~300+ EVA with her skill, making her incredibly hard to hit for SF scum. Her firepower isn't that great compared to SR-3MP's but it's still workable if you'd like to use her as a damage dealing SMG. Do note however, C-MS is not a specialist despite having an evasion self-buff. Her HP and skill multiplier is still lower than those who are specialized at this role like Suomi and MP7 when used for certain boss fights in the future. This however does not degrade her value in battle in any fashion. It's also important to set her skill to forced manual, otherwise she'd constantly be switching rounds every second, ingraining her beautiful high pitched voice into your eardrums and making her a rather weird SMG who can't decide on a role. Our local saltyfish is highly recommended for being almost infinitely versatile in the ARSMG context. You can almost never go wrong when choosing C-MS, RO635 or UMP45 as your main tank. | ||||||||||||||||||||||||||||||||||||
181 | Accessories | ||||||||||||||||||||||||||||||||||||||
182 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
183 | 32 | 15 | 75 | 87 | 925 | ||||||||||||||||||||||||||||||||||
184 | |||||||||||||||||||||||||||||||||||||||
185 | Buffs AR Damage 15% Rate of Fire 5% | ||||||||||||||||||||||||||||||||||||||
186 | |||||||||||||||||||||||||||||||||||||||
187 | |||||||||||||||||||||||||||||||||||||||
188 | Fickle Temper: Press skill to switch between different ammo types with different effects. Subsonic rounds (default): Increase evasion by 65% / Spoon tip rounds: Increase damage by 85% / Standard rounds: Increase accuracy by 200%. | ||||||||||||||||||||||||||||||||||||||
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195 | |||||||||||||||||||||||||||||||||||||||
196 | Initial CD | 1s | |||||||||||||||||||||||||||||||||||||
197 | Skill CD | 1s | |||||||||||||||||||||||||||||||||||||
198 | PM-06 (NO.224) ★★★★★ | T-Doll Equipment | ○ Low initial CD ○ Long skill duration ○ Excellent multiplier at night for its CD | ○ Mediocre multiplier during daytime | |||||||||||||||||||||||||||||||||||
199 | Magazine | PM-06 is a 5★ SMG that has a night battle focus. This is a pretty rare trait for a SMG to have. Out of the box, PM-06 looks as to be a doll that has a generic self-evasion and self-accuracy skill, which is nothing unique as SMGs such as MP7 have similar skills. That's where the similarity diverges however. PM-06 heavily leans to night time performance; her skill is on a very short ICD (4 seconds) with a very long duration (10 seconds). At night, this skill grants an impressive 150% evasion (which is the same as specialized self-evasion buffers such as Suomi but less than MP7), with an irrelevant accuracy bonus. This quick activation and long duration makes her a solid pick for night operations, but unfortunately limits her use in daytime as the bonuses are heavily reduced. PM-06 is an optional doll to raise. She has a consideration when a player has raised some of the more generalist options (for example, MP7 and CMS to name two) and wants to raise some specially designed SMGs for specific scenarios. | |||||||||||||||||||||||||||||||||||||
200 | Accessories | ||||||||||||||||||||||||||||||||||||||
201 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
202 | 29 | 15 | 75 | 83 | 950 | ||||||||||||||||||||||||||||||||||
203 | |||||||||||||||||||||||||||||||||||||||
204 | Buffs AR Damage 12% Accuracy 35% | ||||||||||||||||||||||||||||||||||||||
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207 | Covert Focus N: During nighttime, increase evasion by 150% (50% during daytime) and accuracy by 80% (40% during daytime) for 10s. | ||||||||||||||||||||||||||||||||||||||
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215 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
216 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
217 | 100 Shiki (NO.228) ★★★★★ | T-Doll Equipment | ○ High base HP | ○ Low base evasion ○ Long initial cooldown ○ Underwhelming skill for its cooldown | "I'm glad, it's a victory." | JP's exclusive T-Doll | |||||||||||||||||||||||||||||||||
218 | Magazine | 100 Shiki is a 5★ SMG with high HP and low evasion, and a highly unusual skill. While Sakura Reflection may at first seem like a useful skill, its 8s initial CD holds it back from any semblance of viability. Compared to the other 8s ICD maintank skill (Force Shield) that negates all damage when activated, the lackluster performance of 100 Shiki's skill is apparent. Generally, main tank SMGs with faster activating skills like Smoke Grenade or stronger long-ICD moves like P90/G36c's Squirrel or Force Shield are far more preferred. 100 Shiki is therefore not recommended, due to other maintank SMGs simply doing the job better. Her special equipment buffs her base stats but doesn't address the core problem with her Skill, and is also not recommended to enhance. | 1st JP exclusive | ||||||||||||||||||||||||||||||||||||
219 | Accessories | wow! | |||||||||||||||||||||||||||||||||||||
220 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
221 | 29 | 14 | 67 | 76 | 1060 | ||||||||||||||||||||||||||||||||||
222 | |||||||||||||||||||||||||||||||||||||||
223 | Buffs AR Damage 12% Accuracy 35% | ||||||||||||||||||||||||||||||||||||||
224 | |||||||||||||||||||||||||||||||||||||||
225 | |||||||||||||||||||||||||||||||||||||||
226 | Sakura Reflection: Provide herself with a 42 HP shield for 5s. If the shield is destroyed by enemy fire, increase evasion by 65% for 5s. If the shield expires without being destroyed, increases damage by 85% for 5s. | ||||||||||||||||||||||||||||||||||||||
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232 | nuff said | ||||||||||||||||||||||||||||||||||||||
233 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
234 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
235 | JS 9 (NO.234) ★★★★★ | T-Doll Equipment | ○ Very high base evasion ○ Excellent tile buff and coverage ○ Capable of reaching 505% evasion self-buff at max stack | ○ Long initial cooldown ○ Evasion self-buff scales with number of enemies ○ Limited point event doll (April 2020) | |||||||||||||||||||||||||||||||||||
236 | Magazine | JS 9 is a 5★ SMG who acts mainly as a second main-tank of the team with her conditional evasion self-buff capable of reaching incredible number under the right condition. JS 9 comes with one of the best tiles among SMGs, providing 18% RoF and 30% crit rate for the entire backrow from position 8. Similar to UMP45, her tiles alone can be valuable enough to put her on the team. JS 9's skill Last Minute Preparations is a conditional skill that can provide FP self-buff and/or evasion self-buff. Although hybrid, the skill is valued for its evasion part rather than the FP part, as her offensive capability is lacking due to the long initial CD of 6s. On the other hand, the evasion self-buff scales well with more groups of enemies upon activation, making her especially evasive against hordes. At max stack, she can receive a total of 505% evasion buff. As a downside, the condition to reach such number is not easy. JS 9 has a similar problem with the evasion tanks such as Suomi due to her long initial CD, leaving her helpless before the 6s mark. The effectiveness of her skill depends on the number of enemies presented, yet it is unlikely for her to reach her fullest potential against mob battles if the battles are too short. During long battles where her long initial CD is not an issue, she is faced with a different problem where there may not be multiple enemies at all (boss fights). It is recommended to do your research beforehand before fielding her, for JS 9 does best during long battles with a lot of mobs. SWAP Sangvis Ferri units, introduced with Isomer, are considerably stronger and bulkier while still spawning in similarly large quantities as their normal counterparts. As a result, offensive SMGs have a hard time outscaling the the upgraded defensive capabilities of SWAP SF units. JS 9 shines best in these scenarios, providing the main tank with much needed evasive defensive support due to the long nature of these fights. JS 9 is recommended. She finds her place in defensive teams with double main-tanks, which is favored even against mobs as enemies becoming too strong for nader off-tanks to handle. She is not the best fit for every content, but when she is, her performance is undoubtedly superior. | |||||||||||||||||||||||||||||||||||||
237 | Accessories | ||||||||||||||||||||||||||||||||||||||
238 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
239 | 27 | 15 | 86 | 89 | 900 | ||||||||||||||||||||||||||||||||||
240 | |||||||||||||||||||||||||||||||||||||||
241 | Buffs AR Rate of Fire 18% Critical Rate 30% | ||||||||||||||||||||||||||||||||||||||
242 | |||||||||||||||||||||||||||||||||||||||
243 | |||||||||||||||||||||||||||||||||||||||
244 | Last Minute Preparations: Gain stacks of evasion (35% per stack) and damage (50% per stack) for 5s for each group of enemies on the field. Upon skill activation, if there is only one group of enemies, gain 3 stacks of damage. For every additional group of enemies, gain 1 evasion stack and lose 1 damage stack. Max 6 stacks. | ||||||||||||||||||||||||||||||||||||||
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255 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
256 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
257 | P90 (NO.245) ★★★★★ | T-Doll Equipment | ○ Very high base EVA ○ Above average/high HP ○ High accuracy ○ Holograms forces enemies to focus on them if in range ○ Near immortal under the right circumstances ○ Holograms can be affected by shield ○ Good tile coverage for main tank | ○ Confusing ○ So rare that it caused an outroar in the older servers ○ Passive skill requires you to actively take damage ○ 4 guaranteed attacks generally doesn't do much due to her main tank nature ○ Holograms are super weak against anything that hits all links at once ○ Holograms loses effectiveness as she loses links | "This gun spinning is my victory pose." | For a more in-depth analysis, click here. | |||||||||||||||||||||||||||||||||
258 | Magazine | Mirror mirror on the wall, who's the rarest of them all? Get ready to rush B, for P90 enters the fray armed with not 1 link, not 5 links, but up to 5 links with 5 additional holograms! (No extra core fee for holograms required). P90 is truly an odd SMG never seen before, having an active, a damage skill, a passive and a lump of salt accompanied by her unicorn status. She has a pretty good uptime on her passive alone (3s/6s) and ramps up to ~1.7x evasion at the last moment. The downside would be that she has to take damage first. It'd be sort of a trade off for pretty much not having ICD on her passive in exchange for taking some scratch damage. Her active is truly a confusing one, so let's take our time and go through it. Firstly, her active does 3 of the following; Summon holograms, fire 4 guaranteed hit critical shots and triggers the same aspect as her passive with a different uptime. The guaranteed critical shot is pretty self-explanatory, so let's cover her other 2 skills. Holograms At 3 HP each and 999 armor, you're almost bound to always take 15 shots on holograms as long as the incoming projectiles do not ignore armor or splash onto links. A pretty useful utility of the hologram is that, if enemies are within range of the holograms, they'd always retarget to the hologram instead, stopping their bullets on whatever they were aiming at previously. This part of the skill is amazing, often serving as a 6s ICD forceshield for 3s if the enemies do not ignore armor or do not splash damage. Any sources of shields will also be applied onto the holograms, further boosting their HP to ensure they would not fall against hordes. P22 makes for an amazing partner to P90 in that regard, thanks to this interaction. However, do keep in mind that the number of holograms deployed is tied down to the remaining links P90 has at the point of skill activation. Arc Shadow (Active) While the holograms are active and diverting enemy fire, P90 gets an addtional buff similar to her passive. However, it would instead ramp up for 5s, reaching ~2.48x evasion at the end. While still not as high of a boost than the kind traditonal evasion purist SMGs would get, she does make up for it with her high evasion, pretty much negating incoming damage completely for the initial 3 seconds due to her holograms. Her active does not require her to have 5% of her HP chipped as a prerequisite. P90 is truly unique, as she can serve as a force shield/evasion tank hybrid and perform much better than almost any other tanky SMG under the right conditions. Her forte is often SF boss fights, even against Dreamer thanks to her evasion paired with the hologram, allowing her to remain on the field for much longer unlike other SMGs. If you managed to get your hands on this rare unicorn, she'd be a "highly recommended" for content that requires evasion tanks and doesn't cause much splash damage. If you're using her against swarms, do pair her with P22 or HS2000 for more effective usage of her holograms. She'd be the impenetrable fortress with mighty shielding against the likes of terrifying SWAP units. Otherwise, you can consider her as "recommended" or "niche". | Best CS:GO meme in GFL | ||||||||||||||||||||||||||||||||||||
259 | Accessories | ||||||||||||||||||||||||||||||||||||||
260 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
261 | 30 | 15 | 83 | 93 | 950 | so rare that CN rate-up | |||||||||||||||||||||||||||||||||
262 | didn't feel like increasing her | ||||||||||||||||||||||||||||||||||||||
263 | Buffs AR Damage 12% Accuracy 30% | drop rate at all | |||||||||||||||||||||||||||||||||||||
264 | |||||||||||||||||||||||||||||||||||||||
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266 | Squirrel: Arc Shadow: Gain a stackable 20% evasion increase every second. The following four attacks will be guaranteed hits and crits. Passive: Activate Arc Shadow for 3 seconds whenever she loses over 5% max HP. 6s cooldown. Active: Activate Arc Shadow for 5 seconds and deploy 999 armor, 3 HP holograms for 3s. The number of holograms deployed depend upon the number of Dummy Links. | RUSH B сука блять !!! | |||||||||||||||||||||||||||||||||||||
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276 | russians' best friend | ||||||||||||||||||||||||||||||||||||||
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281 | nice hologram skill | ||||||||||||||||||||||||||||||||||||||
282 | "you've got bamboozled!" | ||||||||||||||||||||||||||||||||||||||
283 | |||||||||||||||||||||||||||||||||||||||
284 | Initial CD | 6s | not to be confused with | ||||||||||||||||||||||||||||||||||||
285 | Skill CD | 12s | PP-90 | ||||||||||||||||||||||||||||||||||||
286 | X95 (NO.251) ★★★★★ | T-Doll Equipment | ○ Good all-rounder base stats ○ Skill is a consideration for adding more damage in killing enemy escorts in boss fights ○ Heiwari | ○ Competes for the same position as SR-3MP, who is more potent ○ Usage outside of her skill is not noteworthy, so careful consideration needs to be made in knowing when to use her ○ Heiwari | simps | ||||||||||||||||||||||||||||||||||
287 | Magazine | X95 is an SMG that debuts in the major story event Isomer. X95 is a doll that has a skill that is markedly different from most other SMGs thus far. While at first glance, the skill puts her in the same category as other damage-focused SMGs such as SR-3MP/Honey Badger (but not SMG naders like Vector), the skill has a nuances that put her apart from these two. First, the skill changes her target priority to enemies that have the lowest health. This doesn't mean that she automatically goes for the lowest health percentage wise; she goes for the enemy units with the lowest maximum health instead. This means she will be hitting the squishier backline targets rather than the relatively tankier frontline targets usually. Unfortunately, while this seems great to hit dangerous enemies such as Jaegers(!), she shouldn't be relied on to do this job. Her damage is still SMG tier and while she does get a sizeable boost when the enemy health is low, you're still trying to kill a full health (usually) backliner with this damage. This doesn't happen most of the time as she is usually the solo damage dealer at that point in time due to your ARs still being focused on whittling down the Guards/Scouts what have you. Second, her tiles are nice. She gives relevant buffs down the line to all three backliners, which means that you have flexibility in your team lineup. ROF and accuracy buffs are not to be underestimated, especially when dealing with evasive enemies/longer fights to keep up consistency in damage output. The drawback to X95 is that her skill is liable in making her overkill her targets by a lot. This is due to the aforementioned effect of "ramping up" her damage the lower health her target has. This does allow her to finish off wounded targets/adds during longer fights. This is especially useful for some fights as you are guaranteed a HOC to help in AoE bombardment which softens targets up, allowing X95 to already have a trigger off the lower health for the damage bonus for the first and subsequent hits instead of from the second hit onwards. X95 is an optional doll to raise. She is not recommended for players who already have a wide variety of offensive SMGs raised such as SR-3MP, Honey Badger, or JS9 (in terms of tiles and similar effect). For players who wish to use X95 but do not know what type of battles she can be used in, compare her to SR-3MP (who is in effect a much, much more potent version of X95 in the damage class). | |||||||||||||||||||||||||||||||||||||
288 | Accessories | ||||||||||||||||||||||||||||||||||||||
289 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
290 | 30 | 15 | 83 | 93 | 950 | ||||||||||||||||||||||||||||||||||
291 | |||||||||||||||||||||||||||||||||||||||
292 | Buffs AR
Rate of Fire 15% Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
293 | |||||||||||||||||||||||||||||||||||||||
294 | |||||||||||||||||||||||||||||||||||||||
295 | Flower Lock: For 5s upon skill activation, attacks will be directed at enemies with the lowest HP. Damage is increased the lower the enemy's HP. The damage increase multiplier is calculated at 3x the target's lost HP %. | ||||||||||||||||||||||||||||||||||||||
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306 | |||||||||||||||||||||||||||||||||||||||
307 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
308 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
309 | PM-9 (NO.259) ★★★★★ | T-Doll Equipment | ○ Currently unique multi-hit capability in her skill. | ○ Unfortunately reduces her offensive readiness when her skill is activated, which means her usefulness in offensive combat is shot. ○ Evasion buff on the side is not as good as other tanking SMGs, coupled with her relatively low health stat. | |||||||||||||||||||||||||||||||||||
310 | Magazine | PM-9 is a limited 5* SMG. At first glance, PM-9 will seem like a hybrid between an evasion SMG with a dash of multi-hit capabilities. Unfortunately, the way her skill grants her these effects leaves a lot to be desired in her offensive potential. Reducing her important offensive stats in order to grant her two hits per shot isn't exactly useful or stellar. As of currently, PM-9 only finds very little use in the way that she is slightly useful against KCCO dogs and similar enemies that utilize a shield that reduces incoming damage instances to 1, meaning more hits break the shield earlier. Her evasion buff is respectable, but it is still less than other self-buffing evasion tankers. Considering it is the same cooldown and duration as them, a player would preferably take one of the alternatives rather than PM-9 if they would want pure tanking. Due to the limited usefulness of the other part of her skill, PM-9 is very likely going to passed up regarding this. PM-9 is not recommended. An option against very specific mechanics, her mix mashing of traits does not paint her in a useful light. | |||||||||||||||||||||||||||||||||||||
311 | Accessories | ||||||||||||||||||||||||||||||||||||||
312 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
313 | 28 | 13 | 85 | 102 | 880 | ||||||||||||||||||||||||||||||||||
314 | |||||||||||||||||||||||||||||||||||||||
315 | Buffs AR Rate of Fire 15% Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
316 | |||||||||||||||||||||||||||||||||||||||
317 | |||||||||||||||||||||||||||||||||||||||
318 | Phantasmal Dark Force: Increase evasion by 100%, decrease damage and accuracy by 30%, and all attacks will hit twice for 5s. | ||||||||||||||||||||||||||||||||||||||
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322 | |||||||||||||||||||||||||||||||||||||||
323 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
324 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
325 | Lusa (NO.311) ★★★★★ | T-Doll Equipment | ○ Tiles give very good buffs, and also buffs RFs. ○ Improves durability of a RF team compared to using more handguns. ○ Taunt effect is unique and highly useful against certain attacks and enemies. ○ Damage reduction provided by skill is not RNG dependent like evasion is. | ○ Passive component of skill is not entirely useless, but highly forgettable. ○ Will not provide as good as a skill buff for offensive damage when compared to another handgun. | |||||||||||||||||||||||||||||||||||
326 | Magazine | Lusa is a 5* SMG that is available from the Wild Summer Nights bingo event. Lusa's tile buffs are reasonably effective for RF teams. Other dolls that also buff RFs in their tile buffs that are not handguns are MP5 MOD, M38 MOD, and Dorothy, one of which is not available for some players. In contrast to MP5 MOD, Lusa's tile buffs are catered to more offensive team comps as it trades away accuracy from MP5 MOD to provide more firepower. The ability to use Lusa in a RF team greatly increases the survivability and durability of that team itself (as SMGs are inherently much more tanky than handguns. Lusa's skill has a passive and active component. The passive component is not so good that it deserves a raise just for it (it merely provides a slight boost in survivability, with 100 points of value). The active is where the skill is to be raised for. In terms of utility, it is unmatched because it is the only type of damage redirection that is currently in the game, and it can be very good at pulling fire from more fragile allies (wink wink RF teams have very squishy handguns!). In addition to the damage reduction effect, this is a good combo to have. The active effect has several quirks; it works in enemies within range only, attracts almost all enemy attacks and abilities (such as normal attacks, grenades, molotovs, Archer arrows, LASERS, Jaeger bamboos, smoke grenades, mortars etc). A notable exception to enemy aggro comes in from Doppelsoldner grenades, but you shouldn't really worry about that if your team is good enough. Unfortunately, this skill doesn't have a magnetic effect; if a projectile is already in the process of flying through the air at its target, the skill activation does not cause that projectile to turn to Lusa. Lusa is flexible. Usage in an ARSMG team is a given, but her usage in a RF team is not to be underestimated. In particular, Lusa is one of the dolls that can be used to great effect against enemy tanks (cough cough Coeus). Due to her excellent tile buffs, general purpose usage, and a unique skill that is effective in pulling aggro (which is what a tank should be doing instead of standing there and hoping enemies target them), Lusa is recommended to raise. Her skill scales very well with skill level and it is also recommended that her skill is raised to its maximum for optimal usage. | |||||||||||||||||||||||||||||||||||||
327 | Accessories | ||||||||||||||||||||||||||||||||||||||
328 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
329 | 29 | 13 | 69 | 94 | 1025 | ||||||||||||||||||||||||||||||||||
330 | |||||||||||||||||||||||||||||||||||||||
331 | Buffs RF & AR Damage by 18% Critical Rate by 25% | ||||||||||||||||||||||||||||||||||||||
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334 | Tactical Taunt: Passive: Gain a shield with a value of 20 for every 20% of max HP lost. Active: Reduce damage taken by 20% and grant self a taunt effect for 8s. Taunt: When a unit under this effect is within the enemy's detection radius, the enemy's normal and enhanced normal attacks prioritize this unit. | ||||||||||||||||||||||||||||||||||||||
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345 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
346 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
347 | AUG Para (NO. 315) ★★★★★ | T-Doll Equipment | ○ Incredibly high potential Evasion stat
○ Benefits greatly from FP/Acc stat buffs that are usually used solely for the DPS ○ Passive skill requires little interaction (two activations over two seconds) for her to cycle to the Defensive mode of her skill | ○ Offensive skill has very little meaningful use ○ Skill is still ramping and on delay, meaning there is a short period where she isn't at optimal performance | ○ Skill cycles between 4 modes, [Deactivated/Offensive/ Deactivated/Defensive] in order. ○ Begins on Deactivated ○ Her skill may result in odd equipment choices: - ITI to substitute for poor Acc instead of a Supressor - X-Exo instead of T-Exo to avoid -FP Stat decrease - HP ammo over Flare for self Eva increase instead of teamwide Acc buff | ||||||||||||||||||||||||||||||||||
348 | Magazine | AUG Para sits in an odd hybrid position halfway between main/off tank. Defensively, she has the ability to ramp her evasion through the roof, and offensively, she can similarly crank her FP and Acc to absurd levels. But with such claims, there will always be some downside; in Para's case, neither of these can be active at the same time, as she cannibalises one set of stats to increase the other side. Her tileshape and main passive signals for her to be used as a maintank, which is thankfully her ideal position. In Defensive mode, every tenth of a second she converts 1 Acc/FP into 4 Eva, ramping quickly to a high evasion stat superior to many other evasion tanks who fill the same role AUG Para resides in, such as C-MS. Using the stats not often used by maintanks is a benefit to Para, as the FP/Acc given by HG tiles and skills as well as Fairy auras are beneficial to her, allowing for a higher evasion stat to be reached without much extra investment. The other side of this skill, however, is a portion we can only presume was added as a practical joke for those wanting to create "non-meta" teams. Offensive mode converts 1 Eva into 2 FP and 1 Acc, ramping at a slower rate than her Defensive mode. This leads to a situation where you may sacrifice the ability to kill the enemy in a reasonable time-frame while attempting to raise Para's FP/Acc. AUG Para's ability to outperform other evasion tanks due to the sheer statboost she can give herself is not to be understated, but the relevance of evasion tanking has taken a nosedive as new events introduce more high accuracy/surehit enemies and increased Parachute Fairy use in the ranking portions of these events stumps the use of evasion tanking further. As a Maintank she is Optional, not being relevant enough to outright recommend. As an Offtank, she is Not Recommended, due to the potential DPS not being defining enough to take the position that many Molotov SMGs can easily fit into. | |||||||||||||||||||||||||||||||||||||
349 | Accessories | ||||||||||||||||||||||||||||||||||||||
350 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
351 | 29 | 15 | 83 | 88 | 925 | ||||||||||||||||||||||||||||||||||
352 | |||||||||||||||||||||||||||||||||||||||
353 | Buffs AR Damage 15% Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
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356 | Cognitive Transformation: Activate the skill to switch between modes: [Offense Focused]: Every 0.1 seconds, converts own evasion into both damage and accuracy. Every -1 point of evasion is converted to +2 points of damage and +1 point of accuracy. Conversion stops when evasion is lower than 75. [Evasion Focused]: Every 0.1 seconds, converts own damage and accuracy into evasion. Every -1 point of damage and accuracy is converted into +4 points of evasion. Conversion stops when damage is lower than 35 or accuracy is lower than 23. Stat changes from either conversion is applied after other stat modifiers, and converted stats will not disappear as a result of other modifiers expiring. After changing modes, prioritize restoring the converted stats first. | ||||||||||||||||||||||||||||||||||||||
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372 | Initial CD: 15s Skill CD: 16s | Initial CD | 1s | ||||||||||||||||||||||||||||||||||||
373 | Skill CD | 1s | |||||||||||||||||||||||||||||||||||||
374 | SP9 (NO. 341) ★★★★★ | T-Doll Equipment | "○ Flat FP reduction ○ ICD reduction ○ 0 ICD shield" | ○ -RoF tilebuff | |||||||||||||||||||||||||||||||||||
375 | Magazine | A simple doll with a significant usecase, SP9 is a very helpful secondary maintank SMG. Passively, when paired with another SMG, she grants a 50HP shield to all echelon members and reduces all ICDs by 15%. This is both defensively and offensively excellent, giving additional protection to all allies and reducing time to activate skills. Earlier skills can result in quicker DPS increases, which in turn can shred through the enemy quicker to prevent HP loss on tanks. Her active is a flat 20 damage debuff of all enemies within a 6-unit radius ahead of self (visually, the same range as LTLX's knockback cone) spanning the whole horizontal field (our vertical, or the 1/4/7 direction). This drops the potential enemy damage down to a minimum of 1, and can be crucial in both preventing chip damage from fodder enemies and also in reducing damage from large attacks that allows the main tank to preserve links. Paired with a standard ARSMG, she performs perfectly fine and is an excellent addition for general use. But her single most useful role is alongside G36c MOD. As G36c MOD attempts to damage herself in order to activate her Skill 2, the 0 ICD shield provided combats the -50 HP perfectly. Furthermore, this pair is excellent with Ribeyrolles MOD, who reduces taken from SMGs who interact with her skill 2. Ribeyrolles and G36c both require a full team of ARs and SMGs to get the most out of their skills, so paired with an additional 2 ARs who benefit from Ribey's great buffs, it is both a potent offensive and defensive team. SP9 is an excellent SMG in an era where SMGs have been outclassed. If you can justify using her, she is Highly Recommended to raise, especially for the usecase above. | |||||||||||||||||||||||||||||||||||||
376 | Accessories | ||||||||||||||||||||||||||||||||||||||
377 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
378 | 28 | 13 | 69 | 89 | 1100 | ||||||||||||||||||||||||||||||||||
379 | |||||||||||||||||||||||||||||||||||||||
380 | Buffs AR and SMG Damage 30% RoF -5% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
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383 | Shield of Ajax: Passive: When 2 or more SMGs are in the echelon, grant a 50-point shield to all friendly units and reduce initial cooldown by 15% at the start of the battle. Active: Reduce damage dealt by enemies within a 6-unit distance ahead of self by 20 for 8 seconds. | ||||||||||||||||||||||||||||||||||||||
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390 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
391 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
392 | SR-2 (NO. 347) ★★★★★ | T-Doll Equipment | ○ Good CE for Theater :] | ○ Low damage amplification % ○ Doesn't selfbuff RoF/FP as a direct fire SMG ○ CDR is often ineffective | |||||||||||||||||||||||||||||||||||
393 | Magazine | SR-2 is hot. With that out of the way, she is the second SMG to be able to equip AP ammo, joining the illustrious society of non-RF/MG dolls who can do so. Her skill is similar to that of Contender, a single target damage amplification that forces allies to focus the target. Instead of a nuke shot, however, SR-2 has a 3 second window where she prioritises either the highest HP target, focusing bosses where possible, with every attack being surehit, a guaranteed critical hit, and bypassing HP shields. After this window ends, if the target is not dead, the 25% vunerability and taunt is then applied for 5 seconds. Additionally, if the enemy is killed during this 5 second window, all allies current cooldowns are reduced by 25%. While this sounds great, she has a myriad of concerns that play against her. The DPS portion relies on critical hits to raise her average base damage; something neutered by using a Chip as any Offtank SMG should. The 25% damage amplification is weaker than Contender's, and the 25% ally cooldown reduction often falls at the end of a skill; with fringe exceptions such as naders with 16s cooldowns (416, SOPMOD) activating their skill not long before SR-2's CDR activates, assuming their nade kills the enemy. This CDR will however skew the future skill activations, leading again to mistimed skills against her potential CDR. SR-2 is Not Recommended within her Niche. If damage amplification is required, you'll find Contender easier to use, with a stronger amplification, and better tiles to boot. | |||||||||||||||||||||||||||||||||||||
394 | Accessories | ||||||||||||||||||||||||||||||||||||||
395 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
396 | 31 | 14 | 65 | 92 | 1040 | ||||||||||||||||||||||||||||||||||
397 | |||||||||||||||||||||||||||||||||||||||
398 | Buffs AR and SMG Accuracy 50% Crit Rate 20% | ||||||||||||||||||||||||||||||||||||||
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401 | Careless Spender Negotiation: Mark the enemy unit with the highest current HP and prioritize attacking that unit for 3 seconds (prioritize boss units). In the first 3 seconds, all normal attacks can penetrate shields and are guaranteed to hit and crit. After 3 seconds, if the marked target is still on the battlefield: apply 25% vunerability and taunt to the marked target, directing all allies to focus fire on the unit, lasting for 5 seconds; if the marked target is killed or no longer present: reduce all allies' current skill cooldowns by 25%. | ||||||||||||||||||||||||||||||||||||||
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417 | Initial CD: 15s Skill CD: 16s | Initial CD | 4s | ||||||||||||||||||||||||||||||||||||
418 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
419 | VP1915 (NO. 333) ★★★★★ | T-Doll Equipment | ○ Up to 30% damage amplification consistently | ○ Low base FP ○ Cannot target a specific enemy passively | |||||||||||||||||||||||||||||||||||
420 | Magazine | VP1915 is a return to offtanks who actually contribute to the team. Her damage amplification effect is beneficial to any AR, and her self DPS is more than sufficient to sit among the elite of the direct fire offtank hierarchy. While direct fire SMG offtanks have taken a nosedive in recent events, the presence of bosses continues to be a roadblock for many players; especially on EX maps. Commonly tackled with ARSMGs, VP1915 leans into this bossing aspect via her damage amplification application. Each hit on an enemy will give them 3% damage vulnerability for 8s, stacking 5 times to 15%. After 6s in-battle have passed, every shot doubles the vulnerability (to 6%) and total vulnerability to 30%. Vulnerability can be treated similar to FP buffs, but with the added benefit of affecting HOCs and Fairies who deal damage. Her active is a toggle between two modes: Strafing and Secure. Strafing attacks two enemies per shot, attacking for x1.2 damage, prioritising enemies who haven't attacked yet. This primarily benefits teams thats have AOE dolls to take full advantage of damage amplification on a large group of enemies. Secure deals the same x1.2 damage to a single enemy twice, with perfect accuracy on the first shot. This supports single target damage, allowing VP1915 to quickly ramp the vulnerability. It is also her DPS option, with both the x1.2 and multishot on a single target being able to do significant damage once the amplification begins to apply. While her utility on ARSMGs is powerful, the requirement for direct fire offtanks has waned to the point where unless you plan to use her specifically for the damage amplification, there is little requirement for her when compared to molotov offtanks such as Vector. VP1915 is Niche, but Recommended for those planning to rely on damage amplification to increase damage. | |||||||||||||||||||||||||||||||||||||
421 | Accessories | ||||||||||||||||||||||||||||||||||||||
422 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
423 | 25 | 12 | 66 | 91 | 1015 | ||||||||||||||||||||||||||||||||||
424 | |||||||||||||||||||||||||||||||||||||||
425 | Buffs AR Damage 25% | ||||||||||||||||||||||||||||||||||||||
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428 | Adaptive Suppression: Passive: Damage dealt to enemy units also inflicts 3% vulnerability for 8 seconds, stacking up to 5 times. After 6 seconds, the amount of vulnerability inflicted is doubled. Active: Clicking the skill icon toggles between different attack modes. Sweep Mode (default): Attack two enemies at once and deal 1.2x damage to them. Prioritize enemies which have not been attacked yet. Stable Mode: Deal 2 instances of 1.2x damage to the same enemy and the first instance is a guaranteed hit. | ||||||||||||||||||||||||||||||||||||||
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439 | Initial CD: 15s Skill CD: 16s | Initial CD | 1 | ||||||||||||||||||||||||||||||||||||
440 | Skill CD | 1 | |||||||||||||||||||||||||||||||||||||
441 | Sterling (NO. 359) ★★★★★ | T-Doll Equipment | ○ Would | ○ Hyperfocus on one of the worst DPS methods in the game | |||||||||||||||||||||||||||||||||||
442 | Magazine | Mica, stop taking cute girls and making them useless. Sterling is an SMG centered around... buffing SMG HE grenade damage. Each SMG present increases the number of self initial grenades and total grenades by 1. When her skill is activated, she throws all current grenades (with a cooldown of 2s between grenades) until empty, and provides a 20% FP buff to the damage of grenade SMGs each time a grenade is thrown, lasting for 6 seconds. Every 8 seconds, she gains an additional grenade. With that out of the way, it is time to rant. Her skill quite literally only buffs SMG HE grenades. No AR grenades, no molotovs, no linksplash 250x nuke shots from RFs larping as ARs. While her passive stacks are increased with any SMG used, you are almost persuaded to ignore SMGs that actually work within their role to maximise grenade usage. And on that topic, stacking grenades is one of the first things new players are told NOT to do. regardless of if its two AR nades, or a second offtank nade, the second nade will always be less effective than just using a direct fire DPS alongside the grenade. Building around grenades only results in the potential linksplash damage being wasted after the first grenade lands. A disappointment to say the least, Sterling has no usage in any scenario. Had she been tweaked to allow SMGs as a whole, or any grenade, the story may be different. But as it stands, Sterling is Not Recommended to any player unless you absolutely require a dozen grenades and nothing else for DPS. | |||||||||||||||||||||||||||||||||||||
443 | Accessories | ||||||||||||||||||||||||||||||||||||||
444 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
445 | 30 | 14 | 77 | 85 | 990 | ||||||||||||||||||||||||||||||||||
446 | |||||||||||||||||||||||||||||||||||||||
447 | Buffs AR, SMG Damage 30% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
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450 | Explosive Resonance: [Max Charges: 3 / Initial Charges: 1] [Passive]: With every SMG T-Doll in the echelon, increase maximum charge limit and initial charge by +1. Each time her skill is activated, increases grenade damage of the entire echelon by 20% for 6 seconds. [Active]: Expend 1 charge and launch a grenade, dealing 4x damage to enemy units in a radius of 2.5 units. | ||||||||||||||||||||||||||||||||||||||
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461 | Initial CD: 15s Skill CD: 16s | Initial CD | 1s | ||||||||||||||||||||||||||||||||||||
462 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
463 | Erma (NO. 376) ★★★★★ | T-Doll Equipment | ○ Instant CDR is pretty powerful | ○ 5SMG lole | |||||||||||||||||||||||||||||||||||
464 | Magazine | Erma is certainly... something. Her skill immediately ends the cooldowns of all other dolls in the echelon and provides a small FP + Eva buff for 12 seconds. Sounds good, right? FOURTY SECOND INITIAL COOLDOWN, AFFECTED BY NON-SELF SMGS PRESENT. Basically, each SMG present reduces her initial cooldown by 10 seconds. For instant skill activations, 4 other SMGs need to be present. in general usage (paired with a main tank, a double DPS backline + HG), the initial cooldown will still be 30 seconds. Erma is a bad joke. 5SMG teams will not happen, Mica. Stop doing this to otherwise cool dolls. Not Recommended. | |||||||||||||||||||||||||||||||||||||
465 | Accessories | ||||||||||||||||||||||||||||||||||||||
466 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
467 | 26 | 12 | 62 | 84 | 1320 | ||||||||||||||||||||||||||||||||||
468 | |||||||||||||||||||||||||||||||||||||||
469 | Buffs All Guns Damage 10% Accuracy 10% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
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472 | Secret Garden: [Passive]: Reduces Initial skill cooldown by 25% for every other SMG present apart from self. [Active]: After activation, the active skills of all other ally Dolls on the field instantly finish cooling down and increase all units' damage and evasion by 10% for 12 seconds. | ||||||||||||||||||||||||||||||||||||||
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482 | |||||||||||||||||||||||||||||||||||||||
483 | Initial CD: 15s Skill CD: 16s | Initial CD | 40s | ||||||||||||||||||||||||||||||||||||
484 | Skill CD | 30s | |||||||||||||||||||||||||||||||||||||
485 | Jatimatic (NO. 384) ★★★★★ | T-Doll Equipment | |||||||||||||||||||||||||||||||||||||
486 | Magazine | She's not sleeping because she's tired, shes just incredibly bored writing analyses for a Chinese phone game. Jatimatic is a reasonable SMG, with HP shield regeneration and passive damage reduction putting her comparatively next to the likes of Suomi MOD. Unlike Suomi, however, she doesn't completely disrupt gameplay balance. After her first skill activation, she halves damage under 25, and sits with a 50 HP shield buffer. Again, reasonable, but this is at the cost of the ability to kite momentarily. The requirement for stacks to be charged prior to her to gain the damage reduction isn't exactly beneficial either, having to wait until the end of her first skill at 8s to start resisting, and another 13s for each consecutive skill activation. The time taken to get max stacks will either result in a dead enemy or a dead Jatimatic. While she can be useful in some general content, her skill is nothing to rely on alone. An additional eHP provider (in the form of HP shields for example) is recommended to allow her to build up stacks to benefit from her rather strong 50% damage reduction. With this in mind, Jatimatic is Optional for those who don't want to rely solely on evasion throughout content. | |||||||||||||||||||||||||||||||||||||
487 | Accessories | ||||||||||||||||||||||||||||||||||||||
488 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
489 | 26 | 13 | 77 | 88 | 1145 | ||||||||||||||||||||||||||||||||||
490 | |||||||||||||||||||||||||||||||||||||||
491 | Buffs All Guns Rate of Fire 18% Crit Rate 30% | ||||||||||||||||||||||||||||||||||||||
492 | |||||||||||||||||||||||||||||||||||||||
493 | |||||||||||||||||||||||||||||||||||||||
494 | Flower Dream: Passive: Instances of Damage taken below her Energy are reduced by 50%. Max 100 points of Energy. Active: Enter Hibernation mode, gaining 5 points of Energy and 10 points of HP Shield per second, at the same time Movement Speed is set to 0 and attacks are disabled. Lasts for 5 seconds. | ||||||||||||||||||||||||||||||||||||||
495 | |||||||||||||||||||||||||||||||||||||||
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504 | |||||||||||||||||||||||||||||||||||||||
505 | Initial CD: 15s Skill CD: 16s | Initial CD | 3s | ||||||||||||||||||||||||||||||||||||
506 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
507 | PP-90 (NO. 23) ★★★★ | T-Doll Equipment | ○ Very high base evasion ○ Very long duration | ○ Very low base HP ○ Low multiplier ○ Awful tile buff | "Ufufu~ It's okay to show your ability, me." | not to be confused with P90 | |||||||||||||||||||||||||||||||||
508 | Magazine | Oh PP-90, how your victory phrase contridicts your actual abilities. First thing on the chopping block, her HP value. Rocking a low 795 HP at max level, she's one of the main tank SMGs with such a low HP value, besting girls like IDW and FMG-9 - both being main tanks - and drawing on HP values on girls like PP-2000 and Skorpion - which are both off-tanks. For a 4★, this is really bad. Pipi-90's evasion stat is nothing to scoff at though, 86 evasion - one of the best SMGs in that stat department, and her skill enhances it by another 45% with almost permanent uptime. Now you may be asking, "That's just bananas! Isn't that great?" Here's the thing, in higher story chapters and future events, enemies that have a high accuracy stat will be more prevalent, making her evasion prowess obselete. You can't avoid bullets if they keep hitting ya, and that's where her abysmal HP value will be what drags her down. Sure, you can say you could use her in earlier chapters, but PP-90 is not exactly the cheapest doll on the block, being a 4 star SMG. Her tile buff is also another problem. A small boost to FP with a decent evasion boost to ARs. Evasion that your ARs will likely never make any proper use out of. Tile coverage also ignores the AR at position 4, losing out on that FP buff. Unfortunately for PP-90, all that combined makes for a terrible package for a main tank SMG, not recommended in any scenario. She is cute though, if only the drills on her hair can be something more, maybe she'd be useful then. (Kamina shouting in the background) | |||||||||||||||||||||||||||||||||||||
509 | Accessories | ||||||||||||||||||||||||||||||||||||||
510 | DMG | ACC | EVA | ROF | HP | :pp90blush: | |||||||||||||||||||||||||||||||||
511 | 25 | 13 | 86 | 96 | 795 | ||||||||||||||||||||||||||||||||||
512 | "Pipi" | ||||||||||||||||||||||||||||||||||||||
513 | Buffs AR Damage 8% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
514 | |||||||||||||||||||||||||||||||||||||||
515 | |||||||||||||||||||||||||||||||||||||||
516 | Evasion Focus T: Increase self evasion by 45% for 15s. | ||||||||||||||||||||||||||||||||||||||
517 | |||||||||||||||||||||||||||||||||||||||
518 | |||||||||||||||||||||||||||||||||||||||
519 | |||||||||||||||||||||||||||||||||||||||
520 | pp | ||||||||||||||||||||||||||||||||||||||
521 | |||||||||||||||||||||||||||||||||||||||
522 | hey, no bias | ||||||||||||||||||||||||||||||||||||||
523 | Initial CD | 4s | :awaugery: | ||||||||||||||||||||||||||||||||||||
524 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
525 | MP5 (NO. 26) ★★★★ | T-Doll Equipment | ○ Has special exo that gives 23 more evasion than 5★ T-Exo ○ Very common among 4★ | ○ Low base evasion ○ Low base HP ○ Long initial CD ○ Awful tile buff ○ Force shield not suitable for general usage ○ Force shield has 1s lower duration than 5★ force shielders | "Hmm!~ We somehow won!" | ○ Special Equipment: GSG UX Exoskeleton (EVA+58, DMG-6) (Drop from 4-4n) | View Thompson's Analysis | ||||||||||||||||||||||||||||||||
526 | Magazine | The only force shield SMG of her rarity, MP5. A "mini-Thompson" if you will. An underlying problem all SMGs with this particular skill have is that they sacrifice a little bit of evasion for a chunk of HP. MP5 is no exception, although in her case, her HP of 870 isn't even high-end. Accompanied by her bland evasion stat of 68 at max, which is the same as Ingram's, she barely scratches the surface for a main tank. While her exclusive UX exo patches up the evasion part, she retains all other weaknesses, including terrible tiles and a long cooldown. Being a 4★ force shield SMG, she also has to compete with the 5★ version Thompson and G36c. Sadly she has no value over them beside having higher evasion and a potential of getting a mod. Her shield's duration is shorter, her HP is lower, her tiles barely contribute to the team and Thompson being a very common 5★ means there is no excuse of using her as a budget option (core cost isn't even worth mentioning as force shield is a late game niche where core supply is no longer an issue). To recap, MP5 has a niche where she is the worst at it. Her special exo covers for one of her flaws, but the means of acquiring it are tedious and even then, she wouldn't come close to being optimal to use either. She remains niche and is not recommended. If using a force shield is necessary, it is recommended to use any other force shield SMG; with both higher HP/Evasion and increased shield time. However, as she is a career reward, she can be used in the early game as a temporary tank until you unlock RO635. | for more info about Shields | ||||||||||||||||||||||||||||||||||||
527 | Accessories | ||||||||||||||||||||||||||||||||||||||
528 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
529 | 30 | 13 | 68 | 89 | 840 | "LSC Queen" | |||||||||||||||||||||||||||||||||
530 | |||||||||||||||||||||||||||||||||||||||
531 | Buffs AR Accuracy 40% Crit Rate 20% | buff-MP5 is best SMG, | |||||||||||||||||||||||||||||||||||||
532 | change my mind | ||||||||||||||||||||||||||||||||||||||
533 | |||||||||||||||||||||||||||||||||||||||
534 | Force Shield: Evade all incoming attacks for 3s (MOD 1 4s). | ||||||||||||||||||||||||||||||||||||||
535 | |||||||||||||||||||||||||||||||||||||||
536 | |||||||||||||||||||||||||||||||||||||||
537 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
538 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
539 | MP5 (MOD 3) ★★★★★ | T-Doll Equipment | ○ MOD skill bridges the very vulnerable gap that force shielders usually have between skill activations. ○ Ability to buff RFs as a tile buff is a bonus to exchanging more dakka with more survivability. | ○ Not suitable for general usage | |||||||||||||||||||||||||||||||||||
540 | Magazine | MP5's main weakness, her lack of HP, is partially addressed in her mod, increasing to decent amounts, but still less than the other force shield SMG counterparts. What MP5 lacks in health however, she provides back with an additional effect on her skill; she gains a stacking evasion buff that scales with the amount of enemies for 8 seconds. This is a good passive as force shield SMGs have a very weak existance outside of their skill, and MP5's patches hers up a bit so she still has a chance to survive when her skill drops. This is useful against enemies with high damage bursts with consistent damage afterwards (looking at you Archers with your dogs). She is a recommended MOD candidate, but it is recommended only to pursue this upgrade if you already have decent SMGs elsewhere (such as CMS/P90/RO635/MP7 etc). MP5 is highly specialized and you probably won't see the benefits of your investment until much later. (Note that force shields on your SMGs can be reduced by enemy units (some future enemy units have damage that ignores force shield (including bombing building) and the 9999 value is simply their maximum value). | |||||||||||||||||||||||||||||||||||||
541 | Accessories | ||||||||||||||||||||||||||||||||||||||
542 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
543 | 32 | 14 | 71 | 90 | 905 | ||||||||||||||||||||||||||||||||||
544 | (+2) | (+1) | (+3) | (+1) | (+65) | ||||||||||||||||||||||||||||||||||
545 | |||||||||||||||||||||||||||||||||||||||
546 | Buffs AR, RF Accuracy 45% Crit Rate 20% | ||||||||||||||||||||||||||||||||||||||
547 | |||||||||||||||||||||||||||||||||||||||
548 | |||||||||||||||||||||||||||||||||||||||
549 | Blurred Trenched: When Force Shield expires, increase evasion by 20% for 8s per each enemy group present. Max 3 stacks. | ||||||||||||||||||||||||||||||||||||||
550 | |||||||||||||||||||||||||||||||||||||||
551 | |||||||||||||||||||||||||||||||||||||||
552 | |||||||||||||||||||||||||||||||||||||||
553 | Passive | ||||||||||||||||||||||||||||||||||||||
554 | |||||||||||||||||||||||||||||||||||||||
555 | UMP9 (NO. 101) ★★★★ | T-Doll Equipment | ○ Good tile coverage | ○ Long initial CD | "Mission accomplished! Ehehe~ Commander, what kind of reward you will give?" | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
556 | Magazine | Aside from her arguably better assets, UMP9 doesn't perform nearly as well as her sister for a main tank. That's not to say she's bad, though. With well rounded stats, tiles fitting for a main tank and a defensive skill, UMP9 is the benchmark of 4★ main tanks. Speaking of 4★, being one also means she is a common SMG to be found, making her a very beginner-friendly T-Doll for those who would like to graduate from using budget 3★. Unfortunately, while being regarded as one of the better main tanks in the past, UMP9 has not aged as well as her sister. Flashbang is a flawed skill due to its long initial cooldown, its unreliability as with any throwable and its ineffectiveness against bosses (read Type 79's analysis for info on flashbangs). The new SMGs added into the game after launch can easily replace her by taking advantage of her flawed skill and come with more suitable, low cooldown skills that are more reliable and work on bosses. She is no longer the go-to and is only viable when her flashbang is necessary. Not Recommended. | :3 | ||||||||||||||||||||||||||||||||||||
557 | Accessories | ||||||||||||||||||||||||||||||||||||||
558 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
559 | 26 | 14 | 76 | 87 | 880 | ||||||||||||||||||||||||||||||||||
560 | "Bustier of UMP Sisters" | ||||||||||||||||||||||||||||||||||||||
561 | Buffs AR Rate of Fire 12% Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
562 | |||||||||||||||||||||||||||||||||||||||
563 | |||||||||||||||||||||||||||||||||||||||
564 | Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 for 4s (MOD 1 4.5s). | ||||||||||||||||||||||||||||||||||||||
565 | |||||||||||||||||||||||||||||||||||||||
566 | |||||||||||||||||||||||||||||||||||||||
567 | |||||||||||||||||||||||||||||||||||||||
568 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
569 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
570 | UMP9 (MOD 3) ★★★★★ | T-Doll Equipment | ○ Good tile coverage ○ Provides bonuses that help improve survivability, both for herself and other tanks. | ○ Requires manual usage of her skill, as inefficient usage causes effects to be wasted. | |||||||||||||||||||||||||||||||||||
571 | Magazine | UMP9's MOD pretty much makes her RO635. We'll be talking about her skill (as her base stats are similar to pre-MOD and not interesting to talk about anyway). Her skill now provides conditional buffs depending on the target. If the target is able to be stunned, it is then stunned and allies in UMP9's current column will gain a damage boost. If the target cannot be stunned (either because it is a boss (why are you bringing flashbang against a boss), or because it died (sad reality is that this is what is most likely going to happen)) instead it will grant allies in the current column as UMP9 an HP shield and a minor evasion boost. UMP9 has found most use against KCCO Archer + Dog combos (saving the stun for the Archers can greatly reduce damage dealt), and other SF armoured units (the damage boost is highly appreciated by ARs here). UMP9 is optional, but is recommended in the hands of players who can manually time her skill and move her to get the most out of the flashbang's effects. | |||||||||||||||||||||||||||||||||||||
572 | Accessories | ||||||||||||||||||||||||||||||||||||||
573 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
574 | 29 | 18 | 84 | 87 | 905 | ||||||||||||||||||||||||||||||||||
575 | (+3) | (+4) | (+8) | (+25) | |||||||||||||||||||||||||||||||||||
576 | |||||||||||||||||||||||||||||||||||||||
577 | Buffs AR Rate of Fire 15% Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
578 | |||||||||||||||||||||||||||||||||||||||
579 | |||||||||||||||||||||||||||||||||||||||
580 | Snowy Owl's Roar: If the main target of the Stun Grenade is not stunned or is dead, grant a 25 HP shield and 25% evasion increase to allies on the same column for 5s. If Stun Grenade stuns its main target, grant a 50% damage increase to allies on the same column for 5s. | ||||||||||||||||||||||||||||||||||||||
581 | |||||||||||||||||||||||||||||||||||||||
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587 | |||||||||||||||||||||||||||||||||||||||
588 | |||||||||||||||||||||||||||||||||||||||
589 | Passive | ||||||||||||||||||||||||||||||||||||||
590 | |||||||||||||||||||||||||||||||||||||||
591 | UMP40 (NO. 102) ★★★★ | T-Doll Equipment | ○ One of the few SMGs that buffs SMGs | ○ Does not buff ARs ○ Ungodly evasion decrease when she uses her active skill (paper thin evasion) ○ Requires time (Stacks) to have an effective buff in evasion or damage | "This is, the new generation! Those old models, they can't beat me~" | ||||||||||||||||||||||||||||||||||
592 | Magazine | UMP40 is functionally perhaps one of the most confusing Dolls. She's the only SMG that buffs SMGs, albeit with an unusual crit rate buff and effectively has a system where she can either be a DPS or an Evasion SMG. We'll split her analysis into two sections, one for each of her roles. Evasive Focus: We'll start with her skill not being activated at all, forcing her to stay in her passive form. In this case, she'll progressively gain an increase in evasion with a maximum of 5 stacks (50%). The issue being that it takes 2s for each stack to be added, meaning it'll take her 10s for her to get to her full evasion (199, assuming full equips. Take a look at the notes tab for her evasion at other stacks). This makes for a rather disappointing tradeoff for the amount of time spent to wait for these stacks. In retrospect, when you compare this to C-MS, she gains 204 evasion in only 1 second while it takes UMP40 x10 the time to get there, like why must you do this Mica. I suppose if we ignore C-MS' existence, UMP40 would feature really good uptime and Evasion after 10s, but this is hardly practical, given even PP-90 has around the same evasion as UMP40 (197 evasion for PP-90) and her skill pops at the 4s mark with nearly as good uptime. Damage Focus: In this case, the situation remains somewhat similar, where UMP40 still needs her max of 5 stacks for her to function optimally. This takes 11 seconds as you'll have to activate your active portion. In this state, she becomes as durable as me on a wheelchair (ie. RF levels of durability) so she'll function as an AR more than a SMG. While UMP40 in this state trades blows with SR-3MP simply due to the uptime, the amount of time it takes to get in this state is hardly practical. Eventually in theory, she'll overtake SR-3MP in terms of damage in a perfect world where you can manage a long enough fight. Against bosses however, you can simply set SR-3MP to manual and avoid most downtime she can encounter. As mentioned, UMP40 becomes a complete glass cannon as well so you either hope for some other SMG to tank for her or cry at the tactical mistakes you've made. Her tile buffs again make little sense, given she needs an escort SMG or anything to actually do the defending instead of her, making the Crit rate effectively do nothing. Mind you this is I suppose somewhat "useful" in the context of a gimmick if you add in offensive SMGs with a silencer making their crit rate 100% by way of her tile buff but again this is hardly practical as now they have little acc to speak of and now all the smgs have no tanking power. As an overall summary, she gains her full power rounding the 10/11s mark in her evasive and damage focus context but her rivals (C-MS for evasion, SR-3MP for damage) far overtake her even when she's in her optimal state. Her debilating downsides and overall just confusing tile buff makes her not as applicable as her counterparts. She's just not practical for both focuses and not recommended for tactical gameplay. | ump45's elder sister | ||||||||||||||||||||||||||||||||||||
593 | Accessories | ||||||||||||||||||||||||||||||||||||||
594 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
595 | 27 | 14 | 75 | 85 | 900 | ||||||||||||||||||||||||||||||||||
596 | |||||||||||||||||||||||||||||||||||||||
597 | Buffs SMG Crit Rate 500% | ||||||||||||||||||||||||||||||||||||||
598 | |||||||||||||||||||||||||||||||||||||||
599 | |||||||||||||||||||||||||||||||||||||||
600 | Etching Overload: Passive: Before activation, increase evasion by 10% and decrease damage by 5% every 2 seconds. 5 stacks maximum. Active: Clear all passive stacks, increase damage by 30% and decrease evasion by 25% every 2 seconds, 5 stacks maximum. | ||||||||||||||||||||||||||||||||||||||
601 | |||||||||||||||||||||||||||||||||||||||
602 | |||||||||||||||||||||||||||||||||||||||
603 | mah heart mah soul... | ||||||||||||||||||||||||||||||||||||||
604 | |||||||||||||||||||||||||||||||||||||||
605 | |||||||||||||||||||||||||||||||||||||||
606 | |||||||||||||||||||||||||||||||||||||||
607 | "keep carrying on, and keep | ||||||||||||||||||||||||||||||||||||||
608 | on living... 45...." | ||||||||||||||||||||||||||||||||||||||
609 | |||||||||||||||||||||||||||||||||||||||
610 | |||||||||||||||||||||||||||||||||||||||
611 | |||||||||||||||||||||||||||||||||||||||
612 | |||||||||||||||||||||||||||||||||||||||
613 | Initial CD | 1s | ptsd | ||||||||||||||||||||||||||||||||||||
614 | Skill CD | 666s | |||||||||||||||||||||||||||||||||||||
615 | UMP45 (NO. 103) ★★★★ | T-Doll Equipment | ○ Low initial CD ○ Excellent tile buff and coverage | ○ Poor performance in long fights due to low skill uptime ○ Critical rate buff is ineffective at night (unless you're utilizing AR-15 or SOPMOD) | "So, so? Was that alright?" | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
616 | Magazine | UMP45 is now a free login doll for the second day of the seven-day login reward. Since launch, UMP45 has always been regarded as the ideal main tank SMG when it comes to general content. What she offers isn't amazing tank stats or skill, although she does have nicely balanced stats overall, but by having easily the best tile buffs among SMGs. Her tile buffs give a powerful combination of FP and critical rate, both being valuable to ARs. With the change in critical damage calculation and fairies, critical rate buffs have only gotten stronger since launch. The buff she provides beats even 5★ SMG in terms of value. You would expect such a tile buff to be on one or at most two tiles, yet UMP45's tiles cover all 3 ARs at the back, opening up her potential in 3AR teams. Keep in mind however that critical rate buffs are largely ineffective during nighttime, where ARs wear PEQs instead of VFLs for accuracy, reducing their base critical rate down to only 20%, or 26% with UMP45's tile buff (unless they're AR-15 or SOPMOD who can wear two accessories at the same time). Outside of her godly tiles, UMP45 comes with her iconic smoke grenade. At one point, smokes were among the best skills for main tanks, but with newer SMGs added to the game they're starting to show their limit. Smokes come with a very low cooldown, and the debuff from them is very powerful, enough to overshadow your usual debuffs from HGs that only pop after 6s. Enemies debuffed by a smoke are very susceptible to kiting due to their lower movespeed and RoF, and at the same time gives the tank limited facetanking power. The downside however is also apparent. Being a throwable, smoke nades may be thrown in a bad spot, especially when there are tanks or speedy frontline enemies taking the aggro. The radius, while large, is still limited, making misthrown nades appear wasteful. Her nade is also ineffective against bosses that rely more on cut-ins than regular attacks, and with the large downtime between smoke grenades, UMP45 makes for a poor tank in long battles, especially against bosses. For an old timer, UMP45 is still doing her best. Highly recommended. As a free unit, you have no reason to not raise her. | Receives a remodel | ||||||||||||||||||||||||||||||||||||
617 | Accessories | in the future | |||||||||||||||||||||||||||||||||||||
618 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
619 | 28 | 13 | 74 | 82 | 925 | ||||||||||||||||||||||||||||||||||
620 | Ɛ: | ||||||||||||||||||||||||||||||||||||||
621 | Buffs AR Damage 18% Critical Rate 30% | ||||||||||||||||||||||||||||||||||||||
622 | |||||||||||||||||||||||||||||||||||||||
623 | "Flatter of UMP Sisters" | ||||||||||||||||||||||||||||||||||||||
624 | |||||||||||||||||||||||||||||||||||||||
625 | Smoke Grenade: Launch a smoke grenade that decreases the enemies' rate of fire by 40% and movement speed by 50% (MOD 1 55%) within a radius of 2.5 yards for 4s. | ||||||||||||||||||||||||||||||||||||||
626 | |||||||||||||||||||||||||||||||||||||||
627 | |||||||||||||||||||||||||||||||||||||||
628 | |||||||||||||||||||||||||||||||||||||||
629 | |||||||||||||||||||||||||||||||||||||||
630 | |||||||||||||||||||||||||||||||||||||||
631 | |||||||||||||||||||||||||||||||||||||||
632 | |||||||||||||||||||||||||||||||||||||||
633 | Initial CD | 1s | |||||||||||||||||||||||||||||||||||||
634 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
635 | UMP45 (MOD 3) ★★★★★ | T-Doll Equipment | ○ Immediate stats improvement for low cost from MOD 1 | ○ Mediocre and anti-synergistic MOD 2 skill ○ Neural upgrade does not change her performance nor playstyle | |||||||||||||||||||||||||||||||||||
636 | Magazine | UMP45 MOD is underwhelming. Outside of the extra stats and improvement to her skill/tiles, there is not much else worth noting about her. UMP45 MOD 1 provides the most significant upgrade to herself. UMP45 receives a tile upgrade, skill upgrade and a large amount of extra HP. The stronger tile buff and skill is always welcomed as they are her bread and butter, while the 40 extra HP bring her base stats up to par with other SMGs. Her MOD 2 grants her an additional effect on her smoke. Enemies that are affected by this take damage whenever they fire. Unfortunately, the damage is low and the skill itself works against her own kit, which is reducing the enemies' RoF. Her MOD 3 grants her a new costume and her special equipment. The equipment is only a minor improvement to your regular suppressor (+15 evasion over +10 from gold suppressor). Even if the cost to enhance this suppressor is fine to most players, the cost to neural upgrade her to MOD 3 is especially overpriced for what little gain she gets. For players who want to upgrade UMP45, it is recommended to only bring her to MOD 1 and to give the fragments to someone who is more deserving of the investment. | |||||||||||||||||||||||||||||||||||||
637 | Accessories | ||||||||||||||||||||||||||||||||||||||
638 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
639 | 29 | 14 | 77 | 83 | 975 | ||||||||||||||||||||||||||||||||||
640 | (+1) | (+1) | (+3) | (+1) | (+50) | ||||||||||||||||||||||||||||||||||
641 | |||||||||||||||||||||||||||||||||||||||
642 | Buffs AR Damage 20% Critical Rate 30% | ||||||||||||||||||||||||||||||||||||||
643 | |||||||||||||||||||||||||||||||||||||||
644 | |||||||||||||||||||||||||||||||||||||||
645 | Mist Box: Two seconds after Smoke Grenade's activation, enemies affected by Smoke Grenade will be short-circuited every two seconds. Enemies that attack while short-circuited will receive 50 fixed damage. Effect lasts 5s. | ||||||||||||||||||||||||||||||||||||||
646 | |||||||||||||||||||||||||||||||||||||||
647 | |||||||||||||||||||||||||||||||||||||||
648 | |||||||||||||||||||||||||||||||||||||||
649 | |||||||||||||||||||||||||||||||||||||||
650 | |||||||||||||||||||||||||||||||||||||||
651 | |||||||||||||||||||||||||||||||||||||||
652 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
653 | |||||||||||||||||||||||||||||||||||||||
654 | PP-19 (Bizon) (NO. 136) ★★★★ | T-Doll Equipment | ○ Excellent tile buff ○ Hand Grenade Skill (Wide radius) | ○ Low base firepower | "Victory, isn't it when you involve everyone to fight along at once?" | ||||||||||||||||||||||||||||||||||
655 | Magazine | Originally introduced to EN as a rescue doll, PP-19 Bizon is the 2nd relevant hand grenade off-tank for the EN server. She's most often compared to PPS-43, as they often trade blows despite PPS-43's lower rarity. The main reason for this is simply because of PP-19's lower base damage when compared to PPS-43's (26 vs 33), leading to Bizon's marginally weaker nade despite having better multiplier. On the other hand, Bizon has many advantages that can push her ahead of PPS-43, namely her tile buff and her higher evasion. Her tile buff is a concentrated 24% FP buff to one doll comapring to PPS-43's 12% to at most two dolls. While there are teams that run a support AR such as Ribeyrolles or M4 instead of a HG, Bizon's tile buff is still better, as Ribeyrolles deals negligible damage and the damage from the doll at 7 can often eclipse that of M4's. In every other cases where the buffer is a HG, Bizon wins by default with her two times stronger tile buff. Her evasion is also slightly higher than PPS-43's and serves as an advantage no matter how small this advantage is. Overall, despite Bizon's weaker nade than PPS-43, her general advantage in term of tanking stats and tile buff make her a more versatile option. She is not just a pure hand nader like her lower rarity competitor, she can also rely on her powerful tile buff to support her team when grenade is not a strong option. A versatile off-tank, Bizon is recommended. | very tactical | ||||||||||||||||||||||||||||||||||||
656 | Accessories | ||||||||||||||||||||||||||||||||||||||
657 | DMG | ACC | EVA | ROF | HP | not to be confused with | |||||||||||||||||||||||||||||||||
658 | 26 | 14 | 74 | 91 | 880 | PP-19-01 and PP-90, wait | |||||||||||||||||||||||||||||||||
659 | wtf with all these "nine"s | ||||||||||||||||||||||||||||||||||||||
660 | Buffs AR Damage 24% | :sopmodfunnyfeic: | |||||||||||||||||||||||||||||||||||||
661 | |||||||||||||||||||||||||||||||||||||||
662 | she sounds really serious | ||||||||||||||||||||||||||||||||||||||
663 | Hand Grenade: Throw a grenade that deals 6.5x damage to enemies within a radius of 2.5 yards. | ||||||||||||||||||||||||||||||||||||||
664 | |||||||||||||||||||||||||||||||||||||||
665 | |||||||||||||||||||||||||||||||||||||||
666 | damn, this one really pp | ||||||||||||||||||||||||||||||||||||||
667 | Initial CD | 3s | :pp90lewd: | ||||||||||||||||||||||||||||||||||||
668 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
669 | PP-19 (MOD 3) ★★★★★ | T-Doll Equipment | ○ Excellent coverage with MOD boosts. | ○ Still slightly low firepower, but is kind of alleviated by her SPEQ. | |||||||||||||||||||||||||||||||||||
670 | Magazine | PP-19 MOD is an upgrade that is commonly compared to Uzi, in that they both have comparable tile buffs and they try to do the same thing albeit a bit differently; to help whittle down packs. What is different about PP-19 is that instead of leaving behind a hellzone of fire to slowly burn their health down, PP-19 decides to take it into her own hands (or rather her dummy link's hands) to attempt to finish them off. Each surviving member of enemies that were hit by the initial grenade will have a mark that causes PP-19's dummy links to sequentially throw further grenades. There is an animation for each throw but this is irrelevant in the scheme of things because of a SMG's atrocious direct fire damage. It is possible that multiple marks will be applied to a single enemy; in this case, the next grenade will prioritise the enemy with the highest mark count. If all marked targets are dead, PP-19 will still throw successive grenades and the grenades will prioritise enemies with the highest current health. PP-19's SPEQ helps her in either dealing more damage or evading enemy damage. Since PP-19 usually doesn't start in the middle row, she is very likely to gain the firepower buff at 0s which helps her grenade deal a bit more damage. If she has the least health in her column, she will gain evade. Each effect lasts 15 seconds and is able to stack with each other multiplicatively. PP-19 is a good alternative to Uzi when wanting extra AoE damage to deal with high density nodes. However, just like with Uzi you will need to bring them to select nodes. As such, PP-19 doesn't have to be prioritised for a MOD upgrade and can be slowly upgraded when the need arises. MOD1 is recommended to unlock the secondary skill. | |||||||||||||||||||||||||||||||||||||
671 | Accessories | ||||||||||||||||||||||||||||||||||||||
672 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
673 | 28 | 14 | 74 | 91 | 880 | ||||||||||||||||||||||||||||||||||
674 | (+2) | (+0) | (+6) | (+0) | (+70) | ||||||||||||||||||||||||||||||||||
675 | |||||||||||||||||||||||||||||||||||||||
676 | Buffs AR Damage 25% Accuracy by 15% | ||||||||||||||||||||||||||||||||||||||
677 | |||||||||||||||||||||||||||||||||||||||
678 | |||||||||||||||||||||||||||||||||||||||
679 | Savage Instinct: Skill 1 now applies marks to units that it damages. If any
marked units remain on the battlefield, her remaining Dummies will launch grenades in sequence at the marked units, dealing 3x damage in a 2.5-unit radius around the target. (With the "PT-3 Stock" equipped, a check will be made every 6 seconds. If PP-19 has the highest HP on her row, her damage is increased by 10%, otherwise her evasion is increased by 10%. These effects last for 15 seconds and can stack). | ||||||||||||||||||||||||||||||||||||||
680 | |||||||||||||||||||||||||||||||||||||||
681 | |||||||||||||||||||||||||||||||||||||||
682 | |||||||||||||||||||||||||||||||||||||||
683 | |||||||||||||||||||||||||||||||||||||||
684 | |||||||||||||||||||||||||||||||||||||||
685 | |||||||||||||||||||||||||||||||||||||||
686 | |||||||||||||||||||||||||||||||||||||||
687 | |||||||||||||||||||||||||||||||||||||||
688 | |||||||||||||||||||||||||||||||||||||||
689 | |||||||||||||||||||||||||||||||||||||||
690 | |||||||||||||||||||||||||||||||||||||||
691 | |||||||||||||||||||||||||||||||||||||||
692 | |||||||||||||||||||||||||||||||||||||||
693 | |||||||||||||||||||||||||||||||||||||||
694 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
695 | |||||||||||||||||||||||||||||||||||||||
696 | PP-19-01 (Vityaz) (NO. 137) ★★★★ | T-Doll Equipment | ○ High base HP ○ Low initial CD | ○ Low base evasion ○ Competes with UMP45 as a smoke SMG | "The word named 'victory', was made only for us!" | closet bookworm (?) | |||||||||||||||||||||||||||||||||
697 | Magazine | Known for her curiosity and serious personality, PP-19-01 (Vityaz) is a 4-star SMG Main Tank whose skillset is identical to that of UMP45. Unfortunately for Vityaz, the general meta shift towards heavily armored and deadly enemies hasn't done her usability many favors, not to mention that UMP45 has now received a Neural Upgrade and left Vityaz in the dust. In every aspects, Vityaz falls short in comparison to UMP45, even pre-Mod. With inferior tanking stats and a different tile buff that doesn't cover tile 4 and provides a less-strong RoF/Acc combo, Vityaz is a strict downgrade to UMP45 due to her worse coverage and unremarkable tile buff. While this hardly makes Vityaz a bad Main Tank (she'll still be better at the job than budget options like Ingram, for instance), UMP45 is often a far more compelling pick due to her superior team utility and endgame growth potential. All in all, this little knight here is optional at best. | who can? kapcan | ||||||||||||||||||||||||||||||||||||
698 | Accessories | ||||||||||||||||||||||||||||||||||||||
699 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
700 | 27 | 13 | 68 | 85 | 970 | ||||||||||||||||||||||||||||||||||
701 | |||||||||||||||||||||||||||||||||||||||
702 | Buffs AR Rate of Fire 12% Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
703 | |||||||||||||||||||||||||||||||||||||||
704 | |||||||||||||||||||||||||||||||||||||||
705 | Smoke Grenade: Launch a smoke grenade that decreases the enemies' rate of fire by 40% and movement speed by 50% within a radius of 2.5 yards for 4s. | ||||||||||||||||||||||||||||||||||||||
706 | |||||||||||||||||||||||||||||||||||||||
707 | |||||||||||||||||||||||||||||||||||||||
708 | t-that's lewd! | ||||||||||||||||||||||||||||||||||||||
709 | Initial CD | 1s | good first try dya -Lintton | ||||||||||||||||||||||||||||||||||||
710 | Skill CD | 16s | as always, pp | ||||||||||||||||||||||||||||||||||||
711 | Shipka (NO. 150) ★★★★ | T-Doll Equipment | ○ High base evasion | ○ Low base HP ○ Long initial CD ○ Evasion focus not suitable for general usage | "Such a historical victory." | ||||||||||||||||||||||||||||||||||
712 | Magazine | Shipka is a 4★ evasion tank SMG just like Suomi. The difference is that she trades a good chunk of HP for more evasion. Unfortunately however, losing the HP turns out to be her downfall, making her a worse Suomi. As an evasion tank, she is specialised in face-tanking long battle thanks to the constant uptime of evasion focus. Be aware however, it is a specialised role as the initial cooldown is long and unsuitable for short battles. Unlike Suomi, Shipka has a generous amount of evasion. Although her skill has worse multiplier than Suomi's, her base evasion is more than make up for it. Under the effect of the skill, she has higher evasion than Suomi, scoring nearly 300 evasion just by herself. While gaining more evasion is a step in the right direction, losing so much HP hurts her role. Due to how niche evasion tanks are, they are best used against long drawn out battles, including some boss battles where a single hit from the boss hurts a lot. With her lower effective HP, she cannot tank as many hits as someone like Suomi, especially when luck is not in your favour. The high base evasion may give her a better time as a generalist than Suomi, but it would be unwise to use her as one over a proper generalist such as UMP45 and RO. Shipka is not recommended. | |||||||||||||||||||||||||||||||||||||
713 | Accessories | Seems to be another | |||||||||||||||||||||||||||||||||||||
714 | DMG | ACC | EVA | ROF | HP | cold-mannered girl | |||||||||||||||||||||||||||||||||
715 | 24 | 14 | 79 | 95 | 840 | ||||||||||||||||||||||||||||||||||
716 | |||||||||||||||||||||||||||||||||||||||
717 | Buffs AR Rate of Fire 15% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
718 | |||||||||||||||||||||||||||||||||||||||
719 | |||||||||||||||||||||||||||||||||||||||
720 | Evasion Focus: Increase self evasion by 130% for 5s. | ||||||||||||||||||||||||||||||||||||||
721 | |||||||||||||||||||||||||||||||||||||||
722 | |||||||||||||||||||||||||||||||||||||||
723 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
724 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
725 | KLIN (NO. 177) ★★★★ | T-Doll Equipment | ○ Low initial CD ○ Good tile buff ○ High base HP | ○ Low base FP | "This amount of victory, still not enough for a No. 1, ehehe~" | ||||||||||||||||||||||||||||||||||
726 | Magazine | The molotov SMG that sits in between Vector and Skorpion, KLIN is a nice free addition for those who lack Vector, or do not wish to dupe one. KLIN shares the same 25% RoF tile as Vector. KLIN's molotov, however, is weaker than her superior due to her low FP and lower multiplier. Her only advantage over Vector is her tanking stats, with a small increase in HP and evasion over Vector. The difference is not drastic enough to be considered a sidegrade, but second best is still good enough. The main draw of KLIN lies on her accessibility for those who joined before or during Deep Dive. Being a very accessible reward, KLIN might as well be considered free to new players, many of which are unlikely to be lucky enough to have Vector and would gladly have an upgrade to Skorpion in their arsenal. Outside of her accessibility, she also serves as an option for those who do not wish to dupegame. KLIN shares the same strength and weaknesses as with other molotov SMGs. These are covered in Vector's analysis, as well as the comparison guide in the Guides section. Occupying the off-tank position, she synergizes well with your typical 7 position ARs such as G11, 416 and G36, who provide her with FP buffs and in return benefit greatly from KLIN's RoF buff. Overall, KLIN is recommended. | |||||||||||||||||||||||||||||||||||||
727 | Accessories | Griffin's numbah wan | |||||||||||||||||||||||||||||||||||||
728 | DMG | ACC | EVA | ROF | HP | (self-proclaimed, obviously) | |||||||||||||||||||||||||||||||||
729 | 25 | 11 | 74 | 95 | 950 | ||||||||||||||||||||||||||||||||||
730 | klin: "we are number one!" | ||||||||||||||||||||||||||||||||||||||
731 | Buffs AR Rate of Fire 25% | *griffin town intensifies* | |||||||||||||||||||||||||||||||||||||
732 | |||||||||||||||||||||||||||||||||||||||
733 | |||||||||||||||||||||||||||||||||||||||
734 | Incendiary Grenade: Launch an incendiary grenade that deals 6.5x damage to enemies within a radius of 1.5 yards and ignites them, dealing 1x damage every 0.33s for 5s. | ||||||||||||||||||||||||||||||||||||||
735 | her full name is pp-9 klin | ||||||||||||||||||||||||||||||||||||||
736 | yet another pp | ||||||||||||||||||||||||||||||||||||||
737 | |||||||||||||||||||||||||||||||||||||||
738 | |||||||||||||||||||||||||||||||||||||||
739 | |||||||||||||||||||||||||||||||||||||||
740 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
741 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
742 | Honey Badger (NO. 203) ★★★★ | T-Doll Equipment | ○ High base HP ○ High base FP ○ Excellent tile buffs and coverage | ○ Very low base evasion ○ Long initial CD | |||||||||||||||||||||||||||||||||||
743 | Magazine | Honey Badger at the surface seems very similar to SR-3MP. Her unique, arguably superior tile buff and coverage, however, leads Honey Badger to be more of a sidegrade to the general nader off-tanks. When sitting at the offtank position, Honey Badger has tiles that matches the general position of backline ARs, who are generally positioned in tile 1 & 7. The efficient tile coverage makes Badger more versatile than SR-3MP, for SR-3MP generally has to be placed in the vulnerable main tank slot at 5, or in a team with M4A1 at 4 to make good use of her tiles. Badger's offensive stats are no slouch either when compared to SR-3MP, as Badger has the advantage of higher base damage and slightly higher HP in exchange for lower RoF and base evasion. Unfortunately, her Mobility Focus skill has a very long 6s initial CD and has a worse damage increase multiplier than SR-3MP. Coupled with the ill-suited traits for combat that are shared between SMGs, Badger's DPS contribution would be very far behind the ARs' by the time she pops her skill, and she needs a lot of time to catch up if it even is possible. It is clear that Badger is not necessarily a strong off-tank for her damage output, but rather for her tiles. The unique, very well-positioned tile buffs are more than enough for Badger to be a respectable addition to the SMG pool. With a powerful buff combo of FP and crit rate that can cover both backline ARs from the safety of her off-tank slot, Badger can fit in most teams with relative ease. The lack of AoE may be a downside, but there are many battles where AoE is either not necessary or already covered by an AR like Zas, leaving room for self-buff off-tanks like Badger to shine. She is recommended. | |||||||||||||||||||||||||||||||||||||
744 | Accessories | ||||||||||||||||||||||||||||||||||||||
745 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
746 | 33 | 13 | 60 | 82 | 990 | ||||||||||||||||||||||||||||||||||
747 | |||||||||||||||||||||||||||||||||||||||
748 | Buffs AR Damage 20% Critical Rate 20% | ||||||||||||||||||||||||||||||||||||||
749 | |||||||||||||||||||||||||||||||||||||||
750 | |||||||||||||||||||||||||||||||||||||||
751 | Mobility Focus: Increases damage by 160% and evasion by 40% for 5s. | ||||||||||||||||||||||||||||||||||||||
752 | |||||||||||||||||||||||||||||||||||||||
753 | |||||||||||||||||||||||||||||||||||||||
754 | |||||||||||||||||||||||||||||||||||||||
755 | |||||||||||||||||||||||||||||||||||||||
756 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
757 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
758 | Cx4 Storm (NO. 225) ★★★★ | T-Doll Equipment | ○ Good skill duration ○ Accessible as CT chapter 1 reward | ○ Long initial CD ○ Poor skill multiplier and uptime | |||||||||||||||||||||||||||||||||||
759 | Magazine | The Beretta Cx4 Storm is an obtainable doll during the event Continuum Turbulence. She is a main tank with emphasis on long duration evasion buff. Unfortunately her long CD, weak multiplier and large gap in skill uptime put her behind other SMGs. Cx4's skill Concealment Focus is an evasion self-buff that similar to Evasion Focus of Suomi and MP7. Unlike the latter, her skill has semi-long duration in return for lower multiplier. Sadly her initial CD is the same at 6s, making the skill impractical. During long fights, her longer duration is often countered by boss cut-ins, as they can easily eat up the skill duration, leaving her vulnerable afterward as she requires at least another 6s before she can activate again. The least fortunate part of her skill is that it is strictly weaker than even low CD main tank, mainly RO (75% evasion buff + damage debuff) and CMS (65% permanent evasion buff). Good art, mediocre performance, Cx4 is not recommended unless you like her. | |||||||||||||||||||||||||||||||||||||
760 | Accessories | ||||||||||||||||||||||||||||||||||||||
761 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
762 | 34 | 16 | 74 | 64 | 900 | ||||||||||||||||||||||||||||||||||
763 | |||||||||||||||||||||||||||||||||||||||
764 | Buffs AR Rate of Fire 15% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
765 | |||||||||||||||||||||||||||||||||||||||
766 | |||||||||||||||||||||||||||||||||||||||
767 | Concealment Focus: Increases evasion by 80% and accuracy by 50% for 10s. | ||||||||||||||||||||||||||||||||||||||
768 | |||||||||||||||||||||||||||||||||||||||
769 | |||||||||||||||||||||||||||||||||||||||
770 | |||||||||||||||||||||||||||||||||||||||
771 | |||||||||||||||||||||||||||||||||||||||
772 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
773 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
774 | MAT49 (NO. 280) ★★★★ | T-Doll Equipment | ○ Tiles are very desirable and hit relevant area in the backline ○ Due to her map being a very popular drag map, she can be obtained simply through grinding. This also means acquiring dupes of her are relatively easy as she will drop over time. | ○ Weaker version of JS9's skill, making two of these skill archetypes not very relevant for a lot of content. | |||||||||||||||||||||||||||||||||||
775 | Magazine | The limited doll for Chapter 12. MAT-49 is in essence a hybrid of 2 other SMGs, Honey Badger and JS9. She inherits Honey Badger's potent tiles and JS9's skill, Last Minute Preparations. While having the same tiles as Honey Badger, she flips the layout, requiring a B-formation to use both her tiles instead of an F-formation. The downsides of B vs F-formation largely do not matter nowadays, so the difference between the two comes down to skills and stats. MAT-49's statline is well balanced for a 4, so there is little to worry about in that area. Her skill is simply a 4 version of JS9's skill, with a weaker multiplier but similar effects and considerations. This skill can buff evasion massively under the right conditions but has a fairly long ICD and unreliable activation conditions because it depends on a lot of enemy groups being present for the evasion buff. (See JS9's entry for a more detailed breakdown). In practice, she can be used in any situation where one might want JS9. As an SMG comparable to two other well-regarded direct fire SMGs, MAT-49 is recommended. She can be used in situations where you need the defensive strength of a second tank paired with strong firepower buffing tiles. Compared to other limited chapter dolls, obtaining her is very straightforward as she drops from 12-4E, a popular and easy to drag farming map. This also makes it relatively easy to link her. | |||||||||||||||||||||||||||||||||||||
776 | Accessories | ||||||||||||||||||||||||||||||||||||||
777 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
778 | 29 | 14 | 73 | 80 | 925 | ||||||||||||||||||||||||||||||||||
779 | |||||||||||||||||||||||||||||||||||||||
780 | Buffs AR Damage 20% Crit Rate 20% | ||||||||||||||||||||||||||||||||||||||
781 | |||||||||||||||||||||||||||||||||||||||
782 | |||||||||||||||||||||||||||||||||||||||
783 | Last Minute Preparation: Gain stacks of evasion (30% per stack) and damage (45% per stack) for 5s for each group of enemies on the field. Upon skill activation, if there is only one group of enemies, gain 3 stacks of damage. For every additional group of enemies, gain 1 evasion stack and lose 1 damage stack. Max 6 stacks. | ||||||||||||||||||||||||||||||||||||||
784 | |||||||||||||||||||||||||||||||||||||||
785 | |||||||||||||||||||||||||||||||||||||||
786 | |||||||||||||||||||||||||||||||||||||||
787 | |||||||||||||||||||||||||||||||||||||||
788 | |||||||||||||||||||||||||||||||||||||||
789 | |||||||||||||||||||||||||||||||||||||||
790 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
791 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
792 | KAC-PDW (NO. 286) ★★★★ | T-Doll Equipment | ○ Unique negative status removal skill ○ Forceshield at a lower cooldown than standard forceshielder | ○ Underwhelming base stats ○ Long initial CD ○ Very poor evasion multiplier for the cooldown ○ Very short forceshield duration ○ Unusual tile coverage | |||||||||||||||||||||||||||||||||||
793 | Magazine | Introducing a force field skill with a twist, KAC PDW takes the stage as one of the most niche SMGs to date with very little going her way. Her base stats are some of the worst of her rarity, let alone class. Her mediocre evasion coupled with poor health makes KAC PDW a very squishy doll, which doesn't fit well with her main tank role. That being said, KAC's tile buffs are nothing to ignore - they buff damage and accuracy, two stats that ARs would love to see. This nevertheless has the limiting factor of only affecting position 4 and 7 from 5, which makes fitting her into a normal F-formation ARSMG extremely annoying. Along with this, her skill "D-Fense" is a variation on the normal force field skill with the unique talent to remove status effects. Theoretically, this skill can be useful, however it fails to see any real situations of being needed. With the force field lasting only for 1 second, you don't get the option to openly tank bosses or high damaging attacks for long. This forces you to use the skill at a crucial point to block a single burst of damage. This in combination with her abysmal evasion buff after the force field's expiry doesn't make up for the shorter skill. KAC's ability to remove status effects on activation is a good effect to have, but even then that falls short of being useful because of the long ICD present on the skill. KAC PDW is a SMG unable to accept what role she has been given. Low baseline stats along with the long ICD for her niche leads her to be an undesirable pick for general use. She is not recommended. | |||||||||||||||||||||||||||||||||||||
794 | Accessories | ||||||||||||||||||||||||||||||||||||||
795 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
796 | 33 | 14 | 71 | 81 | 900 | ||||||||||||||||||||||||||||||||||
797 | |||||||||||||||||||||||||||||||||||||||
798 | Buffs AR Damage 15% Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
799 | |||||||||||||||||||||||||||||||||||||||
800 | |||||||||||||||||||||||||||||||||||||||
801 | D-Fense: Clear all negative status effects on self and grant self a maxed-out forcefield lasting 1s. Once the forcefield disappears, raise self evade by 60%, lasting 5s. | ||||||||||||||||||||||||||||||||||||||
802 | |||||||||||||||||||||||||||||||||||||||
803 | |||||||||||||||||||||||||||||||||||||||
804 | |||||||||||||||||||||||||||||||||||||||
805 | |||||||||||||||||||||||||||||||||||||||
806 | Initial CD: 15s Skill CD: 16s | Initial CD | 6s | ||||||||||||||||||||||||||||||||||||
807 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
808 | CF-05 (NO. 295) ★★★★ | T-Doll Equipment | ○ Unique pseudo-armour skill is very useful against multi-hits and AP possessing enemies ○ Is able to wear an exoskeleton in addition to reducing damage ○ Good tile buff and formation ○ Compared to Force Shielders, has a lower ICD and is useful to soak up the initial barrages if it comes to it | ○ Longer downtime compared to other self-buffers ○ Not a very solid skill against hits that have high firepower behind it. ○ Damage mitigation, while very effective on lower end multi-hit damage, is not very effective against multi-hits that deal quite a bit themselves (as the skill only reduces by 15). | |||||||||||||||||||||||||||||||||||
809 | Magazine | CF05 is a 4* SMG introduced in Polarized Light. What makes her different from the plethora of other SMGs however? Her skill is currently unique and has a very specialized use against enemies that like to spread their damage over multiple shots. Her skill reduces every instance of damage she takes by a flat amount. At max rank, this reduces damage by 15 points. This may not seem like much, but this skill is very useful against multi-hit barrages that come from dangerous enemies such as Doppelsoldners and Rodeleros (their grenades/laser deals damage over multiple hits and each hit is reduced by 15, essentially letting her take 1 damage from each instance. What makes her different from armour wielding dolls then? Her skill doesn't provide 'armour', which means that any native AP that enemies have will not affect her damage reduction. Stuff like SWAP strikers deal minimal damage while on the contrary they will shred through shotguns even with equivalent armour value. Add on to the fact that CF05 is a SMG which allows the use of exo-skeletons, which gives her the evasion needed to dodge many shots in addition to reducing the ones that do get through. CF05 is a specialized doll for the cases where you would be put up against a lot of multi-hit enemies. While she is not considered a top priority, she is niche to raise on the basis that her skill is very useful for those instances and can be used as a reserve SMG. | |||||||||||||||||||||||||||||||||||||
810 | Accessories | ||||||||||||||||||||||||||||||||||||||
811 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
812 | 26 | 13 | 73 | 87 | 950 | ||||||||||||||||||||||||||||||||||
813 | |||||||||||||||||||||||||||||||||||||||
814 | Buffs AR Damage 20% Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
815 | |||||||||||||||||||||||||||||||||||||||
816 | |||||||||||||||||||||||||||||||||||||||
817 | Butter Cream: While skill is active, reduce damage from each hit by 15 points, with a duration of 6s. | ||||||||||||||||||||||||||||||||||||||
818 | |||||||||||||||||||||||||||||||||||||||
819 | |||||||||||||||||||||||||||||||||||||||
820 | |||||||||||||||||||||||||||||||||||||||
821 | |||||||||||||||||||||||||||||||||||||||
822 | |||||||||||||||||||||||||||||||||||||||
823 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
824 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
825 | SAF (NO. 304) ★★★★ | T-Doll Equipment | ○ Good offtank tiles | ○ No real use for her skill's gimmick currently ○ Weak damage multiplier | |||||||||||||||||||||||||||||||||||
826 | Magazine | SAF is a 4* grenade SMG with unique knockback and shift capabilities. Her skill is an interesting twist on the usual molotov/hand grenade skills, trading off most of its damage potential for the ability to knock enemies into a different row (shifts enemies along the Y-axis). Unfortunately for SAF, little use has been found for this unique knockback skill so far. It may have some use with skills that have row based effects (such as AK-Alfa), but only a few such skills exist in the game to begin with. If we look past the knockback capabilities of SAF's skill, she does have a few things going for her. Her tiles are strong for an offtank and her grenade has a greatly reduced CD, though the latter point doesn't really make up for the lack of damage compared to other grenade SMGs. Her stats are so-so, neither outstanding nor terrible. Her rating may change in the future, but at present the utility she provides, while interesting is not something the majority of players will have a use for, relegating her to the status of an interesting curiosity at best. Specialist/Not Recommended. | |||||||||||||||||||||||||||||||||||||
827 | Accessories | ||||||||||||||||||||||||||||||||||||||
828 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
829 | 25 | 14 | 69 | 99 | 900 | ||||||||||||||||||||||||||||||||||
830 | |||||||||||||||||||||||||||||||||||||||
831 | Buffs AR Damage 22% | ||||||||||||||||||||||||||||||||||||||
832 | |||||||||||||||||||||||||||||||||||||||
833 | |||||||||||||||||||||||||||||||||||||||
834 | Sundering Shockwave: Throw a hand grenade across a distance of 5 units ahead of self, dealing 3x damage to enemies in a 2.5 radius and inflicting knockback of 3-units. When in the middle row, enemies are knocked to both sides. When in the top or bottom row, enemies are knocked into the center. This knockback effect does not affect units which are attacking or using skills. | ||||||||||||||||||||||||||||||||||||||
835 | |||||||||||||||||||||||||||||||||||||||
836 | |||||||||||||||||||||||||||||||||||||||
837 | |||||||||||||||||||||||||||||||||||||||
838 | |||||||||||||||||||||||||||||||||||||||
839 | |||||||||||||||||||||||||||||||||||||||
840 | |||||||||||||||||||||||||||||||||||||||
841 | |||||||||||||||||||||||||||||||||||||||
842 | |||||||||||||||||||||||||||||||||||||||
843 | |||||||||||||||||||||||||||||||||||||||
844 | Initial CD: 15s Skill CD: 16s | Initial CD | 4s | ||||||||||||||||||||||||||||||||||||
845 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
846 | AR-57 (NO. 328) ★★★★ | T-Doll Equipment | ○ Early, fast, repetitive buffs
○ Can substitute for a HG in a pinch | ○ Uptime results in strict kiting
○ Tile-based buffs tighten kiting restrictions even more ○ Neither buff is potent when compared to any standard HG of the same calibre ○ Actively trolls her formation with her mere existence | |||||||||||||||||||||||||||||||||||
847 | Magazine | AR-57 is an SMG attempting to be the best of both worlds and missing the mark twice. Her skill is dependent on the team formation, as it is based on how many dolls present on her tiles. This causes her to be forced to kite to position 2 for her 40% evasion buff, and position 5/8 for the 15% FP boost, while having tiles that promote position 5 to maximise tilebuffs in a b formation. Her 2/3 uptime may look good on paper, but its effective uptime is identical to most HGs with 8/12 uptime. This is more counterproductive than a standard hp buff when you consider that every 3 seconds you are prevented from kiting if you want to activate her skill. Her Offtank position requires her to either sit at position 5 permanently, or prevents the maintank sitting on 5 from kiting if she is placed in position 8. This is detrimental to a teams survivability, lacking the ability to delay the enemy to avoid upfront damage; relying solely on the Maintank for survivabilty. This may cause AR-57 to take more link damage than necessary, causing her damage as an Offtank to drop very quickly. The FP provided by the skill to other dolls is mediocre, and can easily be substituted out with a decent HG for higher potential DPS. Her Maintank position forces her to kite in position 2/3/6/9 during her skill procs, which is less than ideal for most fights. The evasion given is relatively potent for the 2/3 uptime, but passive evasion selfbuffers such as C-MS or AUG Para have stronger evasion buffs with less hassle, leading to a mediocre effective evasion buff that many HGs can output. Although there is some unique interactions with dolls that benefit from fast, repetitive buffs such as AS Val MOD and M500 MOD, AR-57's effective uses are next to none. For both an Offtank and Maintank, AR-57 is Not Recommended for use. | |||||||||||||||||||||||||||||||||||||
848 | Accessories | ||||||||||||||||||||||||||||||||||||||
849 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
850 | 26 | 14 | 74 | 92 | 915 | ||||||||||||||||||||||||||||||||||
851 | |||||||||||||||||||||||||||||||||||||||
852 | Buffs AR and SMG Damage 20% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
853 | |||||||||||||||||||||||||||||||||||||||
854 | |||||||||||||||||||||||||||||||||||||||
855 | Complex Modification: When skill is activated, grants effects based on the number of allies present on their buff tiles; If there is more than 2 allies present, increases damage by 15% for 2 seconds to self and allies on their tiles. If there is 2 or less allies present, increases evasion by 40% for 2 seconds to self and allies on their tiles. | ||||||||||||||||||||||||||||||||||||||
856 | |||||||||||||||||||||||||||||||||||||||
857 | |||||||||||||||||||||||||||||||||||||||
858 | |||||||||||||||||||||||||||||||||||||||
859 | |||||||||||||||||||||||||||||||||||||||
860 | |||||||||||||||||||||||||||||||||||||||
861 | |||||||||||||||||||||||||||||||||||||||
862 | Initial CD: 15s Skill CD: 16s | Initial CD | 3s | ||||||||||||||||||||||||||||||||||||
863 | Skill CD | 3s | |||||||||||||||||||||||||||||||||||||
864 | PPD-40 (NO. 336) ★★★★ | T-Doll Equipment | ○ Quick potent buff ○ Fits into most ARSMG formations easily ○ Decent selfbuff for lower HP enemies | ○ Doesn't do either job better than the respective dedicated role
○ Can rarely use max potential DPS | |||||||||||||||||||||||||||||||||||
865 | Magazine | PPD-40 is one of the most obvious examples of a HG masquerading as another class. Her active ability provides a buff similar to 4* HG buffs such as SAA and K5, and her passive + tile formation allows her to sit comfortably in the offtank position of any ARSMG. The passive portion of her ability is a near-permanent selfbuff, providing a 15% FP/Acc buff to herself for every other doll in her row, stacking twice. As she does not include herself in this check, and it is not ideal to have a triple frontline, she will most commonly have one stack, gifted by the maintank of the echelon. A 15% buff is not comparable to dedicated selfbuff SMGs such as SR-3MP or Honey Badger, but as a passive it is an appreciated bonus to the team's total damage. Furthermore, offtank SMGs as a whole suffer from link dependent DPS, causing PPD's tanking ability to decrease if you favour her DPS. Her active is the main draw of the doll, being a 4* HG level of FP buffs in the body of a SMG. the 22% FP buff is identical to SAA's buff, 2 seconds earlier than SAA herself. This ties well to dolls who have skills that activate prior to the common 6s ICD HG buffs, giving them an extra 2 seconds of increased DPS; leading to a shorter fight against many general enemies. However, for the majority of ARs used, their skills align with the 6s ICD of most common HGs, and therefore benefit more from the potent buffs that many HGs are designed to give. PPD-40 is a unique offtank SMG with her role in both buffing the team and providing bonus DPS via her direct fire damage. While these skills aren't bad by any means, the average player is rarely in a situation where her split between a HG and offtank SMG will make a significant difference over just using one or the other dedicated roles. It is Not Recommended to raise PPD-40 in lieu of simply raising another HG who can be used with more versatility, or an offtank SMG that doesn't suffer from the issues direct fire SMGs have, such as a molotov. | |||||||||||||||||||||||||||||||||||||
866 | Accessories | ||||||||||||||||||||||||||||||||||||||
867 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
868 | 26 | 13 | 75 | 88 | 925 | ||||||||||||||||||||||||||||||||||
869 | |||||||||||||||||||||||||||||||||||||||
870 | Buffs AR Damage 12% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
871 | |||||||||||||||||||||||||||||||||||||||
872 | |||||||||||||||||||||||||||||||||||||||
873 | Firepower Union: [Passive]: For every ally in the same column, increase own damage and accuracy by 15%, stacking up to 2 layers. [Active]: Increase all allies' damage by 22% for 8 seconds. | ||||||||||||||||||||||||||||||||||||||
874 | |||||||||||||||||||||||||||||||||||||||
875 | |||||||||||||||||||||||||||||||||||||||
876 | |||||||||||||||||||||||||||||||||||||||
877 | |||||||||||||||||||||||||||||||||||||||
878 | |||||||||||||||||||||||||||||||||||||||
879 | |||||||||||||||||||||||||||||||||||||||
880 | Initial CD: 15s Skill CD: 16s | Initial CD | 4s | ||||||||||||||||||||||||||||||||||||
881 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
882 | Vigneron M2 (NO. 355) ★★★★ | T-Doll Equipment | ○ haha | ○ Disables the ability to kite
○ Very poor evasion buff provided ○ Immunity threshold is low ○ 4/20 uptime ○ Mediocre evasion stat ○ Low HP | |||||||||||||||||||||||||||||||||||
883 | Magazine | The first Anti-Cheat implemented into Girls' Frontline, Vigneron prevents those pesky T-Dolls from getting an unfair advantage via kiting by removing the ability to move them for a short period of time. After her 5s ICD the skill activates, and the dolls lose their ability to move. After 2 seconds pass, they're allowed resign from their role as stationary target practice with a shield granted for 4 seconds. This shield give the dolls a 35% evasion boost and immunity to all damage under 20 points. The question now is what purpose does she serve by doing this? If evasion is needed, P22 provides a 60% buff for 8 seconds; twice the buff for twice as long, and doesn't even factor in the HP shield that can also be applied if you kite correctly. If ignoring damage is needed, SGs and their companion equipment of flash shells can easily drop a 20 damage shot to 3, which will then promptly be immuned via the flash shells. But let's say the damage you are facing hits more than just your frontline tanks. What if you need to protect your DPS? Rodelero lasers, Doppel nades (if their formation FP is low enough), even Yegor's Ares laser can be immuned via her skill. Helpful, right? But you should not forget her 4s uptime, with a TWENTY SECOND COOLDOWN. Twenty seconds is more than enough for your backline dolls to be shredded to pieces from the few tilebased linksplash attacks that she happens to be able to immune. The closest thing she has to a benefit to the team is her Honey Badger tiles. But if you somehow benefit from them, just bring Honey Badger. Vigneron has no place in any echelon. Perhaps one of the worst dolls added to the game, it cannot be stressed enough how little she contributes to a teams eHP. She is Not Recommended for any commander in any circumstance. | |||||||||||||||||||||||||||||||||||||
884 | Accessories | ||||||||||||||||||||||||||||||||||||||
885 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
886 | 29 | 15 | 75 | 85 | 880 | ||||||||||||||||||||||||||||||||||
887 | |||||||||||||||||||||||||||||||||||||||
888 | Buffs AR Damage 20% Crit Rate 20% | ||||||||||||||||||||||||||||||||||||||
889 | |||||||||||||||||||||||||||||||||||||||
890 | |||||||||||||||||||||||||||||||||||||||
891 | Defense Fortification: Reduce movement speed of the echelon to 0 and create a protective cover at all allies' current positions after 2 seconds. Allies behind cover have 35% increased evasion and are immune to damage below 20 points for 4 seconds. Move speed returns to normal after the protective cover expires. | ||||||||||||||||||||||||||||||||||||||
892 | |||||||||||||||||||||||||||||||||||||||
893 | |||||||||||||||||||||||||||||||||||||||
894 | |||||||||||||||||||||||||||||||||||||||
895 | |||||||||||||||||||||||||||||||||||||||
896 | |||||||||||||||||||||||||||||||||||||||
897 | |||||||||||||||||||||||||||||||||||||||
898 | Initial CD: 15s Skill CD: 16s | Initial CD | 5s | ||||||||||||||||||||||||||||||||||||
899 | Skill CD | 20s | |||||||||||||||||||||||||||||||||||||
900 | MPL (NO. 363) ★★★★ | Accessories | ○ Constantly makes HP Shields to support frontline ○ Unity skill with MPK to cancel out downsides ○ Debuffs enemy with damage vulnerability | ○ Constantly makes HP shields for enemy too ○ Very limited AOE range ○ Debuffs allies with damage vulnerability ○ Low skill uptime | |||||||||||||||||||||||||||||||||||
901 | Magazine | The first half of the Corona Fusion sisters, MPL is the "defensive half", providing shields to dolls in her range. Passively, all units in her radius (including enemies) gain a 6hp shield per second, stacking 5 times to 30hp. Her active increases each stack to 18hp, increasing total possible shield to 90hp, with an additional 20% damage amplification applied to all affected targets. With a one tile range, she can be used as a shield generator for her own team without fear of giving shields to the enemy. However, the damage amplification provided by the active may be more harmful than the shields given, so it cannot directly be used as a replacement to other shielder HGs such as P22 or HS2000. As an adjacent pair with her sister MPK however, the ally negative effects are not applied. Additionally, enemies affected by both Quench and Scatter will take an additional 40 flat damage per damage instance. Furthermore, being side-by-side with her results in an increased range of 2 tiles. Consistent shield generation is something that can be beneficial in many circumstances. As seen with M500 MOD and Nova, shield generation on SGs can help immensely when dealing with tough enemies; especially those who gain a majority of their damage out of linksplash. The benefit of MPL over these two, however, is that she is neither a rare SG nor a Modded doll. In a circumstance where you may not have access to either but still want repetitive shield generation, MPL can be a suitable replacement when paired with an SG. This works because damage amplification is calculated after armor; if damage is reduced to 1, 20% amplification will not increase damage taken. Paired with SMG tanks, it is important to ensure that she is paired with MPK to not apply damage amplification to a unit who cannot nullify its effects with armor. MPL is similarly a strong doll in her own right, and has merit to stand on her own without her sister. But that usecase is not a unique trait to justify raising alone. MPL should be used with MPK, as their pairing is too powerful to ignore. She is Niche, but has far more versatility than her sister does outside of their standalone pairing. | |||||||||||||||||||||||||||||||||||||
902 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
903 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
904 | 31 | 13 | 72 | 78 | 925 | ||||||||||||||||||||||||||||||||||
905 | |||||||||||||||||||||||||||||||||||||||
906 | Buffs SMG, AR Damage 20% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
907 | |||||||||||||||||||||||||||||||||||||||
908 | |||||||||||||||||||||||||||||||||||||||
909 | Moonsilver Wavefield: Passive: Every second, apply the Scatter effect to all units in the squares around self. Units that gain Scatter gain a 6-point shield, stacking up to 5 times. Active: Apply a more powerful Scatter effect, increasing the shield value to 18; units with Scatter also gain 20% vulnerability for 6 seconds. If she currently has the Quench effect on herself, applying Scatter will also cause enemies with shields on them to take an additional 40 points of damage when attacked. | ||||||||||||||||||||||||||||||||||||||
910 | |||||||||||||||||||||||||||||||||||||||
911 | |||||||||||||||||||||||||||||||||||||||
912 | |||||||||||||||||||||||||||||||||||||||
913 | |||||||||||||||||||||||||||||||||||||||
914 | |||||||||||||||||||||||||||||||||||||||
915 | |||||||||||||||||||||||||||||||||||||||
916 | |||||||||||||||||||||||||||||||||||||||
917 | |||||||||||||||||||||||||||||||||||||||
918 | |||||||||||||||||||||||||||||||||||||||
919 | |||||||||||||||||||||||||||||||||||||||
920 | |||||||||||||||||||||||||||||||||||||||
921 | |||||||||||||||||||||||||||||||||||||||
922 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
923 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
924 | MPK (NO. 364) ★★★★ | Accessories | ○ Percentage-damage causes incredible DPS ○ Unity skill with MPL to cancel out downsides ○ Buffs allies with a 20% FP boost | ○ Very limited AOE range ○ Damages team without MPL ○ Low skill uptime | |||||||||||||||||||||||||||||||||||
925 | Magazine | MPK is the second half of the Corona Fusion duo. Her skill can be seen as the "offensive half", dealing percentage-based damage passively to enemies within her range. Passively, all units in her radius (including allies) lose 0.5% of their max HP per second. Her active makes this health loss increase to 5%, as well as providing a 20% FP buff to all units in range. With a single tile range alone, use by herself will not benefit your DPS with this buff, and should be avoided as to not be detrimental to your team. As an adjacent pair with her sister MPL however, the ally negative effects are not applied. Additionally, enemies affected by both Quench and Scatter gain a 10% RoF and move speed debuff. Furthermore, being side-by-side with her results in an increased range of 2 tiles. Percentile damage is a very desirable trait a doll can have, especially with no cap. The higher HP an enemy has, the more damage she can do. As an AoE affect, this further increases her damage output; with each enemy affected individually. Deathstacks can often have dozens of threatening enemies, and targeting just one leaves the rest to deal fatal damage to your team. Due to this, AoE attacks are crucial in dealing with these enemies; M4A1 MOD and Hanyang 88 MOD are both key examples of how and why AoE is used to eliminate swarms of dangerous targets. MPK in her own right can use the high potential damage output to deal with a third of their health by the end of her first skill activation. Paired with strong DPS unit/s, the additional damage can increase the chances of a battle having a successful outcome. MPK is a powerful doll, who can have perhaps the highest damage potential of all dolls if you consider her unlimited %-based damage. but should not in any circumstance be used without MPL. She is without a doubt Niche, but does not have the freedom of her sister MPL and should only be used in tandem with her for specific fights. | |||||||||||||||||||||||||||||||||||||
926 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
927 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
928 | 30 | 13 | 75 | 78 | 925 | ||||||||||||||||||||||||||||||||||
929 | |||||||||||||||||||||||||||||||||||||||
930 | Buffs SMG, AR Damage 20% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
931 | |||||||||||||||||||||||||||||||||||||||
932 | |||||||||||||||||||||||||||||||||||||||
933 | Blazing Lightfield: Passive: Every second, apply the Quench effect to all units in the squares around self. Units that gain Quench lose 0.5% of their max HP. Active: Apply a more powerful Quench effect, increasing the HP loss to 5%. Units with the Quench effect also gain 20% vulnerability FP buff for 6 seconds. If she currently has the Quench effect on herself, | ||||||||||||||||||||||||||||||||||||||
934 | |||||||||||||||||||||||||||||||||||||||
935 | |||||||||||||||||||||||||||||||||||||||
936 | |||||||||||||||||||||||||||||||||||||||
937 | |||||||||||||||||||||||||||||||||||||||
938 | |||||||||||||||||||||||||||||||||||||||
939 | |||||||||||||||||||||||||||||||||||||||
940 | |||||||||||||||||||||||||||||||||||||||
941 | |||||||||||||||||||||||||||||||||||||||
942 | |||||||||||||||||||||||||||||||||||||||
943 | |||||||||||||||||||||||||||||||||||||||
944 | |||||||||||||||||||||||||||||||||||||||
945 | |||||||||||||||||||||||||||||||||||||||
946 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
947 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
948 | APC9K (NO. 380) ★★★★ | Accessories | |||||||||||||||||||||||||||||||||||||
949 | Magazine | Complex skill description, rather simple skill. To break it down, on skill activation, Echelon leader RoF is increased by 40%. During this skill activation, each hit increases APC9K's evasion by 4, additively. Once this additive evasion hits 200, units on her tiles gain 20% FP. Skill activates, leader shoots 10 times per link, FP buff is provided. Simple, yet not very useful. Evasion isn't exactly the most useful stat nowadays with every other new enemy having bloated accuracy, and the buffs aren't substantial compared to some of the absolute monsters obtainable. Her missing leader skill is a relatively standard Eva buff, and is certainly not useful for any modern content regardless. APC9K is Not Recommended for general use. | |||||||||||||||||||||||||||||||||||||
950 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
951 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
952 | 26 | 13 | 68 | 98 | 880 | ||||||||||||||||||||||||||||||||||
953 | |||||||||||||||||||||||||||||||||||||||
954 | Buffs AR Rate of Fire 12% Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
955 | |||||||||||||||||||||||||||||||||||||||
956 | |||||||||||||||||||||||||||||||||||||||
957 | Revolving Tango: When the team leader is not present, increase self evasion by 180% for 5 seconds. When the team leader is present, increase the leader's rate of fire by 40% for 5 seconds. While the skill is active, every instance of damage dealt by the leader's normal attacks on enemy units increases the users evasion by +4 points, lasting 5 seconds and capping at 200 points. When accumulated evasion reaches the 200-point cap, allies on buff tiles deal 20% more damage for 3 seconds. This damage buff can only be triggered once per skill use. | ||||||||||||||||||||||||||||||||||||||
958 | |||||||||||||||||||||||||||||||||||||||
959 | |||||||||||||||||||||||||||||||||||||||
960 | |||||||||||||||||||||||||||||||||||||||
961 | |||||||||||||||||||||||||||||||||||||||
962 | |||||||||||||||||||||||||||||||||||||||
963 | |||||||||||||||||||||||||||||||||||||||
964 | |||||||||||||||||||||||||||||||||||||||
965 | |||||||||||||||||||||||||||||||||||||||
966 | |||||||||||||||||||||||||||||||||||||||
967 | |||||||||||||||||||||||||||||||||||||||
968 | |||||||||||||||||||||||||||||||||||||||
969 | |||||||||||||||||||||||||||||||||||||||
970 | |||||||||||||||||||||||||||||||||||||||
971 | |||||||||||||||||||||||||||||||||||||||
972 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
973 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
974 | Ingram (MAC-10) (NO. 18) ★★★ | T-Doll Equipment | ○ Low initial CD ○ Good tile coverage | ○ Low base evasion ○ Not easily available during early game | "It's common for the strong to eat the weak." | ||||||||||||||||||||||||||||||||||
975 | Magazine | Ingram shares a lot of characteristics with UMP45, by which many have deemed Ingram a direct "3★ counterpart" to her. Ingram comes with usable tiles of decent FP buff and triple-tile coverage, a smoke grenade (read UMP45's analysis for info on smoke grenade) and a cheap price tag of being a 3★. Her stats may not be stellar as expected of a 3★, but she comes with everything a main tank should have, a rarity for any 2 and 3★ main tanks. Due to this, she makes for an ideal choice as a budget main tank for early stages and is an upgrade to the other early game main tank, Sten. That is if she weren't so rare as an early game T-Doll. Early game SMG options are more often than not Sten and Skorpion due to their availability. Since they are given out for free very early, they have more time to grow and thus would be more developed, eliminating any incentive to craft for more SMGs intentionally (for early game min-maxing reasons) if their replacements aren't obtained just as early. Ingram is hard to obtain for new players due to the low drop rate in early maps. For the most part she would come out of crafting rather than anywhere else. It is not uncommon to not get her until your first squad is already decently linked and leveled. While Ingram is indeed better than Sten, she isn't such a drastic upgrade that it would justify releveling a new tank at that point. Even if you do get her early enough to use her over Sten, she will most likely require cores if you want to progress steadily instead of staying in place waiting for dupes. Overall Ingram is a solid budget main tank option, although it is worth noting that her availability can be a hindrance. optional for early-game if you did not get the 7 day login reward UMP-45. | |||||||||||||||||||||||||||||||||||||
976 | Accessories | ||||||||||||||||||||||||||||||||||||||
977 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
978 | 28 | 11 | 68 | 91 | 890 | ||||||||||||||||||||||||||||||||||
979 | |||||||||||||||||||||||||||||||||||||||
980 | Buffs AR Damage 12% | ||||||||||||||||||||||||||||||||||||||
981 | battle-crazed gurl | ||||||||||||||||||||||||||||||||||||||
982 | |||||||||||||||||||||||||||||||||||||||
983 | Smoke Grenade: Launch a smoke grenade that decreases the enemies' rate of fire by 36% and movement speed by 50% within a radius of 2.5 yards for 4s. | ||||||||||||||||||||||||||||||||||||||
984 | |||||||||||||||||||||||||||||||||||||||
985 | |||||||||||||||||||||||||||||||||||||||
986 | |||||||||||||||||||||||||||||||||||||||
987 | |||||||||||||||||||||||||||||||||||||||
988 | Initial CD | 1s | |||||||||||||||||||||||||||||||||||||
989 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
990 | FMG-9 (NO. 19) ★★★ | T-Doll Equipment | ○ Very high base evasion | ○ Very low base HP ○ Mediocre tile buff and coverage ○ Long initial CD ○ Evasion focus not suitable for general usage ○ Limited map drop doll (2-6 and 2-4E) | "The strategy was a success! My intel was useful!" | ||||||||||||||||||||||||||||||||||
991 | Magazine | FMG-9 is an evasion tank, and unlike Suomi, she stays very true to the title of her role. FMG-9 has the highest base evasion among all SMGs. Even more so that her skill is evasion focus, bringing her evasion to even higher levels. This leads to an interesting demonstration of her dodging just about everything thrown at her, especially if buffed further. Holding the title of having the highest evasion among SMGs is cool and all, but at what cost? All FMG-9 has going for her is her massive amount of evasion. She lacks everything else. Her HP is among the lowest, making her a lot less effective as she risks dying just from getting hit if it happens. It doesn't help that enemies later on have much higher accuracy, as well as higher damage, leaving her only meager inches from losing a dummy to regular mobs, and getting one-shot from most bosses. Her cooldown is also long, as with any SMG with evasion focus. When against aggressive enemy placement or when you kite poorly, she is very likely to take an unfortunate hit before she gets any opportunity to get her skill is up. Unlike other main tanks who come with smoke, flashbang, or mental deterrence (RO), FMG-9 has no utility to offer to the team. She only buffs herself, whereas other defensive skills can help out other members such as the off-tank as well. Her tiles are also very underwhelming, only covering 2 slots with an underaverage FP buff. Don't even think of her as a budget SMG option. She is a limited drop so being a 3★ serves more of a limitation to herself. Not recommended. | |||||||||||||||||||||||||||||||||||||
992 | Accessories | ||||||||||||||||||||||||||||||||||||||
993 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
994 | 26 | 13 | 90 | 92 | 705 | ||||||||||||||||||||||||||||||||||
995 | |||||||||||||||||||||||||||||||||||||||
996 | Buffs AR Damage 10% Evasion 12% | her artwork can be found | |||||||||||||||||||||||||||||||||||||
997 | even before GFL started | ||||||||||||||||||||||||||||||||||||||
998 | its development | ||||||||||||||||||||||||||||||||||||||
999 | Evasion Focus: Increase self evasion by 120% for 5s. | ||||||||||||||||||||||||||||||||||||||
1000 | |||||||||||||||||||||||||||||||||||||||
1001 | |||||||||||||||||||||||||||||||||||||||
1002 | |||||||||||||||||||||||||||||||||||||||
1003 | |||||||||||||||||||||||||||||||||||||||
1004 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1005 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1006 | PPS-43 (NO. 22) ★★★ | T-Doll Equipment | ○ Very high base FP ○ Good tile coverage ○ Deadly grenade skill ○ Excellent performance for a 3★ | ○ Low base evasion ○ Lackluster tile buff due to low rarity ○ Has PTSD | "Aaah~ what a waste of time." | "all around me are | |||||||||||||||||||||||||||||||||
1007 | Magazine | Unlike her long-lost server-crasher of a sister, PTSD Pinkpasha does everything right for an off-tank. Sitting at 33 FP, her FP is the highest among the SMGs. Even as a 3★ with her lower multiplier, PPS-43's nade is still very powerful thanks to the very high base FP. As for her skill, hand nades are different from molotovs for their larger explosion radius as a result of not having a fire pool on the area of impact. One may wonder if losing the fire pool from molotov, which makes up a significant contributing factor in the nade's damage is a worthy trade, in which case the answer is absolutely yes. A large percentage of damage done comes from the explosion even though the tooltip says otherwise. This is due to the initial explosion having the ability to take out multiple dummies from the enemies, leaving fewer bodies for the fire pool to burn, not to mention battles occasionally ending earlier than the duration of the pool extends to, or the off-tank retreated earlier to save health, removing the fire pool entirely. PPS-43 capitalizes the deadly aspect of the explosion with her high FP and hand nade's large radius. A well-supported PPS-43, with the help of the larger radius, is capable of one-shotting the backline squishies even when thrown at the frontline tanks, eliminating the dangerous backline threats completely without even having to remove the meatshields at the front first, something molotov off-tanks cannot do. PPS-43 also comes with several weaknesses that keep her from being competitive late-game. Being a hand nader SMG, she relies solely on the explosion damage, which means if her nade misses the crucial targets, or simply unable to deal significant damage to the targets due to their being too tanky, she fails her job. Her tile buff is lackluster, unlike the tile buff of those like Vector or Bizon. Lastly, her defensive stats are mediocre as expected of a 3★, putting her at a risk when fighting stronger enemies. As a result, when fighting enemies who are either too strong for her to tank, or too tanky for her nade to be effective, or too spread out that nades are simply nonviable, PPS-43 is only a liability. Regardless, PPS-43 has enjoyed her long time as one of the best off-tanks in the game. It was only a matter of time before the limit of being a 3★ starts to show. She is still optional for early game, but will fall off later on as contents get harder. | familiar faces..." | ||||||||||||||||||||||||||||||||||||
1008 | Accessories | ||||||||||||||||||||||||||||||||||||||
1009 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1010 | 33 | 13 | 65 | 74 | 880 | ||||||||||||||||||||||||||||||||||
1011 | |||||||||||||||||||||||||||||||||||||||
1012 | Buffs AR Damage 12% | ||||||||||||||||||||||||||||||||||||||
1013 | |||||||||||||||||||||||||||||||||||||||
1014 | |||||||||||||||||||||||||||||||||||||||
1015 | Hand Grenade: Throw a grenade that deals 6x damage to enemies within a radius of 2.5 yards. | ||||||||||||||||||||||||||||||||||||||
1016 | |||||||||||||||||||||||||||||||||||||||
1017 | |||||||||||||||||||||||||||||||||||||||
1018 | |||||||||||||||||||||||||||||||||||||||
1019 | |||||||||||||||||||||||||||||||||||||||
1020 | |||||||||||||||||||||||||||||||||||||||
1021 | |||||||||||||||||||||||||||||||||||||||
1022 | |||||||||||||||||||||||||||||||||||||||
1023 | |||||||||||||||||||||||||||||||||||||||
1024 | |||||||||||||||||||||||||||||||||||||||
1025 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1026 | Skill CD | 16s | pp | ||||||||||||||||||||||||||||||||||||
1027 | Skorpion (NO. 27) ★★★ | T-Doll Equipment | ○ Very high base evasion ○ Good tile buff ○ Molotov skill ○ Good budget SMG | ○ Low base HP ○ Very low base FP ○ Small nade radius | "Ahaha!~ I'm really strong, am I?" | ||||||||||||||||||||||||||||||||||
1028 | Magazine | Skorpion dayo~, a girl with peculiar eyepatch and butt-stock twin-tail accesories, introduced from the early games as one of few T-dolls that helped Anti-Rain team. For early game, she's one of the easily acquireable assets, who isn't overpowered, yet you'd be glad to have. Skorpion has rather low HP that affects her durability. Instead however, she comes with amazing evasion stats, surpassing even 4 and 5★. She can definitely tank very well especially during the early game. Her tile buff is also very good, wasting none on useless evasion that plagues many low rarity SMGs. Make no mistake that AR's accuracy during early game is something that can be improved on, thus the accuracy helps out more than it seems to be. Alongside Sten, Skorpion is very accessible, being a map reward from Chapter 1 as well as from level-up rewards. She can be easily raised without using cores, making her a very beginner-friendly SMG. During the early game, Skorpion and off-tanks in general tend to not have their time to shine due to the lack of proper equipments, level and skill level. It is unlikely for her to take the MVP. However, what she has for her is the ability to bypass evasion of a nade skill. Her molotov, especially if skilled even for the first few levels, can be very helpful as it helps ARs taking out the frontliners, most notably the evasive Scouts, faster. Her usefulness quickly increases as you hit midgame where large hordes of enemies are often seen and Skorpion is more geared and skilled. However at the same time, Skorpion would face heavy competitions in the form of Vector and PPS-43. Skorpion has a very poor FP stats. Her uneven defensive stats make her squishier than she should be. Combined with the low skill multiplier of a 3★, she does not have the late-blooming potential that other better off-tanks do. Eventually she falls off in lategame. With that said, Skorpion has her place during the early game. Her accessibility as a map and level-up rewards plus her evasive stats that favour early game make her a great stepping stone. She is an ideal choice for your first team's off-tank. Recommended for early game. | |||||||||||||||||||||||||||||||||||||
1029 | Accessories | ||||||||||||||||||||||||||||||||||||||
1030 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1031 | 24 | 13 | 83 | 95 | 795 | ||||||||||||||||||||||||||||||||||
1032 | |||||||||||||||||||||||||||||||||||||||
1033 | Buffs AR Rate of Fire 15% Accuracy 50% | detachable hair accesories | |||||||||||||||||||||||||||||||||||||
1034 | |||||||||||||||||||||||||||||||||||||||
1035 | "Skorpion dayo~" | ||||||||||||||||||||||||||||||||||||||
1036 | Incendiary Grenade: Launch an incendiary grenade that deals 6x damage to enemies within a radius of 1.5 yards and ignites them, dealing 1x damage every 0.33s for 5s. | ||||||||||||||||||||||||||||||||||||||
1037 | |||||||||||||||||||||||||||||||||||||||
1038 | |||||||||||||||||||||||||||||||||||||||
1039 | |||||||||||||||||||||||||||||||||||||||
1040 | |||||||||||||||||||||||||||||||||||||||
1041 | |||||||||||||||||||||||||||||||||||||||
1042 | |||||||||||||||||||||||||||||||||||||||
1043 | |||||||||||||||||||||||||||||||||||||||
1044 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1045 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1046 | Sten MkII (NO. 29) ★★★ | T-Doll Equipment | ○ Very good balanced stats for a 3★ ○ Good starter main tank! ( owo)b | ○ Low base FP ○ Awful tile buff ○ No defensive skill ○ Mismatch role | "I finally did it!" | ○ Has a mod upgrade | Receives a remodel in the future | ||||||||||||||||||||||||||||||||
1047 | Magazine | Ahhh Sten, 9 times out of 10 you're more than likely going to use this doll at least once during your early game. I say 9 times because unless you roll a better SMG in the beginning, this girl will be your first tank next to Skorpion, as the the game hands her to you on a silver platter. Despite having an offensive skill, Sten is a main tank due to having the perfect stats for a main tank. Her stats is comparable to that of UMP45, one of the best main tank in the game, with the same HP but 1 higher evasion. That tells a lot about her already when she can directly compete with an SMG of higher rarity than herself (and not just any random SMG, but one of the best). Alongside Skorpion, Sten is very accessible because of her being a Chapter 1 map reward as well as level-up reward. She can be easily raised without using cores and her early appearance lets her take on the spotlight of being a very beginner-friendly SMG. Unfortunately, her stats are the only good thing about her. Due to her low FP, she is a very lackluster off-tank despite being designated as one. As a main tank, she now instead lacks a defensive skill. But the worst of all, her tile buff is absolutely useless. Evasion is not even needed for ARs and accuracy is neglected especially when it is only 10%. These glaring weaknesses mean she is best replaced if it isn't too costly for you. Good stats but terrible tiles and a skill that is essentially useless for a main tank, Sten falls off faster than her partner Skorpion. If there is an opportunity to replace her without slowing down your progress, feel free to do so. Optional for early game. | |||||||||||||||||||||||||||||||||||||
1048 | Accessories | ||||||||||||||||||||||||||||||||||||||
1049 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1050 | 26 | 15 | 75 | 78 | 925 | has big bewbs despite | |||||||||||||||||||||||||||||||||
1051 | apparent small figure | ||||||||||||||||||||||||||||||||||||||
1052 | Buffs AR Accuracy 10% Evasion 30% | ||||||||||||||||||||||||||||||||||||||
1053 | wow so insightful^ | ||||||||||||||||||||||||||||||||||||||
1054 | |||||||||||||||||||||||||||||||||||||||
1055 | Hand Grenade: Throw a grenade that deals 6x (MOD 1 6.5x) damage to enemies within a radius of 2.5 yards. | tbf, don't know what else | |||||||||||||||||||||||||||||||||||||
1056 | to write :teriderp: | ||||||||||||||||||||||||||||||||||||||
1057 | |||||||||||||||||||||||||||||||||||||||
1058 | |||||||||||||||||||||||||||||||||||||||
1059 | |||||||||||||||||||||||||||||||||||||||
1060 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1061 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1062 | Sten MkII (MOD 3) ★★★★ | T-Doll Equipment | ○ Art upgrade I guess. ○ High firepower. | ○ Skill2 is automatic and unable to be controlled. ○ Conflict of roles; does she want to be defensive or offensive? ○ Tile buffs are top-tier garbage. | |||||||||||||||||||||||||||||||||||
1063 | Magazine | STEN MkII, a doll players will have had the opportunity to own at least once during their gameplay career, to be tossed once you have acquired something better. Unfortunately, you're going to continue to toss her because she is unable to find a place even with her MOD upgrade. Let us talk why. STEN's standout for upgrading her is her second skill, which grants her a damage reduction shield that is actually separate from her Skill1. While other MOD skills are mechanically joined with their original skill (as in their effects are simultaneously activated when their Skill1 is activated), STEN's skill is not based on when she throws her nade at all. This in itself is very worrying. A skill that is unable to be manually used while providing a situationally useful buff is not going to be useful for anything that actually requires the skill. Does an enemy use skills that are on a timer? Oh well, you better hope her shield is popped then and not before. Does an enemy rely on hitting you through evasion? You better hope your shield actually doesn't activate during that as its slightly better to stack evasion for that rather than damage reduction. Are enemy attacks unavoidable? Better hope it's available then. STEN has a poor impact in combat due to this, and it is not helped by her Skill1 upgrade either. Due to her intrinsic use as a main-tanker, her preferred equipment type would be a T-exo, however this negatively impacts her nade, causing her to usually want an X-exo, however this negatively impacts her tanking capabilities. Add on to the fact that her tiles are still vastly inferior to any other SMG, that her ability to give her teams buffs is considered a burden (and eating up a team slot as well). STEN is not recommended. | |||||||||||||||||||||||||||||||||||||
1064 | Accessories | ||||||||||||||||||||||||||||||||||||||
1065 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1066 | 29 | 17 | 79 | 86 | 975 | ||||||||||||||||||||||||||||||||||
1067 | (+3) | (+2) | (+4) | (+90) | (+50) | ||||||||||||||||||||||||||||||||||
1068 | |||||||||||||||||||||||||||||||||||||||
1069 | Buffs AR Accuracy 30% Evasion 40% | ||||||||||||||||||||||||||||||||||||||
1070 | |||||||||||||||||||||||||||||||||||||||
1071 | |||||||||||||||||||||||||||||||||||||||
1072 | Heroic Shield: 6s after the battle begins, reduce damage taken by 35% for 5s. Then after every 16s, reduce damage taken by 35% for 5s. | ||||||||||||||||||||||||||||||||||||||
1073 | |||||||||||||||||||||||||||||||||||||||
1074 | |||||||||||||||||||||||||||||||||||||||
1075 | |||||||||||||||||||||||||||||||||||||||
1076 | |||||||||||||||||||||||||||||||||||||||
1077 | |||||||||||||||||||||||||||||||||||||||
1078 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1079 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1080 | Micro-Uzi (NO. 32) ★★★ | T-Doll Equipment | ○ High base evasion ○ Molotov skill ○ Free | ○ Low base HP ○ Very low base FP ○ Awful tile placement | "It's not like.. I did my best just for you." | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
1081 | Magazine | Uzi, or commonly known as the butt of the joke by the community, is known for her awful tile formation that makes you wonder why she even exists in the first place. If the tile formation alone does not convince you that she is simply not a good SMG, there are other issues with her as well. First off is her FP stat. At a mere 24 FP, she is on par with Skorpion, who has a more sensible tile formation as well as more availability due to being a reward from chapter 1 as well as from level-ups. Her tank stats are also a direct downgrade to Skorpion's, with similar HP and lower evasion. You would think that perhaps she would have some sort of strength to set her apart from another molotov SMG of the same rarity, but not only is her tile formation out of place, her stats are also a downgrade. Career quests giving you one for free from 3-4e allows you to use her as an alternative to Skorpion in the earlygame, if you see yourself raising her MOD when available. At least she's free. Recommended for early game, but Not recommended for content outside of initial progression. | |||||||||||||||||||||||||||||||||||||
1082 | Accessories | ||||||||||||||||||||||||||||||||||||||
1083 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1084 | 24 | 11 | 79 | 104 | 795 | ||||||||||||||||||||||||||||||||||
1085 | Uzi: "What are you staring | ||||||||||||||||||||||||||||||||||||||
1086 | Buffs AR Damage 18% | at?!" | |||||||||||||||||||||||||||||||||||||
1087 | Me: "Then why you wear | ||||||||||||||||||||||||||||||||||||||
1088 | such outfit in the first place. | ||||||||||||||||||||||||||||||||||||||
1089 | Incendiary Grenade: Launch an incendiary grenade that deals 6x (MOD 1 6.5x) damage to enemies within a radius of 1.5 and ignites them, dealing 1x damage every 0.33s for 5s. | Smh." | |||||||||||||||||||||||||||||||||||||
1090 | |||||||||||||||||||||||||||||||||||||||
1091 | |||||||||||||||||||||||||||||||||||||||
1092 | |||||||||||||||||||||||||||||||||||||||
1093 | |||||||||||||||||||||||||||||||||||||||
1094 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1095 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1096 | Micro-Uzi (MOD 3) ★★★★ | T-Doll Equipment | ○ Molotov skill gets an improvement to perform spectacularly if all enemies are clumped together in one section, allowing massive area of effect. ○ Second best 12-4e dragger | ○ Kinda really needs that clump. | |||||||||||||||||||||||||||||||||||
1097 | Magazine | While still having a pretty low FP stat, Uzi alleviates one of the major disadvantages of Molotovs vs Frag Nades with her MOD2 skill, allowing her molotovs to spread a little further on the field while providing an extra tick of damage, albeit at a slower rate. Surprisingly enough, this proves to be insanely effective in taking out tight hordes since overlapping flames will be counted as multiple instances of ticks, effectively doubling, tripling and so on on the effects of her MOD2 skill. Another major bonus of her mod is that it fixes her absolutely horrible pre-mod tiles, allowing her to function as a proper SMG in soaking up damage while still being able to deal a respectable amount of damage. However, do you really fight tight stacks of mobs that often? Without overlapping fires, she's not all that much different from Vector or KLIN aside from the slight advantage of having multiple ticks of flame damage. Uzi gets a optional/recommended rating. While the MOD fixes a lot of her previous flaws and opens up new functions to her usage, she doesn't really differ all that much from your traditional molotovs unless you have super tight packs of enemies. Skill is pretty good but be mindful of the costs of having to level up 2 skills paired with the fragment/core cost. Post-rework, her SPEQ is now a powerful cross between an EOT and ITI, giving her a much needed +2 FP over a standard EOT with plenty of Acc and a lesser RoF debuff. Her presence in 12-4e dragging allows her to be relevant far more than her peers, and she can be used in 13-4 dragging for those not concerned about resupply costs. | |||||||||||||||||||||||||||||||||||||
1098 | Accessories | ||||||||||||||||||||||||||||||||||||||
1099 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1100 | 26 | 13 | 83 | 104 | 885 | ||||||||||||||||||||||||||||||||||
1101 | (+2) | (+2) | (+4) | (+90) | |||||||||||||||||||||||||||||||||||
1102 | |||||||||||||||||||||||||||||||||||||||
1103 | Buffs AR Damage 18% Accuracy 15% | ||||||||||||||||||||||||||||||||||||||
1104 | |||||||||||||||||||||||||||||||||||||||
1105 | |||||||||||||||||||||||||||||||||||||||
1106 | Burning Chain: Incendiary Grenade will deal an extra 0.8x damage every 1.5s to burning enemies. The burning effect will spread around burning enemies to create new burning ground within a radius of 1 until the Incendiary Grenade effect expires. Enemy groups on fire will also burn other enemies within an extremely small area. | ||||||||||||||||||||||||||||||||||||||
1107 | |||||||||||||||||||||||||||||||||||||||
1108 | |||||||||||||||||||||||||||||||||||||||
1109 | |||||||||||||||||||||||||||||||||||||||
1110 | |||||||||||||||||||||||||||||||||||||||
1111 | |||||||||||||||||||||||||||||||||||||||
1112 | |||||||||||||||||||||||||||||||||||||||
1113 | |||||||||||||||||||||||||||||||||||||||
1114 | |||||||||||||||||||||||||||||||||||||||
1115 | |||||||||||||||||||||||||||||||||||||||
1116 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
1117 | |||||||||||||||||||||||||||||||||||||||
1118 | Z-62 (NO. 116) ★★★ | T-Doll Equipment | ○ High base evasion ○ High base FP ○ Good tile coverage ○ Molotov skill | ○ Small nade radius ○ Limited farmable event doll (Operation CUBE) | "Yeah! It seems I'm still not outdated just yet." | ||||||||||||||||||||||||||||||||||
1119 | Magazine | Z-62 is a reliable off-tank SMG obtainable from Operation Cube. She has a more offensive statline compared to Skorpion, with a high base FP stat of 28, allowing for a more powerful early burst against enemy mobs, while still being able to function as a frontliner. Her tiles are ideal for the off-tank position at 8, allowing her and ARs to buff eachother, provided she's paired with the right ones, because the 12% FP certainly does help. The evasion buff on the other isn't of any significance. Being a limited drop, her biggest drawback lies in her obtainability compared to other craftable Molotov SMGs, as the game gives you several copies of Skorpion, while Vector has a more powerful burst and better tanking capabilites. However, Z-62 is still worth using, should you need a molotov SMG during the absence of the ones mentioned above. Optional whenever you lack a molotov off-tank. | |||||||||||||||||||||||||||||||||||||
1120 | Accessories | ||||||||||||||||||||||||||||||||||||||
1121 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1122 | 28 | 15 | 77 | 77 | 840 | ||||||||||||||||||||||||||||||||||
1123 | |||||||||||||||||||||||||||||||||||||||
1124 | Buffs AR Damage 12% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
1125 | a cute megane | ||||||||||||||||||||||||||||||||||||||
1126 | |||||||||||||||||||||||||||||||||||||||
1127 | Incendiary Grenade: Launch an incendiary grenade that deals 6x damage to enemies within a radius of 1.5 yards and ignites them, dealing 1x damage every 0.33s for 5s. | ||||||||||||||||||||||||||||||||||||||
1128 | |||||||||||||||||||||||||||||||||||||||
1129 | |||||||||||||||||||||||||||||||||||||||
1130 | |||||||||||||||||||||||||||||||||||||||
1131 | |||||||||||||||||||||||||||||||||||||||
1132 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1133 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1134 | EVO 3 (NO. 131) ★★★ | T-Doll Equipment | ○ High base HP | ○ Low base evasion ○ Very low base FP ○ Awful tile buff and coverage ○ Limited monthly login reward doll (November 2018) | "Ufufu~ I got one, VZ.61-chan!" | ||||||||||||||||||||||||||||||||||
1135 | Magazine | EVO 3. Another monthly doll who I sadly have no interesting one-liner for. All there is to know is that she's related to Skorpion, but how well do she match up to her? Starting off with her stats, as she is a hand nade off-tank, except her FP stat sadly doesn't do her role justice at all. 23 is possibly the lowest an off-tank could get. It is unlikely that she would be able to kill anything worthwhile when she herself has one of the worst FP in the game as an off-tank SMG. Unfortunately, it looks like nothing is fair to EVO 3. Not only she has terrible FP, her tile buff may as well not be there at all. Raw accuracy buff and nothing else is hardly impactful. She makes Sten, a hand nader who is a better main tank than an off-tank, looks good as an off-tank. She's simply not recommended. Skorpion still reigns surpreme. | has a relationship with | ||||||||||||||||||||||||||||||||||||
1136 | Accessories | Skorpion | |||||||||||||||||||||||||||||||||||||
1137 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1138 | 23 | 13 | 68 | 93 | 970 | yet another megane | |||||||||||||||||||||||||||||||||
1139 | |||||||||||||||||||||||||||||||||||||||
1140 | Buffs AR Accuracy 55% | wait, relationship? | |||||||||||||||||||||||||||||||||||||
1141 | :pp90blush: | ||||||||||||||||||||||||||||||||||||||
1142 | |||||||||||||||||||||||||||||||||||||||
1143 | Hand Grenade: Throw a grenade that deals 6x damage to enemies within a radius of 2.5 yards. | not that kind of relationship | |||||||||||||||||||||||||||||||||||||
1144 | :honk: | ||||||||||||||||||||||||||||||||||||||
1145 | |||||||||||||||||||||||||||||||||||||||
1146 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1147 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1148 | MT-9 (NO. 144) ★★★ | T-Doll Equipment | ○ Very high base HP | ○ Very low base evasion ○ Long initial CD ○ Mediocre tile buff and coverage ○ Limited monthly login reward doll (August 2018) | "We won! Yeah! Everyone, let's shout loudly and celebrate it!" | ||||||||||||||||||||||||||||||||||
1149 | Magazine | The initial reactions depending on what type of commander you are is either, "oh god it's a taurus gun" or simply "ooo dark skin cutie." MT-9 is your below average main tank that edges out against worse SMG's but is beaten by the better budget options. Her tile buff is nothing to write home about. It has a small damage buff, a useless evasion buff, and mediocre tile coverage. Her stats fail as a main tank, and although holding a very nice pool of HP, her evasion is relatively low and the only thing to cover for that is her flashbang which features a mediocre initial CD and can't cover for her poor evasion in the shorter fights. Her rarity is reflected in her skill. She has the 2nd shortest flashabang skill, lasting only 3.5 seconds (a whole 1 second shorter than Type 79). This puts new commanders in a situation where they'll find repairs to be more frequent due to her skill and stats, and as a result, have her fighting against a boss with a good chunk of her health lost. MT-9 will lose out to the other budget options in many aspects, her core investment as a login doll reward, mediocre tile buff, below average stats and a short duration flashbang. All these points combined puts her into the not recommended category for the new commander. | |||||||||||||||||||||||||||||||||||||
1150 | Accessories | ||||||||||||||||||||||||||||||||||||||
1151 | DMG | ACC | EVA | ROF | HP | slamfire intensifies | |||||||||||||||||||||||||||||||||
1152 | 25 | 13 | 60 | 88 | 1015 | ||||||||||||||||||||||||||||||||||
1153 | |||||||||||||||||||||||||||||||||||||||
1154 | Buffs AR Damage 10% Evasion 12% | ||||||||||||||||||||||||||||||||||||||
1155 | cute dark skin | ||||||||||||||||||||||||||||||||||||||
1156 | |||||||||||||||||||||||||||||||||||||||
1157 | Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 yards for 3.5s. | bullied by ART556 | |||||||||||||||||||||||||||||||||||||
1158 | |||||||||||||||||||||||||||||||||||||||
1159 | |||||||||||||||||||||||||||||||||||||||
1160 | |||||||||||||||||||||||||||||||||||||||
1161 | |||||||||||||||||||||||||||||||||||||||
1162 | |||||||||||||||||||||||||||||||||||||||
1163 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1164 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1165 | SCW (NO. 169) ★★★ | T-Doll Equipment | ○ High base FP ○ Has a self-buff | ○ Low base evasion ○ Long initial cooldown ○ High skill investment ○ High equip investment ○ DPS is tied to the number of dummies still alive ○ Limited map drop doll (8-6/8-4E) | "Ufufu, let's shout out in cheer, since isn't it wonderful victory?" | Yet another AR being put | |||||||||||||||||||||||||||||||||
1166 | Magazine | SCW is a limited doll from 8-6/8-4E that shares many similarities with SR-3MP & Honey Badger. Due to their similarities, the basic concept that applies to SR-3MP such as equipment and buff synergy may also apply to SCW. SCW features similar base stats to SR-3MP other than a significant amount less HP (925 to 840). However, the real difference is in her tile buff and skill. Her tile buff in reality isn't all too impressive and the coverage is only 1 doll compared to SR-3MP's, which usually covers 2 or 3. The skill contrasts itself from SR-3MP by featuring a lower damage multiplier, longer initial cooldown (6s instead of 4s). SMG in general are not often associated with offensive prowess, thus they need to play the catch-up game with their higher multiplier during skill, and having a damage self-buff that pops at 6s means she will need take a lot more time to catch up, in other words, she might as well not do any damage. The evasion boost is a bonus to keep her fragile self alive but the multiplier is low and the cooldown is not ideal at all. Not recommended. | in-game as SMG | ||||||||||||||||||||||||||||||||||||
1167 | Accessories | ||||||||||||||||||||||||||||||||||||||
1168 | DMG | ACC | EVA | ROF | HP | Not to be confused with | |||||||||||||||||||||||||||||||||
1169 | 30 | 12 | 68 | 91 | 840 | other Colts | |||||||||||||||||||||||||||||||||
1170 | |||||||||||||||||||||||||||||||||||||||
1171 | Buffs AR Damage 6% Rate of Fire 10% | G36c: "I.. why I don't have | |||||||||||||||||||||||||||||||||||||
1172 | any firepower skill...." - | ||||||||||||||||||||||||||||||||||||||
1173 | SCW's moegirl page | ||||||||||||||||||||||||||||||||||||||
1174 | Maneuver Focus: Increase damage by 150% and evasion by 40% for 5s. | ||||||||||||||||||||||||||||||||||||||
1175 | |||||||||||||||||||||||||||||||||||||||
1176 | |||||||||||||||||||||||||||||||||||||||
1177 | |||||||||||||||||||||||||||||||||||||||
1178 | |||||||||||||||||||||||||||||||||||||||
1179 | |||||||||||||||||||||||||||||||||||||||
1180 | Super Cute Weapon | ||||||||||||||||||||||||||||||||||||||
1181 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1182 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1183 | TMP (NO. 176) ★★★ | T-Doll Equipment | ○ Good tile buff ○ High base evasion | ○ Low base HP ○ Long initial CD ○ Evasion focus not suitable for general usage ○ Unusual tile coverage for a supposedly main tank | "I-I win? It must be a lie... Eh? It's true?!" | Very qt shy neko grill | |||||||||||||||||||||||||||||||||
1184 | Magazine | Alright offering all around, TMP has good base evasion, decent tile buffs but a somewhat counter intuitive position and poor base HP. To start we'll get to the tile buffs, they're pretty decent actually, one of the better tile buffs out there if she was an offtank. The position is kind of awkward given her role as a tank but this can be mitigated if you're running an elaborate setup that has two main tanks I suppose. This can hurt her general score just because of the awkward position she has to be but I suppose you could make her go into the main tank position but that would only fullfill one doll buff. Pick your poison I suppose is the answer here. Read Suomi's analysis if you're wondering why she's not ideal for general use. Her CD again lends herself to being used in a smaller number of fights and her health pool really doesn't help her out at all. While Her base evasion makes her ultimately have more evasion when in skill than Suomi, the sheer health difference can't be met by simply 17 more evasion (277 for TMP, 260 for Suomi, assuming max equips & skill). TMP suffers the same problem as Shipka, she has the evasion to back up her role (Shipka being able to get to 294 evasion) but can't defeat Suomi's amazing health pool (1100 hp total). If there's one thing going for TMP it's at least that you can argue she has nice tiles but given the niche role she provides but I have a hard time recommending her over just picking either a MP7 or Suomi. The role itself is niche enough as is and I would rather go for the best option rather than 2nd rate. Niche/Not recommended. | |||||||||||||||||||||||||||||||||||||
1185 | Accessories | A bug during her release | |||||||||||||||||||||||||||||||||||||
1186 | DMG | ACC | EVA | ROF | HP | turns her into a yandere | |||||||||||||||||||||||||||||||||
1187 | 28 | 14 | 77 | 93 | 750 | ||||||||||||||||||||||||||||||||||
1188 | |||||||||||||||||||||||||||||||||||||||
1189 | Buffs AR Damage 15% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
1190 | |||||||||||||||||||||||||||||||||||||||
1191 | |||||||||||||||||||||||||||||||||||||||
1192 | Evasion Focus: Increase self evasion by 120% for 5s. | ||||||||||||||||||||||||||||||||||||||
1193 | |||||||||||||||||||||||||||||||||||||||
1194 | |||||||||||||||||||||||||||||||||||||||
1195 | |||||||||||||||||||||||||||||||||||||||
1196 | SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN SHIKIKAN | ||||||||||||||||||||||||||||||||||||||
1197 | |||||||||||||||||||||||||||||||||||||||
1198 | you should listen to her | ||||||||||||||||||||||||||||||||||||||
1199 | Initial CD | 6s | drunk voice line, btw | ||||||||||||||||||||||||||||||||||||
1200 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1201 | F1 (NO. 178) ★★★ | T-Doll Equipment | ○ Australian ○ High Base HP | ○ Low base evasion ○ Limited farmable event drop (Deep dive) | "Cut off the fear! Seize the victory!" | ||||||||||||||||||||||||||||||||||
1202 | Magazine | G'day mate~, F1 is a potential drop reward from the major story event, Deep Dive, with her defining feature being her Australianishness and having an amusing voice line. All jokes aside, she's pretty mediocre in terms of actual usage compared to her close rival, MAC-10 (Ingram). She has a really mediocre tile buff and its coverage isn't all that good either. 40% ACC and 15% EVA for ARs is rather insufficient in contrast to MAC-10's 12% damage, given your ARs would never need that evasion in the first place. While her health pool is quite adequate, her low evasion inches her further to frequently taken hits and suffers the same problem as MT-9, but only to a smaller extent, since her smoke grenade will at least cover for her in most fights. F1's base HP is indeed better than Ingram's, but unless you do not have one raised already, I would really steer away from using F1, for Ingram is simply better in every other possible way. I wouldn't advise raising her even under budget constraints, since there're better options out there, Ingram being a no-brainer. To a certain extent, even Sten would make a better choice, as her acquisition doesn't demand as much as a limited event doll, and her base stats are tankier. Not recommended. | proud gun of the Straya | ||||||||||||||||||||||||||||||||||||
1203 | Accessories | her engrish is quite funny | |||||||||||||||||||||||||||||||||||||
1204 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1205 | 26 | 14 | 60 | 79 | 1060 | ||||||||||||||||||||||||||||||||||
1206 | |||||||||||||||||||||||||||||||||||||||
1207 | Buffs AR Accuracy 40% Evasion 15% | ||||||||||||||||||||||||||||||||||||||
1208 | |||||||||||||||||||||||||||||||||||||||
1209 | |||||||||||||||||||||||||||||||||||||||
1210 | Smoke Grenade: Launch a smoke grenade that decreases the enemies' rate of fire by 36% (Mod 1 40%) and movement speed by 50% (Mod 1 and accuracy by 30%) within a radius of 2.5 yards for 4s. | ||||||||||||||||||||||||||||||||||||||
1211 | |||||||||||||||||||||||||||||||||||||||
1212 | |||||||||||||||||||||||||||||||||||||||
1213 | noice, m8 | ||||||||||||||||||||||||||||||||||||||
1214 | |||||||||||||||||||||||||||||||||||||||
1215 | 10/10 Ayker approves | ||||||||||||||||||||||||||||||||||||||
1216 | |||||||||||||||||||||||||||||||||||||||
1217 | Initial CD | 1s | let's go emu hunting! | ||||||||||||||||||||||||||||||||||||
1218 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1219 | F1 (MOD 3) ★★★★ | T-Doll Equipment | ○ Even more HP | ○ Still awful tiles ○ Still low base evasion | |||||||||||||||||||||||||||||||||||
1220 | Magazine | F1 Mod is a pretty disappointing Mod. Her survivability stats are slightly increased, but her base evasion is still bad. Her tiles become able to buff SMGs as well, but don't fix the problem of her tiles being awful in general. Her skill 1 gets an extra debuff. Her skill 2 is a passive that increases movespeed on non-allied nodes very similarly to M950A Mod and also gives a firepower increase. Movespeed is generally a not needed niche, especially for such mobile classes as SMGs and ARs. The passive firepower increase is definitely helpful, but just offsets her lack of DPS provided from her tiles. SMGs like UMP45 Mod still offer more. Her mod special equipment gives 1 extra evasion compared to a T-Exoskeleton and more damage that's not needed for a tank, There's a possibility she can support direct-fire SMGs due to her accuracy tiles and damage buffs, but the lack of applications for direct-fire SMGs and the prevalence of other maintanks that cover this niche makes F1 Mod not recommended. | Jesse in real | ||||||||||||||||||||||||||||||||||||
1221 | Accessories | ||||||||||||||||||||||||||||||||||||||
1222 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1223 | 28 | 14 | 64 | 79 | 1085 | ||||||||||||||||||||||||||||||||||
1224 | (+2) | (+4) | (+15) | ||||||||||||||||||||||||||||||||||||
1225 | |||||||||||||||||||||||||||||||||||||||
1226 | Buffs AR, SMG Accuracy 50% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
1227 | |||||||||||||||||||||||||||||||||||||||
1228 | |||||||||||||||||||||||||||||||||||||||
1229 | Let's Make a Mess!: When fighting on a non-friendly- controlled node, all allies gain a 5-point increase in move speed and a 15% increase in damage for the duration of the battle. | ||||||||||||||||||||||||||||||||||||||
1230 | |||||||||||||||||||||||||||||||||||||||
1231 | |||||||||||||||||||||||||||||||||||||||
1232 | |||||||||||||||||||||||||||||||||||||||
1233 | |||||||||||||||||||||||||||||||||||||||
1234 | Passive | ||||||||||||||||||||||||||||||||||||||
1235 | |||||||||||||||||||||||||||||||||||||||
1236 | M12 (NO. 191) ★★★ | T-Doll Equipment | ○ Good tile coverage ○ Decent damage buff ○ High base HP | ○ Low base FP ○ Evasion buff is almost useless for backline ARs ○ Low base evasion ○ Log-In reward | "It might be not very remarkable or something, however, I did my best." | pre-released with CV | |||||||||||||||||||||||||||||||||
1237 | Magazine | Oh M12 is really cute, so I pretty much leveled her entirely just because of this purpose, she's ok all things considered but there's a lot of viable offerings in her price range or cheaper. M12 is originally a login reward as well as a possible drop on event maps, making her acquisition much harder than someone such as Skorpion or Vector. In terms of tiles they're pretty mediocre, as you're effectively only getting an 8% damage increase to 2 dolls unless you have a HG buffer in the middle, which will make it only 1. Calling 8% for each doll underwhelming would be an understatement, especially considering Z-62 gives better buffs with essentially the same coverage. Stats are nothing to write home about. High base HP but she's an offtank so it's a bit unusual, low base evasion and middling base damage for a molotov. Due to her multiplier as well she's pretty much on the level of Skorpion in terms of molotov damage which again isn't impressive. Skorpion has the advantage of acquiring free links and essentially being free of core usage, while M12 has to deal with using cores as links. M12 can't compete with the likes of PPS-43, the sad reality is she doesn't make the cut. She's not awful on the wide spectrum but there're better options out there for a cheaper price or just significantly better options for much more worthy results. Not recommended. | :hanyangpogw: | ||||||||||||||||||||||||||||||||||||
1238 | Accessories | ||||||||||||||||||||||||||||||||||||||
1239 | DMG | ACC | EVA | ROF | HP | the fastest doll alive to have | |||||||||||||||||||||||||||||||||
1240 | 26 | 15 | 64 | 76 | 1015 | her artwork recorrected | |||||||||||||||||||||||||||||||||
1241 | :wheelchair: | ||||||||||||||||||||||||||||||||||||||
1242 | Buffs AR Damage 8% Evasion 8% | ||||||||||||||||||||||||||||||||||||||
1243 | her artwork was deleted 3 | ||||||||||||||||||||||||||||||||||||||
1244 | minutes after initial release | ||||||||||||||||||||||||||||||||||||||
1245 | Incendiary Grenade: Launch an incendiary grenade that deals 6x damage to enemies within a radius of 1.5 yards and ignites them, dealing 1x damage every 0.33s for 5s. | to be corrected. The | |||||||||||||||||||||||||||||||||||||
1246 | artwork was fixed and | ||||||||||||||||||||||||||||||||||||||
1247 | reposted in under 20 | ||||||||||||||||||||||||||||||||||||||
1248 | minutes. | ||||||||||||||||||||||||||||||||||||||
1249 | |||||||||||||||||||||||||||||||||||||||
1250 | her red scarf is similar to | ||||||||||||||||||||||||||||||||||||||
1251 | a CN streamer's pfp, 秦川 | ||||||||||||||||||||||||||||||||||||||
1252 | Initial CD | 3s | (Mr. Quin) | ||||||||||||||||||||||||||||||||||||
1253 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1254 | OTs-39 (NO. 209) ★★★ | T-Doll Equipment | ○ High base HP ○ Good tile buff | ○ Long initial CD ○ Tile only covers two backliners ○ Limited event login reward doll (Christmas 2019) | "It might be not very remarkable or something, however, I did my best." | pre-released with CV | |||||||||||||||||||||||||||||||||
1255 | Magazine | OTs-39 is a well-balanced 3★ SMG main tank and one of the few addition that is actually solid and can compete with the older 3★ mainstays like Ingram, PPS-43 and Skorpion. OTs-39 comes with good stats of high HP and decent evasion. She has the strongest FP tile buff among 3★ SMGs, making her a great low rarity pick. Although her tile only covers two backliners, she can be used in a B formation double main tank team, or simply as a main tank in a team with 2AR 1RF as backline. This is commonly employed in the early game as M14 is a solid early RF option who does not mind the lack of tile coverage from OTs-39, while the other two ARs receive full benefit from her tiles. Her skill, as with other flashbangers, is often a niche pick in mid-to-late game due to faster battles, but is perfectly viable early on where battles tend to last longer. Unfortunately, OTs-39's main downside is her availability. Given the new early game progression, newbies could easily progress far beyond the need for a budget t-doll, as their existing team would be already leveled or they may have already crafted stronger SMGs. Despite OTs-39 being an impressive SMG for her rarity, the meta has shifted far past her prime with an ever-decreasing need for ARSMG teams in the mid and late game. She is not recommended. | :hanyangpogw: | ||||||||||||||||||||||||||||||||||||
1256 | Accessories | ||||||||||||||||||||||||||||||||||||||
1257 | DMG | ACC | EVA | ROF | HP | the fastest doll alive to have | |||||||||||||||||||||||||||||||||
1258 | 27 | 14 | 72 | 74 | 950 | her artwork recorrected | |||||||||||||||||||||||||||||||||
1259 | :wheelchair: | ||||||||||||||||||||||||||||||||||||||
1260 | Buffs AR Damage 16% | ||||||||||||||||||||||||||||||||||||||
1261 | her artwork was deleted 3 | ||||||||||||||||||||||||||||||||||||||
1262 | minutes after initial release | ||||||||||||||||||||||||||||||||||||||
1263 | Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 yards for 3.5s. | to be corrected. The | |||||||||||||||||||||||||||||||||||||
1264 | her red scarf is similar to | ||||||||||||||||||||||||||||||||||||||
1265 | a CN streamer's pfp, 秦川 | ||||||||||||||||||||||||||||||||||||||
1266 | Initial CD | 5s | (Mr. Quin) | ||||||||||||||||||||||||||||||||||||
1267 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1268 | T77 (NO. 218) ★★★ | T-Doll Equipment | ○ High base HP | ○ Low multiplier on top of mediocre evasion
○ Limited event login reward doll | |||||||||||||||||||||||||||||||||||
1269 | Magazine | T77 is essentially a 3★ PP90, a main-tank SMG with long duration evasion buff. As a result, she suffers the same fate as PP90 due to the low multiplier of her skill on top of her weak 3★ stats spread. T77 comes with better HP and tile buff than PP90 but at the cost of reduced evasion. Despite this, her survivability is below average in comparison to other meta SMGs due to her low rarity. As T77 is a limited t-doll, not a farmable nor craftable one that you can get day 1 and dummy link with dupes for cheap, she's not accessible to most players who would want a budget maintank (unlike dolls such as Ingram). Evasion Focus T is an awful skill that somehow survived until this day to be released on a relatively new t-doll such as T77 herself. The multiplier is very low, especially for a 4s initial CD skill. Its long duration is not impactful due to most fights being short, and the long ones are overwhelmingly difficult for the low multiplier of T77's skill to sustain herself. T77 is not recommended at all. You can find better options both for short and long term engagement elsewhere. | |||||||||||||||||||||||||||||||||||||
1270 | Accessories | ||||||||||||||||||||||||||||||||||||||
1271 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1272 | 24 | 12 | 70 | 92 | 930 | ||||||||||||||||||||||||||||||||||
1273 | |||||||||||||||||||||||||||||||||||||||
1274 | Buffs AR Rate of Fire 12% | ||||||||||||||||||||||||||||||||||||||
1275 | |||||||||||||||||||||||||||||||||||||||
1276 | |||||||||||||||||||||||||||||||||||||||
1277 | Evasion Focus T: Increases evasion by 40% for 15s. | ||||||||||||||||||||||||||||||||||||||
1278 | |||||||||||||||||||||||||||||||||||||||
1279 | |||||||||||||||||||||||||||||||||||||||
1280 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
1281 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1282 | MP41 (NO. 267) ★★★ | T-Doll Equipment | ○ High base HP | ○ Very low base evasion ○ Limited monthly reward doll (Aug 2020) | |||||||||||||||||||||||||||||||||||
1283 | Magazine | MP41 is another 3★ monthly mediocre t-doll released only to fill up your index before being scrapped. It's 2020, yet Mica has the audacity to release an SMG that is effectively a downgrade to 3★ smoke SMG from launch called Ingram. MP41 is replaceable, comes in very late, and costs core as you cannot craft nor farm her. She is simply not recommended. | |||||||||||||||||||||||||||||||||||||
1284 | Accessories | ||||||||||||||||||||||||||||||||||||||
1285 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1286 | 30 | 13 | 60 | 77 | 970 | ||||||||||||||||||||||||||||||||||
1287 | |||||||||||||||||||||||||||||||||||||||
1288 | Buffs AR
Damage 12% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
1289 | |||||||||||||||||||||||||||||||||||||||
1290 | |||||||||||||||||||||||||||||||||||||||
1291 | Smoke Grenade: Throws a smoke grenade that decreases the enemy's rate of fire by 36% and movement speed by 50% within a radius of 2.5 units for 4s. | ||||||||||||||||||||||||||||||||||||||
1292 | |||||||||||||||||||||||||||||||||||||||
1293 | |||||||||||||||||||||||||||||||||||||||
1294 | |||||||||||||||||||||||||||||||||||||||
1295 | |||||||||||||||||||||||||||||||||||||||
1296 | Initial CD | 1s | |||||||||||||||||||||||||||||||||||||
1297 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1298 | Danuvia 43M (NO. 291) ★★★ | T-Doll Equipment | ○ Decent tile buffs and placement | ○ Very low base evasion ○ Lower HP than other dolls of similar usage | |||||||||||||||||||||||||||||||||||
1299 | Magazine | 43M is the monthly doll for January 2021. She is a 3* SMG. Her skill is a version of Evasion Focus; this skill significantly improves evasion for a period of time. This type of skill finds use in rare scenarios. As such, 43M's usage is low. Compared to other dolls of the same skill, we have Shipka, Suomi, and MP7. Compared to Shipka, 43M possesses more HP but compared to the prime burst evasion tanks Suomi and MP7, her HP is lower than theirs. While similar to MP7's, MP7's burst evasion is much higher with proper teambuilding and fairy usage. Not recommended to raise. | |||||||||||||||||||||||||||||||||||||
1300 | Accessories | ||||||||||||||||||||||||||||||||||||||
1301 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1302 | 30 | 13 | 56 | 89 | 925 | ||||||||||||||||||||||||||||||||||
1303 | |||||||||||||||||||||||||||||||||||||||
1304 | Buffs AR
Damage 12% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
1305 | |||||||||||||||||||||||||||||||||||||||
1306 | |||||||||||||||||||||||||||||||||||||||
1307 | Evasion Focus: Increase self evasion by 120% for 5s. | ||||||||||||||||||||||||||||||||||||||
1308 | |||||||||||||||||||||||||||||||||||||||
1309 | |||||||||||||||||||||||||||||||||||||||
1310 | |||||||||||||||||||||||||||||||||||||||
1311 | |||||||||||||||||||||||||||||||||||||||
1312 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1313 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1314 | MAS-38 (NO. 301) ★★★ | T-Doll Equipment | ○ Decent tile buffs and placement ○ Nice getup. | ○ This is not a good choice to raise if you have Honey Badger or MAT-49. | |||||||||||||||||||||||||||||||||||
1315 | Magazine | MAS-38 is a 3* monthly doll. Please see Honey Badger's entry (4* SMG) for MAS-38's use case and considerations. The only thing different MAS-38 has compared to Honey Badger is her tendency to prefer position 2 over position 8, and overall a lower statline than her higher rarity alternative. She is optional, but is not recommended if you have Honey Badger or MAT-49. | |||||||||||||||||||||||||||||||||||||
1316 | Accessories | ||||||||||||||||||||||||||||||||||||||
1317 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1318 | 26 | 13 | 72 | 83 | 950 | ||||||||||||||||||||||||||||||||||
1319 | |||||||||||||||||||||||||||||||||||||||
1320 | Buffs AR Damage 18% Critical Rate 20% | ||||||||||||||||||||||||||||||||||||||
1321 | |||||||||||||||||||||||||||||||||||||||
1322 | |||||||||||||||||||||||||||||||||||||||
1323 | Maneuver Focus: Increase damage by 150% and evasion by 40% for 5s. | ||||||||||||||||||||||||||||||||||||||
1324 | |||||||||||||||||||||||||||||||||||||||
1325 | |||||||||||||||||||||||||||||||||||||||
1326 | |||||||||||||||||||||||||||||||||||||||
1327 | |||||||||||||||||||||||||||||||||||||||
1328 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1329 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1330 | M3 (NO. 17) ★★ | T-Doll Equipment | ○ High base HP ○ High base FP ○ Grenade skill | ○ Low base evasion ○ Low multiplier due to low rarity ○ Awful tile buff and coverage | "It feels good to win!" | ||||||||||||||||||||||||||||||||||
1331 | Magazine | Shibafu, is this your creation?! Potato art jokes aside, M3 is a pretty decent off-tank for her rarity in terms of firepower - rocking a FP value of 30 and a more balanced defensive stats among 2★. Her problem however, is her multiplier, her tile and the existence of better off-tanks even right from the start of the game. To start off, her tile is outright awful. For early game, accuracy is somewhat effective, but far from ideal and can only become worse later on. Evasion buff on ARs is useless no matter how you look at it. Hand nade's effectiveness mostly comes from its radius in order to take out critters. During early game, it is not as good as molotov (from Skorpion) due to it being unable to take out dummies from explosions (read PPS-43's analysis for info on hand nade). You only damage the backline slightly, thus your DPS would still need to break through the frontline first in order to be able to take them out. Later on, she has a hard time competing as an off-tank as well, first due to her low multiplier from skill, potentially making her miss out on one-shot threshold, and second due to the existence of PPS-43. Not recommended. | |||||||||||||||||||||||||||||||||||||
1332 | Accessories | ||||||||||||||||||||||||||||||||||||||
1333 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1334 | 30 | 13 | 67 | 68 | 925 | ||||||||||||||||||||||||||||||||||
1335 | your shy and clumsy | ||||||||||||||||||||||||||||||||||||||
1336 | Buffs AR Accuracy 40% Evasion 30% | potato-face girl archetype | |||||||||||||||||||||||||||||||||||||
1337 | |||||||||||||||||||||||||||||||||||||||
1338 | |||||||||||||||||||||||||||||||||||||||
1339 | Hand Grenade: Throw a grenade that deals 5.5x damage to enemies within a radius of 2.5. | ||||||||||||||||||||||||||||||||||||||
1340 | |||||||||||||||||||||||||||||||||||||||
1341 | |||||||||||||||||||||||||||||||||||||||
1342 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1343 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1344 | PPsh-41 (Papasha) (NO. 21) ★★ | T-Doll Equipment | ○ High base HP ○ Grenade skill | ○ Very low base evasion ○ Low base FP ○ Low multiplier due to low rarity ○ Awful tile placement ○ Crashes the server (Meme) | "Thank goodness~.." | ||||||||||||||||||||||||||||||||||
1345 | Magazine | Papasha might just be the very example of what an off-tank shouldn't be. There's not much good to say about her. Even among other 2★s, she's one of the worst off-tanks out there. In fact, she and her sister stand on complete opposite ends. Save for her relatively high HP and RoF, which shouldn't concern her role, the rest of her stats are less than satisfying. Her mediocre base FP stat of 26, combined with her low hand grenade damage multiplier of 5.5x, produces rather poor results. To give her some credit though, it at least covers a decently large surface. In terms of survivability, she's not very resilient either, even as an off-tank. With a low base evasion stat of 56, the only thing acommodating to her tanking capability is her high HP of 970 at max. Then there's her synergy with ARs. The stats she buffs for ARs are good, but the increase is low and their placement makes team building complicated. You're given two options. Either put her in the middle of the backline along with two other ARs standing next to her, or disregard her tile buffs entirely and put her in the traditional off-tank position next to your main tank. There will be repercussions and little to no reward for either of these these formation choices. In case this hasn't been made blatantly clear already; If you're looking for a cheap off-tank, she is not the one. Not recommended. | |||||||||||||||||||||||||||||||||||||
1346 | Accessories | pp sh | |||||||||||||||||||||||||||||||||||||
1347 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1348 | 26 | 11 | 56 | 93 | 970 | "Server Crasher" | |||||||||||||||||||||||||||||||||
1349 | |||||||||||||||||||||||||||||||||||||||
1350 | Buffs AR Damage 10% Rate of Fire 5% | ||||||||||||||||||||||||||||||||||||||
1351 | |||||||||||||||||||||||||||||||||||||||
1352 | |||||||||||||||||||||||||||||||||||||||
1353 | Hand Grenade: Throw a grenade that deals 5.5x damage to enemies within a radius of 2.5 yards. | ||||||||||||||||||||||||||||||||||||||
1354 | |||||||||||||||||||||||||||||||||||||||
1355 | |||||||||||||||||||||||||||||||||||||||
1356 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1357 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1358 | PP-2000 (NO. 24) ★★ | T-Doll Equipment | ○ High base evasion ○ High base FP ○ Grenade skill | ○ Low base HP ○ Low multiplier due to low rarity ○ Inconvenient tile placement for an off-tank | "We won!" | ||||||||||||||||||||||||||||||||||
1359 | Magazine | Say hello to PP-2000, because you'll be seeing a lot of her during your career as a commander. Being a 2★ doll you can expect her to be very common. While she's not the worst choice for off-tank early game, the availability of Skorpion makes her less than desirable. PP-2000 comes with a generous amount of evasion for a 2★ SMG. Her FP stats is fairly high, fitting the role of an off-tank. However, the FP advantage is hindered by her lower multiplier. While her tile buff does give out usable stats with FP and accuracy, the placement is less than ideal, especially when she is paired with another SMG with the same buff formation like Vityaz. Not necessarily a stellar choice, especially with the other better option being given out for free. Not recommended. | |||||||||||||||||||||||||||||||||||||
1360 | Accessories | ||||||||||||||||||||||||||||||||||||||
1361 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1362 | 30 | 11 | 74 | 80 | 795 | ||||||||||||||||||||||||||||||||||
1363 | Same timer as Grizzly, | ||||||||||||||||||||||||||||||||||||||
1364 | Buffs AR Damage 10% Accuracy 25% | so brace yourself | |||||||||||||||||||||||||||||||||||||
1365 | |||||||||||||||||||||||||||||||||||||||
1366 | pp too | ||||||||||||||||||||||||||||||||||||||
1367 | Hand Grenade: Throw a grenade that deals 5.5x damage to enemies within a radius of 2.5 yards. | ||||||||||||||||||||||||||||||||||||||
1368 | |||||||||||||||||||||||||||||||||||||||
1369 | |||||||||||||||||||||||||||||||||||||||
1370 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1371 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1372 | MP40 (NO. 25) ★★ | T-Doll Equipment | ○ High base HP ○ High base FP ○ Molotov skill | ○ Very low base evasion ○ Low multiplier due to low rarity ○ Awful tile buff, coverage and placement for an off-tank | "We won! Thank goodness." | ||||||||||||||||||||||||||||||||||
1373 | Magazine | The famous MP40, one of the most extensively used SMGs by the Axis powers during World War 2. She is past her prime, and it is also reflected in GFL. Sitting at 29 FP, 1 FP lower than Vector, MP40 has very high FP for her rarity, coupled with 925 HP, higher than some main tank SMGs, but a low evasion of 58, her HP can take some hits, but not for very long. Her downfall mainly comes from her molotov multiplier - 5.5x, the lowest amongst the molotov SMGs. To add on, her tile buffs are almost completely useless too. Accuracy and Evasion buffs are not the most appropriate buffs to give to ARs, with a tile coverage of tile 4 only from tile 8, as she is an off-tank at heart. MP40 is not recommended, even for the early game, where girls like Skorpion, Sten and PPS-43 do the job better than MP40 ever will. | |||||||||||||||||||||||||||||||||||||
1374 | Accessories | ||||||||||||||||||||||||||||||||||||||
1375 | DMG | ACC | EVA | ROF | HP | Does not have pp | |||||||||||||||||||||||||||||||||
1376 | 29 | 13 | 58 | 76 | 925 | in her name | |||||||||||||||||||||||||||||||||
1377 | |||||||||||||||||||||||||||||||||||||||
1378 | Buffs AR Accuracy 25% Evasion 20% | has cute fanarts | |||||||||||||||||||||||||||||||||||||
1379 | has cute loli costume | ||||||||||||||||||||||||||||||||||||||
1380 | |||||||||||||||||||||||||||||||||||||||
1381 | Incendiary Grenade: Launch an incendiary grenade that deals 5.5x damage to enemies within a radius of 1.5 yards and ignites them, dealing 1x damage every 0.33s for 5s. | has somewhat many fanarts | |||||||||||||||||||||||||||||||||||||
1382 | for some reason | ||||||||||||||||||||||||||||||||||||||
1383 | |||||||||||||||||||||||||||||||||||||||
1384 | She sucks Dya deal with | ||||||||||||||||||||||||||||||||||||||
1385 | it Dab -Kira | ||||||||||||||||||||||||||||||||||||||
1386 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
1387 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1388 | M38 (NO. 31) ★★ | T-Doll Equipment | ○ Very high base HP ○ Good tile buff for her rarity | ○ Very low base evasion ○ Mediocre tile coverage ○ Long initial CD ○ Low buff value due to low rarity | "Step by step, let's move forward!" | ||||||||||||||||||||||||||||||||||
1389 | Magazine | M38 is another one of those 2★ girls who are ignored in favor of the higher rarity girls in the early game. Boasting the highest HP among the 2★ SMGs with a whopping 1015 HP at level 100, people would think that M38 could maybe be a good main tank; that is, however, off-set by her low evasion stat. M38 holds the unfortunate title of being the SMG with the lowest evasion stat in the game. M38 comes with a flashbang, a relatively useful skill that is held back by its short duration due to her being a 2★ and the unlikelihood that you would spend data on skilling her up. Her tile buff, while providing relevant stats, gives a miniscule amount at only 5% damage and 10% ROF. M38 as a main tank will be replaced very quickly. MP5 comes as a career quest reward, and RO635 becomes available at lvl 90 with full dummy links. Even Sten is a better option, being given for free early on. M38 is not recommended. | |||||||||||||||||||||||||||||||||||||
1390 | Accessories | ||||||||||||||||||||||||||||||||||||||
1391 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1392 | 32 | 12 | 52 | 75 | 1015 | ||||||||||||||||||||||||||||||||||
1393 | |||||||||||||||||||||||||||||||||||||||
1394 | Buffs AR Damage 5% Rate of Fire 10% | not to be confused with | |||||||||||||||||||||||||||||||||||||
1395 | other Berettas | ||||||||||||||||||||||||||||||||||||||
1396 | |||||||||||||||||||||||||||||||||||||||
1397 | Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 yards for 3.2s. | ||||||||||||||||||||||||||||||||||||||
1398 | |||||||||||||||||||||||||||||||||||||||
1399 | |||||||||||||||||||||||||||||||||||||||
1400 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1401 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1402 | M38 (MOD 3) ★★★★ | T-Doll Equipment | ○ Flash with a side of damage | ○ Tile buffs are atrocious ○ Molotov usually lands too late to matter ○ Low molotov damage ○ Has to have a lot of hoops to jump through in order to use her instead of others because she is still scuffed after an upgrade. | |||||||||||||||||||||||||||||||||||
1403 | Magazine | M38 has got a mod upgrade! And it tries to be Uzi? Tile change compared to pr-mod improves her firepower bonus from 5% to 8% and allows her tiles to be utilized by RFs in addition to ARs. This is actually bad. Her mod brings in an additional effect when she uses her normal skill; in addition to throwing a flashbang, she throws out an additional molotov that deals damage over time. This is where the negativity comes in however; the molotov isn't very strong and since it is tied to the active skill, it comes out a bit late to do much as well (5s ICD with an additional 2 seconds of projectile time). She still suffers from the classic disadvantages of being a flashbang doll; enemies must be vulnerable to flashbangs. Unfortunately, most of the enemies in the new factions are immune to it and so her usage as a skill doll is in question when other alternatives exist (if enemy attacks have sure-hit; MP5 MOD is better, if enemy firepower is low or next to no armour penetration; then a flex shotgun/M16 can do it, if enemy density is very high; otherwise a handgun is better for more damage to clear them out faster). As you can see, trying to put M38 into a team is a trying task and relies on a lot of stars being aligned to make her worthwhile to use when compared to her utterly disappointing tile buff. She is not recommended to raise for mod. | |||||||||||||||||||||||||||||||||||||
1404 | Accessories | ||||||||||||||||||||||||||||||||||||||
1405 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1406 | 33 | 12 | 61 | 79 | 1085 | ||||||||||||||||||||||||||||||||||
1407 | (+1) | (+9) | (+4) | (+70) | |||||||||||||||||||||||||||||||||||
1408 | |||||||||||||||||||||||||||||||||||||||
1409 | Buffs AR Damage 8% Rate of Fire 10% | ||||||||||||||||||||||||||||||||||||||
1410 | |||||||||||||||||||||||||||||||||||||||
1411 | |||||||||||||||||||||||||||||||||||||||
1412 | Crimson Flame Pursuit: When Skill 1 is active, throw an additional incendiary grenade which deals 2.8x explosive damage to all enemies in a radius of 2.5 units and ignites them for 0.6x damage every 0.33s, lasting for 4s. | ||||||||||||||||||||||||||||||||||||||
1413 | |||||||||||||||||||||||||||||||||||||||
1414 | |||||||||||||||||||||||||||||||||||||||
1415 | |||||||||||||||||||||||||||||||||||||||
1416 | |||||||||||||||||||||||||||||||||||||||
1417 | |||||||||||||||||||||||||||||||||||||||
1418 | |||||||||||||||||||||||||||||||||||||||
1419 | Passive | ||||||||||||||||||||||||||||||||||||||
1420 | |||||||||||||||||||||||||||||||||||||||
1421 | M45 (NO. 33) ★★ | T-Doll Equipment | ○ High base HP ○ Low initial CD ○ Uniquely low skill CD | ○ Low base evasion ○ Mediocre tile buff and coverage | "Ehe~ I may not look like it, but I have quite some fans." | is a qt-pan | |||||||||||||||||||||||||||||||||
1422 | Magazine | The Carl Gustav M45, or just M45, is the lowest rarity smoke grenade SMG. At only 2★, M45 will drop early and often. With pretty bad Evasion at 62, M45 relies more on HP tanking with her fairly modest HP stat of 925. Smoke grenade is, as always, a really good skill to have with super low initial CD, lowering enemy mobility to allow for easier ability to kite and potentially clumping the enemies up for an AOE nade to clean up. However, M45 being a 2★ means her multiplier is especially weak; without skilling her up, her smoke's effects may as well be unnoticeable. This defeats the purpose of being an early game temporary doll, as you need to skill her up to make her skill meaningful. M45's tiles are also tragic, providing a meager 10% RoF and a worthless 10% Evasion. She provides her AR friends with very little of what they need. With the career rewards, progressing through early game is rapid. As a new player, you are better off using Sten who is given very early before transitioning to the career request reward MP5 and the last AR team's member RO (and any viable SMG you might've crafted along the way) as you progress through the story. There is no point in making a detour picking up M45 only for her to be replaced later. M45 is not recommended. At least she can be in the dorm cooking oishii pan. | |||||||||||||||||||||||||||||||||||||
1423 | Accessories | ||||||||||||||||||||||||||||||||||||||
1424 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1425 | 30 | 12 | 62 | 74 | 925 | ||||||||||||||||||||||||||||||||||
1426 | |||||||||||||||||||||||||||||||||||||||
1427 | Buffs AR Rate of Fire 10% Evasion 10% | ||||||||||||||||||||||||||||||||||||||
1428 | |||||||||||||||||||||||||||||||||||||||
1429 | |||||||||||||||||||||||||||||||||||||||
1430 | Smoke Grenade: Launch a smoke grenade that decreases the enemies' rate of fire by 36% and movement speed by 45% within a radius of 2.5 yards for 4s. | ||||||||||||||||||||||||||||||||||||||
1431 | |||||||||||||||||||||||||||||||||||||||
1432 | |||||||||||||||||||||||||||||||||||||||
1433 | |||||||||||||||||||||||||||||||||||||||
1434 | |||||||||||||||||||||||||||||||||||||||
1435 | Initial CD | 1s | |||||||||||||||||||||||||||||||||||||
1436 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1437 | Spectre M4 (NO. 92) ★★ | T-Doll Equipment | ○ High base HP ○ Good tile buff | ○ Low base evasion ○ Awful tile coverage for a main tank ○ Long initial CD ○ Evasion focus not suitable for general usage | "My success, did you see it? Eh? Where did everyone go?" | ||||||||||||||||||||||||||||||||||
1438 | Magazine | A girl who think she's popular but in truth she's ignored by everyone. Spectre M4 is an early game SMG that's focused on evasion tanking, nothing much to say. Having stats of 66 evasion and 880 HP while possessing the 6s initial CD evasion skill means she's another face-tanking and evasion-reliant SMG. Her high HP is good enough, but her mediocre evasion when coupled with evasion boosting skill isn't doesn't fortify her survivability by a lot. Even IDW arguably does a better job in terms of evasion tanking. Her tile buff should be usable for early game, judging how it only buffs the AR directly behind her while giving a nice 20% FP boost. That's one good point that goes to Spectre rather than IDW. Then again, I suppose there's lots of other alternatives beside Spectre and the other 2★ SMG folks. And thus, Spectre will be ignored again. Not recommended *"Lonely" by Akon playing in the background* | nobody loves you, spectre | ||||||||||||||||||||||||||||||||||||
1439 | Accessories | I used her early game | |||||||||||||||||||||||||||||||||||||
1440 | DMG | ACC | EVA | ROF | HP | - Batty | |||||||||||||||||||||||||||||||||
1441 | 25 | 12 | 66 | 88 | 880 | ||||||||||||||||||||||||||||||||||
1442 | "Hello darkness my old | ||||||||||||||||||||||||||||||||||||||
1443 | Buffs AR Damage 20% | friend..." | |||||||||||||||||||||||||||||||||||||
1444 | |||||||||||||||||||||||||||||||||||||||
1445 | |||||||||||||||||||||||||||||||||||||||
1446 | Evasion Focus: Increase self evasion by 110% for 5s. | ||||||||||||||||||||||||||||||||||||||
1447 | |||||||||||||||||||||||||||||||||||||||
1448 | |||||||||||||||||||||||||||||||||||||||
1449 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1450 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1451 | IDW (NO. 93) ★★ | T-Doll Equipment | #1 GFL maymay ○ Very high base evasion ○ is a neko ○ is a good meme source | ○ Very low HP ○ Awful tile buff ○ Long initial CD ○ Evasion focus not suitable for general usage ○ Deafening screams | "Great victory! Hehe~ Commander, you did well, nya~!" | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
1452 | Magazine | Arguably one of the most notorious T-Dolls in all of Girls' Frontline nyastory, IDW. Despite the stupidly large abundance of memes that have crept upon the surface thanks to her infamy, some credit is at least warranted for her. Being an evasion-reliant SMG main tank, with an incredibly high base evasion stat of 85 but incredibly low HP pool of 750, whose evasion is then further buffed by her skill, allowing her to evade attacks even better, I suppose the most fitting description for her would be "inflatable tube cat". In other words, she can evade more attacks but will fall quicker due to her pracitcally being paper thin. It's also important to note that evasion tanking becomes less reliable in later chapters, making her niche obsolete. As for her tile buffs, while they have good coverage, allowing her to buff most ARs, the buffs themselves are rather useless. Though I suppose if you do use her, and if push comes to shove, her tile buffs would help your ARs survive once IDW is incapacitated. Then again, should this occur, chances are you're fighting enemies with higher accuracy/damage, in which case your ARs wouldn't survive much longer than she did. Besides, main tanks aren't usually supposed to die so early. Anyway, IDW being a relatively decent evasion tank for her caliber makes her a less than reliable main tank overall, especially long term. She may be used early game when in need of a main tank substitute, but should be replaced ASAP. Not recommended. | |||||||||||||||||||||||||||||||||||||
1453 | Accessories | ||||||||||||||||||||||||||||||||||||||
1454 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1455 | 26 | 15 | 85 | 75 | 750 | Same timer as Grizzly | |||||||||||||||||||||||||||||||||
1456 | "IDW DA NYA" | ||||||||||||||||||||||||||||||||||||||
1457 | Buffs AR Evasion 20% | ||||||||||||||||||||||||||||||||||||||
1458 | |||||||||||||||||||||||||||||||||||||||
1459 | |||||||||||||||||||||||||||||||||||||||
1460 | Evasion Focus: Increase self evasion by 110% (MOD 1 130%) for 5s. | ||||||||||||||||||||||||||||||||||||||
1461 | |||||||||||||||||||||||||||||||||||||||
1462 | |||||||||||||||||||||||||||||||||||||||
1463 | |||||||||||||||||||||||||||||||||||||||
1464 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1465 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
1466 | IDW (MOD 3) ★★★★ | T-Doll Equipment | ○ Even higher base evasion on top of improved first skill | ○ Still very low base HP ○ Still awful tile buff ○ Second skill does not improve her role as a main tank | |||||||||||||||||||||||||||||||||||
1467 | Magazine | IDW, despite receiving a neural upgrade, has managed to be consistently disappointing. She had low health and terrible tiles before, and still has low health and terrible tiles now with MOD. IDW MOD plays the role of a hyper evasive SMG, though her second skill offers purely offensive buffs. Her kit may be interesting but clearly lacks any synergy with her role as a main tank, and she has to deal with an SMG's weaker offensive base stats of and different buffing needs compared to ARs. On top of that, she also has to deal with the FP penalty on a T-Exoskeleton (and regretfully, her anti-synergistic MOD 3 special equipment). IDW receives a stat improvement with her Neural Upgrade, as well as a bonus of 10% crit rate on her tile buff plus some evasion (useless for ARs). A main tank's tile buff significantly affects their viability, and IDW is sorely lacking in this department even after MOD. Her stats remain highly evasive but without any bulk or low-ICD defenses. Since even the most evasive of SMGs require a certain amount of health pool to keep them afloat if they finally take a hit, IDW's effective survivability ends up being lackluster even after upgrades. This Neural Upgrade does not fix IDW's existing issues with a weak tile buff and low HP, and a maintank that does slightly more damage is not a niche that IDW can effectively fill when even C-MS barely qualifies despite being substantially better both offensively and defensively. IDW is not recommended to be upgraded. | |||||||||||||||||||||||||||||||||||||
1468 | Accessories | ||||||||||||||||||||||||||||||||||||||
1469 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1470 | 27 | 16 | 92 | 75 | 770 | ||||||||||||||||||||||||||||||||||
1471 | (+1) | (+1) | (+7) | (+20) | |||||||||||||||||||||||||||||||||||
1472 | |||||||||||||||||||||||||||||||||||||||
1473 | Buffs AR Evasion 20% Crit Rate 10% | ||||||||||||||||||||||||||||||||||||||
1474 | |||||||||||||||||||||||||||||||||||||||
1475 | |||||||||||||||||||||||||||||||||||||||
1476 | Electro Hijinks: Start the battle with 3 charges. Every charge provides 10% rate of fire and 20% damage. One charge is consumed every 2s. IDW refills 3 charges whenever she activates Evasion Focus. | ||||||||||||||||||||||||||||||||||||||
1477 | |||||||||||||||||||||||||||||||||||||||
1478 | |||||||||||||||||||||||||||||||||||||||
1479 | |||||||||||||||||||||||||||||||||||||||
1480 | |||||||||||||||||||||||||||||||||||||||
1481 | |||||||||||||||||||||||||||||||||||||||
1482 | Initial CD: 15s Skill CD: 16s | Passive | |||||||||||||||||||||||||||||||||||||
1483 | |||||||||||||||||||||||||||||||||||||||
1484 | Type64 (NO. 94) ★★ | T-Doll Equipment | ○ High base HP ○ Good tile buff | ○ Low base evasion ○ Awful tile coverage ○ Long initial CD | "It's my victory! This is my first time having such sharp intuition." | ○ Has a mod upgrade | |||||||||||||||||||||||||||||||||
1485 | Magazine | Type 64 introduces herself as a feminine girl, having traits of being quiet, polite, tea-loving, and weak at athletic merits. A usable but all the while replaceable budget main tank SMG, who doesn't offer anything special in particular. She has a high HP pool of 880 and a mediocre base evasion stat of 65, which is sound by 2★ SMG standards. This means she has lower HP but higher evasion than her fellow 2★ flash SMG, M38, while having very similiar stats with Spectre M4 with the only difference being a marginally higher evasion stat and a 20% RoF tile buff instead of a 20% FP tile buff. Having a defensive skill, she would be more suited for a main tank SMG role. Flashbang is a good defensive skill for general content, yet ineffective against bosses. Its initial CD is also quite long, as with any other flashbang SMGs. However, her buff tile coverage is lackluster, only buffing the AR directly behind her, which is usually seen for off-tank SMGs. Main tank SMGs should have better tiles, which Type 64 lacks. Usable for early game, but as with many of the other 2★ SMGs, replace her when you get better SMG(s) like Ingram or the UMP sisters. | |||||||||||||||||||||||||||||||||||||
1486 | Accessories | ||||||||||||||||||||||||||||||||||||||
1487 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1488 | 27 | 11 | 65 | 93 | 880 | ||||||||||||||||||||||||||||||||||
1489 | typical feminine and lovely | ||||||||||||||||||||||||||||||||||||||
1490 | Buffs AR Rate of Fire 20% | girl archetype | |||||||||||||||||||||||||||||||||||||
1491 | |||||||||||||||||||||||||||||||||||||||
1492 | |||||||||||||||||||||||||||||||||||||||
1493 | Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 yards for 3.2s (MOD 1 4s). | ||||||||||||||||||||||||||||||||||||||
1494 | |||||||||||||||||||||||||||||||||||||||
1495 | |||||||||||||||||||||||||||||||||||||||
1496 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1497 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1498 | Type64 (MOD 3) ★★★★ | T-Doll Equipment | ○ Skill 2 can blind enemies even if they are immune to stun | ○ Underwhelming base stats for a MOD unit ○ Long cooldown and downtime on debuff if used against bosses | |||||||||||||||||||||||||||||||||||
1499 | Magazine | Type 64 MOD was one of the very first MODs in foreign servers, but the EN server got her in Singularity, at which point her MOD skill's usefulness started taking a turn for the worse. As with all Neural Upgrades, Type 64 MOD receives an overall improvement to her base stats, tile buff, as well as her existing skill multipliers. Nevertheless, her base stats remain relatively underwhelming, even losing to Sten Mk II in both evasion and HP. Unique among Stun Grenade users, Type 64's MOD skill "Silent Flash" additionally lets her decrease enemy accuracy, even affecting bosses and elite units normally immune to stun. This makes Type 64 slightly more versatile, since this kit lets her function somewhat well in both mobbing and bossing situations. Nevertheless, Type 64 Mod still shares the same weaknesses as flashbang SMGs and Welrod MkII: they are ineffective against common Paradeus enemies like Uhlans, Rodeleros and Doppelsoldners who are immune to stun and have sure-hit mechanics. Against ELIDs, her overly defensive kit is not worth the loss of a nader SMG, and she is mostly ineffective against Smashers whose damage aura cannot be evaded. Against SWAP SF and regular SF to an extent, her flashbang also comes out too slowly to be effective against their blitzkrieg offense. What about bosses? Type 64 MOD's performance remains lacking. She can be treated as a tankier alternative to Welrod MkII who is capable of taking hits while still reducing the enemies' accuracy, but her multiplier cannot compete with Welrod and her debuff uptime is severely lacking, not to mention the lack of Welrod's powerful universal tile buff. Type 64 also cannot tag team as well as the like of P90 and force shield SMGs, and she cannot support the main tank as well as Dorothy. * To give a better picture, her accuracy debuff is equivalent to a +66.7% evasion buff, while Dorothy is capable of giving 80% evasion buff to the other tank with zero downtime. Type 64 MOD is largely outclassed by other existing SMGs despite receiving her upgrade. She is not recommended. | |||||||||||||||||||||||||||||||||||||
1500 | Accessories | ||||||||||||||||||||||||||||||||||||||
1501 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1502 | 28 | 12 | 70 | 93 | 905 | ||||||||||||||||||||||||||||||||||
1503 | (+1) | (+1) | (+5) | (+25) | |||||||||||||||||||||||||||||||||||
1504 | |||||||||||||||||||||||||||||||||||||||
1505 | Buffs AR Rate of Fire 24% | ||||||||||||||||||||||||||||||||||||||
1506 | |||||||||||||||||||||||||||||||||||||||
1507 | |||||||||||||||||||||||||||||||||||||||
1508 | Silent Flash: Stun grenade will decrease enemy accuracy by 40% for 8s. This effect is effective against stun immune targets. | ||||||||||||||||||||||||||||||||||||||
1509 | |||||||||||||||||||||||||||||||||||||||
1510 | |||||||||||||||||||||||||||||||||||||||
1511 | |||||||||||||||||||||||||||||||||||||||
1512 | |||||||||||||||||||||||||||||||||||||||
1513 | |||||||||||||||||||||||||||||||||||||||
1514 | |||||||||||||||||||||||||||||||||||||||
1515 | |||||||||||||||||||||||||||||||||||||||
1516 | |||||||||||||||||||||||||||||||||||||||
1517 | Passive | ||||||||||||||||||||||||||||||||||||||
1518 | |||||||||||||||||||||||||||||||||||||||
1519 | Dorothy (NO. 1019) ★ | T-Doll Equipment | ○ High base evasion ○ Perma-uptime ○ Can buff RFs ○ Can support the other tank | ○ Limited collab doll (VA11-Hall-A) ○ Inconvenient tile placement if used as an off-tank | [No CV yet] | ○ Special Equipment: MIRD Class-5 Rounds (+22 DMG -7 AP) (Collab Exclusive) | Also known as Becky | ||||||||||||||||||||||||||||||||
1520 | Magazine | Poor man's C-MS? Perhaps, but Dorothy does has her own quirks as well instead of just being a carbon copy of our saltyfish. First off, Dorothy has a unique trait shared only with RO, where her skill is able to support both frontline SMGs pretty well. As an offtank, she'd be able to support the main tank's EVA by a ridiculous 80%, almost matching Welrod's effective EVA of 81%. Her more defensive skill lets her tank much better with an insane 100% eva buff while providing the much needed accuracy bonus for offtanks. Downside however would be that Dorothy as an offtank cannot buff quite as well if placed on 8, due to her tile formation. As a result, she tends to be used as a main tank for tile buff synergy. If that is not a concern however, Dorothy would be amazing at providing the main tank the large evasion buff 1s into battle. As a main-tank, she instead sacrifices a the offtank's EVA. This may or may not be an issue, as there are several way to remedy this, either by switching her stance, or move her to another column. Her synergy with Piano Woman + Jill would actually be pretty good, as Piano Woman's buffs are very practical and can be used in many scenarios, while helping to reduce the negatives of Dorothy's skill. Can be considered if you aren't fielding a crit damage team with RF, Jill or AR, Jill + Bleeding Jane. Overall, a really great T-Doll, highly recommended. | |||||||||||||||||||||||||||||||||||||
1521 | Accessories | ||||||||||||||||||||||||||||||||||||||
1522 | DMG | ACC | EVA | ROF | HP | better not ask us what | |||||||||||||||||||||||||||||||||
1523 | 28 | 15 | 87 | 79 | 880 | DFC-72 refers to... | |||||||||||||||||||||||||||||||||
1524 | |||||||||||||||||||||||||||||||||||||||
1525 | Buffs AR, RF Damage 15% Accuracy 25% | ||||||||||||||||||||||||||||||||||||||
1526 | |||||||||||||||||||||||||||||||||||||||
1527 | |||||||||||||||||||||||||||||||||||||||
1528 | Secret Modifications: Press to toggle between Nano-Camo and MIRD-113. MIRD-113: When activated, increase self damage by 100% and decrease the accuracy of all allies in the same column by 40% but increase their evasion by 80%. Nano-Camo: When activated, increase self evasion by 100% and decrease the evasion of all allies in same column by 40% but increase their accuracy by 80%. When Dorothy is in the center row, she activates Nano-Camo by default and MIRD-113 otherwise. Favorite Drink: When buffed by a Piano Woman, reduce the debuff effect of her skill by 50%. | ||||||||||||||||||||||||||||||||||||||
1529 | |||||||||||||||||||||||||||||||||||||||
1530 | |||||||||||||||||||||||||||||||||||||||
1531 | |||||||||||||||||||||||||||||||||||||||
1532 | |||||||||||||||||||||||||||||||||||||||
1533 | |||||||||||||||||||||||||||||||||||||||
1534 | |||||||||||||||||||||||||||||||||||||||
1535 | "NOBODY EXPECTS THE | ||||||||||||||||||||||||||||||||||||||
1536 | DOROTHINQUISITION!" | ||||||||||||||||||||||||||||||||||||||
1537 | |||||||||||||||||||||||||||||||||||||||
1538 | “DYNAMIC ENTRY!” | ||||||||||||||||||||||||||||||||||||||
1539 | |||||||||||||||||||||||||||||||||||||||
1540 | "FINALLY THE DOROTHY | ||||||||||||||||||||||||||||||||||||||
1541 | RETURNS TO VALLHALLA" | ||||||||||||||||||||||||||||||||||||||
1542 | |||||||||||||||||||||||||||||||||||||||
1543 | |||||||||||||||||||||||||||||||||||||||
1544 | Initial CD | 1s | *confused police siren | ||||||||||||||||||||||||||||||||||||
1545 | Skill CD | 2s | blaring in the distance* | ||||||||||||||||||||||||||||||||||||
1546 | Henrietta (NO. 1023) ★ | T-Doll Equipment | ○ High EVA and HP makes her an ideal tank ○ Tile coverage affects both AR and SMG ○ Decent tile buffs | ○ Terrible against hard-hitting enemies ○ Passive DPS skill is next to useless ○ Limited collab doll (Gunslinger Girls) | |||||||||||||||||||||||||||||||||||
1547 | Magazine | Henrietta's identical base stats as P90 makes her excellent for tanking normal light-hitting mobs like Rippers or Strelets. Her skill “Lunar Guardian” gives a passive 10HP shield for 8s at the start of battle, and if the shield is lost, gives Henrietta a 20% increase in evasion every 2s. While the stacking Evasion buff is not very strong by itself, each evasion stack turns into 15HP of shielding with Henrietta's active skill - which considerably improves her long-term survivability. Against more hard-hitting enemies (eg. SWAP brutes), Henrietta's tanking ability significantly drops due to her subpar self EVA buff and lack of a robust damage-negating mechanism (eg. force shields/P90's holograms). Henrietta's passive also has a DPS component: it gives her a 30% increase in FP every 2 seconds her HP shield remains unbroken and these damage stacks grant her additional RoF with her active. Unfortunately, even if her RoF reaches the cap, Henrietta's DPS is roughly only 175% of her normal DPS, which is significantly lower than the multiplier of other offensive SMGs like SR-3MP (260%). Considering that even SR-3MP’s usage is limited in the current meta, we can conclude that Henrietta should not be used as a DPS SMG even though her skill gives her that ability. In summary, she is a decent SMG to have around if you are clearing normal mobs as long as you don’t ram her towards hard-hitting enemies. Optional. | |||||||||||||||||||||||||||||||||||||
1548 | Accessories | ||||||||||||||||||||||||||||||||||||||
1549 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1550 | 30 | 15 | 83 | 93 | 950 | ||||||||||||||||||||||||||||||||||
1551 | |||||||||||||||||||||||||||||||||||||||
1552 | Buffs AR, SMG Damage 12% Accuracy 20% | ||||||||||||||||||||||||||||||||||||||
1553 | |||||||||||||||||||||||||||||||||||||||
1554 | |||||||||||||||||||||||||||||||||||||||
1555 | Full Moon Protector: Passive: Gain a 10 HP shield at the start of battle lasting for 8s. When shielded, obtain a stack of "Damage Mark" every 2s, up to a maximum of 3 stacks. Each "Damage Mark" stack increases her damage by 30% for 5s. When not shielded, obtain a stack of "Evasion Mark" every 2s, up to a maximum of 3 stacks. Each "Evasion Mark" stack increases her evasion by 20% for 5s. Active: Gain a 10HP shield for 8s. For every stack of "Damage Mark", increase rate of fire by 20%; for every stack of "Evasion Mark", gain an additional 15HP shield. Effects last for 5s. | ||||||||||||||||||||||||||||||||||||||
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1569 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
1570 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
1571 | Agent Vector (NO. 1028) ★ | T-Doll Equipment | ○ Skill is flexible and allows defence against many different enemy abilities. ○ Tile coverage is expanded compared to base Vector ○ Decent tile buffs that allow flexible team placement with exotically placed tiles from handguns | ○ Limited collab doll (The Division) | |||||||||||||||||||||||||||||||||||
1572 | Magazine | Agent Vector is a collaboration exclusive SMG from the event Bounty Feast, a crossover between The Division and Girls' Frontline. Agent Vector shares her stat table with the base Vector but that doesn't mean she shares base Vector's skill. Agent Vector brings a new skill to the table, and is currently a unique one as she can bring up mobile covers that can tank a little damage. The mobile cover inherits traits from Taunt Fairy, in that the drone is situated slightly in front of the target, enemies will target it first, and its close enough that AoE damage is still capable of dealing damage to the target. It has 15% of Vector's maximum health at SL10. While the skill doesn't seem very powerful, Agent Vector is able to use her SPEQs to upgrade this skill. Using 2 out of 3 SPEQs adds an additional effect to the skill in that it will also prop up a mobile cover in front of all allies within the same column as Agent Vector. Each cover will have 15% of Vector's maximum health at SL10. Using all 3 of her SPEQs improves the skill further in that when the cover is destroyed, allies behind the cover gain significantly increased evasion and reduces incoming damage for the next 5 seconds. With her skill having an ICD of 6 seconds, Agent Vector will shine in mid to long length fights. With her 3 SPEQ effect, the mobile cover provides a bulky reprieve against damage (reducing scratch damage) and the effect of improving its user's defensive statistics is very welcome especially as it caters to both enemies that care about evasion, and enemies that do not care about evasion. As an attempt of amalgamation of two solid tanking SMGs (P90 and MP7), Agent Vector provides a welcome addition to the tanking SMG pool. She is recommended to raise. | |||||||||||||||||||||||||||||||||||||
1573 | Accessories | ||||||||||||||||||||||||||||||||||||||
1574 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1575 | 30 | 11 | 71 | 101 | 925 | ||||||||||||||||||||||||||||||||||
1576 | |||||||||||||||||||||||||||||||||||||||
1577 | Buffs AR Damage 12% Accuracy 35% | ||||||||||||||||||||||||||||||||||||||
1578 | |||||||||||||||||||||||||||||||||||||||
1579 | |||||||||||||||||||||||||||||||||||||||
1580 | Mobile Cover: Deploy a mobile cover ahead of self for 8s. The mobile cover has maximum health equal to 15% of Agent Vector's maximum health and has a taunt effect when deployed. With 2 SPEQs equipped: Deploys a mobile cover ahead of all allies in the same column. With 3 SPEQs equipped: When mobile cover leaves the battlefield, allied unit covered by it will gain 100% increased evasion and reduces incoming damage by 20% for 5s. | ||||||||||||||||||||||||||||||||||||||
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1594 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
1595 | Skill CD | 12s | |||||||||||||||||||||||||||||||||||||
1596 | Jashin-chan (NO. 1030) ★ | T-Doll Equipment | ○ High HP ○ Strong AR buff | ○ AoE SMG offtank ○ Hard to kite ○ Low damage stat ○ Limited collab doll (Jashin) ○ Tile buffs and formation does not match | |||||||||||||||||||||||||||||||||||
1597 | Magazine | Jashin-chan arrives in Girls' Frontline to show how annoying she is, and this translates well. With her passive making her execute dropkicks on enemies, she is quite possibly the most annoying T-Doll to kite in the game. As SMGs heavily rely in kiting to extend their survivability, being hard to kite significantly cuts into her survivability. On top of making her survivability difficult by making kiting her hard, Jashin also happens to be an AoE offtank SMG, which means she carries all of the AoE SMGs issues, namely poor performance against late content mobs, as those have high HP pools that undercuts the AoE SMGs usefulness. As if that wasn't enough, Jashin-chan also sports a low AoE multiplier, when compared to traditional Molotov SMGs like Vector and Skorpion, and even Grenade SMGs like PP-19. Her shield passive Skill could have been her saving grace if not for a couple of issues: her shield takes 10 seconds to activate again after each activation, it depends on her lost HP, which is counterproductive as her shield will be bigger the more HP she loses, and it only considers the lost HP since the last shield activation, which means that she won't be getting bigger shields the lower her HP pool goes. Her only real saving grace is her high HP pool, just short of Thompson's, and a decent Evasion stat. As she is a limited doll, it is highly recommended to farm her. However, once done farming, there is no reason to level her, as Commanders have a plethora of AoE SMGs that can perform better, have a lower ICD, and higher multipliers for the few situations AoE SMGs can be fully used. Unless you have a thing for snakes, she is absolutely not recommended to raise. | |||||||||||||||||||||||||||||||||||||
1598 | Accessories | ||||||||||||||||||||||||||||||||||||||
1599 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
1600 | 26 | 13 | 75 | 81 | 1015 | ||||||||||||||||||||||||||||||||||
1601 | |||||||||||||||||||||||||||||||||||||||
1602 | Buffs AR, SMG Damage 25% Evasion 20% | ||||||||||||||||||||||||||||||||||||||
1603 | |||||||||||||||||||||||||||||||||||||||
1604 | |||||||||||||||||||||||||||||||||||||||
1605 | Jashin-chan Dropkick: Active: Jashin-chan Dropkick! Jashin-chan executes a powerful dropkick against the enemy unit with the highest HP, gaining 1.5s of invincibility while dealing 3.5x damage to enemies in the epicenter (within a 1.5 unit radius). The dropkick also deals damage to enemies on the outer ring (within a 4 unit raidus)., ranging from a minimum of 1.5 to a maximum of 4.5x damage. The more enemies there are in the epicenter, the higher the damage. Passive: Jashin-chan uses her dropkick as normal attacks and deals AoE damage to the nearest enemy unit in a 1 unit radius. These attacks are affected by the taget's evasion and armor and scale with Dummy-Links. Jashin-chan generates a shield whose value equals 10% of her lost HP every 10 seconds. | ||||||||||||||||||||||||||||||||||||||
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1621 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
1622 | Skill CD | 12s |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | ||
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1 | Name | Statistics | Pros | Cons | Analysis | Notes | Memes | ||||||||||||||||||||||||||||||||
2 | Additional Info | Big 4 | Crit Rate | 5% | Mobility | 4 | Reload = 4s + 200/RoF | Recent
Edits | Added M240L, LAMG (Jan 20, 2024) | ||||||||||||||||||||||||||||||
3 | Second Volley | Targets the furthest enemy. Once all enemies are within kill zone, targets randomly, does not switch until target is killed. | Added LS26 (Jul 09, 2023) | ||||||||||||||||||||||||||||||||||||
4 | Added MG4 MOD (Jan 01, 2023) | ||||||||||||||||||||||||||||||||||||||
5 | Added MG338 (Dec 06, 2022) | ||||||||||||||||||||||||||||||||||||||
6 | MG5 (NO. 109) ★★★★★ | Magazine | ○ High clip size ○ Good armor tile ○ Passive skill | ○ Low base FP | "[Weapon of Any Situation], yes, that'd be me." | ○ Passive portion cannot crit ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
7 | Accessories | Clip | 11 | 2nd of the Big 4. MG5 is what happens when H&K decides to actually make a good Walküre MG. Being a 5★ Terminating Barrage MG, MG5 has the advantage of having higher multiplier from her passive. However, due to her low FP, this advantage is not necessarily being made good use of. Comparing to the other Terminating Barrage PK and M2HB, her FP is at the lowest, at 85 FP versus 96 and 102. On the other hand, she does have a slightly less accuracy issue MG5 versus the two. What sets her apart from the rest of the Big 4 however, is her armor tile. MGs are seperated between first volley powerhouses that are the Big 4 and Hunting Impulse MGs, and the low damage 2nd volley MGs that instead come with valuable armor tiles. MG5 belongs in the first category of high damage powerhouses, yet at the same time comes with a small but often necessary armor buff. This allows her to improve the defensive capability of the team without having to sacrifice your overall first volley damage that the armor buffing 2nd volley MGs must do. It is important to mention that her 3.0x multiplier bullet can miss hence accuracy is very important for her. With a maxed out ammo box, MG5 will have a clip size of 16, meaning she'll be able to proc her passive 4 times before needing to reload. Unlike PK, it is necessary to equip EOT on MG5 regardless of her accuracy due to the nature of her low base FP (unless enemy has no evasion). Optional. The era of the "Big 4" has fallen, however her DPS is still solid for general use. | |||||||||||||||||||||||||||||||||||
8 | T-Doll Equipment | "2nd of Big 4" | |||||||||||||||||||||||||||||||||||||
9 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
10 | 85 | 27 | 27 | 120 | 990 | "Mikumo Guynemer 5" | |||||||||||||||||||||||||||||||||
11 | Girigiri Ai~ | ||||||||||||||||||||||||||||||||||||||
12 | Buffs SG Damage by 10% Armor by 10% | ||||||||||||||||||||||||||||||||||||||
13 | |||||||||||||||||||||||||||||||||||||||
14 | |||||||||||||||||||||||||||||||||||||||
15 | Terminating Barrage: After every 3 hits, the next hit will inflict 3x damage. | ||||||||||||||||||||||||||||||||||||||
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18 | |||||||||||||||||||||||||||||||||||||||
19 | Passive | ||||||||||||||||||||||||||||||||||||||
20 | |||||||||||||||||||||||||||||||||||||||
21 | Negev (NO. 112) ★★★★★ | Magazine | ○ High base accuracy ○ Excellent armor tile and coverage | ○ Low base FP ○ Low clip size ○ Passive skill relies on reloading, only worthwhile for very drawn out battles | "The results are obvious with me here, you should be grateful." | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
22 | Accessories | Clip | 9 | As she claims to be, Negev is a specialist. She leans heavily toward long battle potential, a philosophy that clashes with the role of MGs: overpowering the enemies with rains of bullets before they have a chance to retaliate. Yet she herself is able to define this role successfully. Negev comes with 20% armor tile buff. A typical armor buffing MG at most would only provide 15% armor buff, but Negev does not follow this rule. With this, she holds the highest armor buff among MGs, even in older servers at the time this entry was written, making her an excellent choice for defensive MGSG. Just as she does with armor buff, she also takes a step further with late skill activation. Negev is not a 2nd volley MG, as her 2nd volley is weaker than the other 2nd volley or even the first volley MGs. Instead, her damage skyrockets starting from her 3rd volley. By stacking her skill through at least two reloads, she is able to reach the point where she constantly has a 125% FP skill buff, far exceeding what would be normal for any doll in the game. This allows Negev to really shine in very specific scenarios, where she is able to reach her 3rd volley. If this is not clear yet, these very specific scenarios are rare. Negev is a specialist, and thus she does not shine outside of very special cases. This is her limitation. If used outside if these cases, she has among the poorest performance among MGs. Her stats spread is very poor offensive wise, with only 84 FP and a low base clip size of only 9. She effectively has a performance of an MG4 for short fights. Considering the usual purpose of MGSG, most fights are going to be short, where she performs this poorly. Negev is niche and optional. She won't disappoint you when you need a specialist. As a side note, while she gains more power with each reload, it is a terrible idea to not give her an ammo box. She will end up reloading more often rather than dishing out damage. While she reaches her peak faster, consider the fights she tend to go against (specific bosses such as Judge and Garm), an untimely force shield from the boss can eat up her entire magazine. | |||||||||||||||||||||||||||||||||||
23 | T-Doll Equipment | "Specialist" | |||||||||||||||||||||||||||||||||||||
24 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
25 | 84 | 35 | 36 | 139 | 870 | Looks like a yandere, but | |||||||||||||||||||||||||||||||||
26 | actually is just a shy | ||||||||||||||||||||||||||||||||||||||
27 | Buffs SG Armor 20% | tsundere | |||||||||||||||||||||||||||||||||||||
28 | |||||||||||||||||||||||||||||||||||||||
29 | |||||||||||||||||||||||||||||||||||||||
30 | Manic Blood: Increase damage by 50% after each reload. Effect is stackable, each stack lasts for 25s. | ||||||||||||||||||||||||||||||||||||||
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37 | |||||||||||||||||||||||||||||||||||||||
38 | Passive | ||||||||||||||||||||||||||||||||||||||
39 | |||||||||||||||||||||||||||||||||||||||
40 | MG4 (NO. 125) ★★★★★ | Magazine | ○ High base accuracy ○ Great armor tile | ○ Low base FP ○ Low clip size ○ 2nd volley skill with awful multiplier | "Eh, we won already?.. In fact, I wasn't even trying." | About 2nd Volley Skills | |||||||||||||||||||||||||||||||||
41 | Accessories | Clip | 9 | Let's get down to this one, she's a doll that in every respect should not be as bad as she is but, dear God, her skill that she shares with MG3 is truly something awful. Before we address her skill, she has a pretty nice tile buff for SGs. The coverage isn't the most impressive but it can be forgiven. Her stats are not amazing either, with a damage value of only 84 which is on the lower end for many MGs. Now onto her skill, It's a 2nd volley skill which is already a downside, but the skill itself gives such a miniscule amount of damage and the addition of 4 more ammo in the salvo really isn't worth the such low damage she is given. This issue is further compound due to her very low damage stat to begin with, with this buff she does not come close to BAR's second volley DPS. What made even worse is that she's not even much of an upgrade to her 4 star counterpart (MG3), in terms of DPS due to her slightly higher damage increase (35% vs 30%) being inched by her lower salvo (9 vs 10). She has everything going against her, just like MG3 she has low damage, an awful skill and what makes it worse is her magazine count stat is lower than MG3's. Her only saving grace here is her higher accuracy and a slightly higher damage skill. In many ways, this doll does not hold to the 5 star evaluation the game gives her and is not recommended. I would still keep her in case you need an armour tile buffer as those are elusive. | |||||||||||||||||||||||||||||||||||
42 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
43 | DMG | ACC | EVA | ROF | HP | emotionless qt | |||||||||||||||||||||||||||||||||
44 | 84 | 34 | 34 | 139 | 910 | sounds like Blanc from | |||||||||||||||||||||||||||||||||
45 | Neptunia | ||||||||||||||||||||||||||||||||||||||
46 | Buffs SG Accuracy 12% Armor 15% | ||||||||||||||||||||||||||||||||||||||
47 | I thought she was voiced by | ||||||||||||||||||||||||||||||||||||||
48 | Kana Asumi - Zero | ||||||||||||||||||||||||||||||||||||||
49 | Lock and Load: Increase damage by 35% (Mod 1 50%) and the number of rounds fired per volley by 4 (Mod 1 6) for 8s. | ||||||||||||||||||||||||||||||||||||||
50 | |||||||||||||||||||||||||||||||||||||||
51 | |||||||||||||||||||||||||||||||||||||||
52 | |||||||||||||||||||||||||||||||||||||||
53 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
54 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
55 | MG4 (MOD 3) ★★★★★★ | Magazine | ○ High base FP ○ High base accuracy ○ Excellent armor tiles ○ Anti-horde mechanic ○ Defensive debuff on hit | ○ 2nd Volley Skill | |||||||||||||||||||||||||||||||||||
56 | Accessories | Clip | 10 | Gr MG4 gets promoted from laughingstock of 5*'s and permanent logistics slave to an extremely strong MG for mobbing and long fights with her 6* Mod. The old MG4's firepower and clipsize issues are fixed. Her armor tiles go from awkward to position and the same as tens of other 15% armor armorstack MGs to 18% like RPK-16, making her a prime candidate for SG armorstacking teams. Her additional firepower multiplier from the godawful Lock and Load skill is not quite as pitiful now that she has a 6* variant, and the extra ammo it provides synergize with her skill 2. Extra ammunition provided by MG4 Mod's skill 1 (as well as from external sources such as ZB-26 and C96 Mod) is consumed before MG4's normal ammo and deals an extra flat damage based on a quarter of the amount of extra AP MG4 Mod has over her target's armor value. Additionally, she gains a stacking 5% firepower for each round. Due to the number of extra rounds she gets per skill activation, MG4 Mod normally only reaches 6 stacks. Even with just these bonuses combined with her skill 1, MG4 Mod's firepower more than doubles, making her insane for longer fights. But then there is also MG4 Mod's mod 3 special equipment. Yes, she should be taken to Mod 3 to get the most out of her. Using it, each of her bonus rounds can deal an extra 154 damage to unarmored targets due to her skill 2. Additionally, it also gives its own skill. When MG4's attack does not miss and does not kill its target, an extra attack that deals a tenth her damage - and is affected by crits, accuracy, and armor - ricochets off her target and randomly attacks a new enemy in range. It also debuffs the enemy it hits, reducing their damage by 1, stacking up to 8 times. This bounce can happen up to 3 times, and doesn't activate on bosses apparently. Sadly the ricochets don't also benefit from skill 2's overpenetration. The bouncing shot, while is sounds weak, can help MG4 Mod chew through enemy hordes and backlines, even in her first volley. The debuff it applies also helps any SGs with armor tanking even further. So MG4 Mod is useful for armorstacking, armortanking, mobbing, long battles, and even bullying unarmored enemies. She is almost worth the prohibitive cost of raising a 6* mod. Recommended. | |||||||||||||||||||||||||||||||||||
57 | T-Doll Equipment | (+1) | |||||||||||||||||||||||||||||||||||||
58 | DMG | ACC | EVA | ROF | HP | Mutalisk MG | |||||||||||||||||||||||||||||||||
59 | 93 | 38 | 35 | 140 | 930 | ||||||||||||||||||||||||||||||||||
60 | (+9) | (+4) | (+1) | (+1) | (+20) | ||||||||||||||||||||||||||||||||||
61 | |||||||||||||||||||||||||||||||||||||||
62 | Buffs SG Accuracy 20% Armor 18% | ||||||||||||||||||||||||||||||||||||||
63 | |||||||||||||||||||||||||||||||||||||||
64 | |||||||||||||||||||||||||||||||||||||||
65 | Haunted House Hammer: Use up additional cartridges first, dealing additional damage to the target that equals 25% of the armor-piercing value overflow and increasing self damage by 5% for 18 seconds, stacking up to 8 times. (When "Mk4 SLAP" is equipped, Gr MG4's attacks will ricochet up to 3 times, dealing 0.1x damage while also reducing damage dealt by the hit target by 1, stacking up to 8 times and lasting for 6 seconds.) | ||||||||||||||||||||||||||||||||||||||
66 | |||||||||||||||||||||||||||||||||||||||
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73 | |||||||||||||||||||||||||||||||||||||||
74 | Passive | ||||||||||||||||||||||||||||||||||||||
75 | |||||||||||||||||||||||||||||||||||||||
76 | PKP (NO. 173) ★★★★★ | Magazine | ○ High base FP ○ High base accuracy ○ Great tile coverage ○ Passive skill | ○ Skill is on RNG side | "I just won the battle, it's already certain." | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
77 | Accessories | Clip | 10 | PKP is the 1st of the Big 4, and rightfully so, due to how well rounded her stats are combined with a strong passive skill. PKP comes with strong stats spread, with both high FP and accuracy and a nice clip size of 10. She virtually has no weakness in stats, making her a powerful MG right off the bat. Being part of the Big 4, PKP also comes with a passive skill that gives her an advantage during first volley. Unlike the other Big 4 whose skills are consistent, PKP's Ultimatum is based on chances. It is important to note that her proc from passive is a seperate bullet that deals 1.5x damage, rather than just a plain crit, and this shot is able to crit a second time, for 2.25x damage, or higher with crit damage multiplier. This can easily push her damage ceiling to a very high level, something the other Big 4 cannot achieve. The proc itself also counts as an additional bullet that targets a random enemy, potentially someone she is not currently targeting. This improves PKP's mobbing capability by giving her more shots than her clip size and reducing overkill issue against soft targets. The introduction of fairies makes her even better. With the correct fairy, her accuracy issue is eliminated, allowing her to equip VFL without any concern. Crit damage buff from fairies further amplifies her damage, which solidifies her status as the MG with highest damage potential in the game. Overall, with the best combination of high FP and high accuracy would allow her to equip better accessories that would further strengthen her already strong passive. Everything about her works in perfect harmony. She's a solid pick if you want to have the top MG. With all that said, she is recommended, one of the best choices when you are looking for full offensive options. | |||||||||||||||||||||||||||||||||||
78 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
79 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
80 | 95 | 31 | 29 | 127 | 825 | ||||||||||||||||||||||||||||||||||
81 | |||||||||||||||||||||||||||||||||||||||
82 | Buffs SG Rate of Fire 15% Accuracy 12% | "1st of Big 4" | |||||||||||||||||||||||||||||||||||||
83 | |||||||||||||||||||||||||||||||||||||||
84 | |||||||||||||||||||||||||||||||||||||||
85 | Ultimatum: Each attack has a 20% chance of firing an additional bullet with guaranteed critical. | ||||||||||||||||||||||||||||||||||||||
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90 | |||||||||||||||||||||||||||||||||||||||
91 | Passive | ||||||||||||||||||||||||||||||||||||||
92 | ayyy | ||||||||||||||||||||||||||||||||||||||
93 | HK21 (HMG21) (NO. 208) ★★★★★ | Magazine | ○ High base FP ○ High base accuracy ○ Great armor tile | ○ 2nd volley skill ○ Unimpactful skill ○ Limited event doll (Singularity) | |||||||||||||||||||||||||||||||||||
94 | Accessories | Clip | 10 | HK21 is your typical armor buffing MG, having solid, easy to fit armor tiles. As such, she is best compared with the like of QJY-88, Ameli and Alma. HK21 boosts above average stats spread, with good base FP and accuracy. She beats out QYJ-88 with the higher base FP and require less investment than Ameli and Alma, who rely on their special equips. Even then, she has an upperhand over Ameli with special equip, thanks to having better skill and more clip size. Her weakness, beside the typical weakness of any second volley MG, is her skill. Her skill is less than desirable due to the low FP buff multiplier, resembling that of a Lock and Load skill. As a direct comparison to a 5★ doll with said skill, MG4, she only has 5% more FP buff and a 30% accuracy buff, all at the hefty cost of only receiving 2 rounds instead of 4. For a MG who should be use for long battles where armor buff is necessary, her long term offensive capability is not very promising. HK21 is free from Singularity and does not rely on any special equip to be viable. She is easy-to-get, easy-to-use armor buffing MG. Optional. | |||||||||||||||||||||||||||||||||||
95 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
96 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
97 | 92 | 29 | 33 | 135 | 845 | ||||||||||||||||||||||||||||||||||
98 | |||||||||||||||||||||||||||||||||||||||
99 | Buffs SG Armor by 15% Damage by 15% | ||||||||||||||||||||||||||||||||||||||
100 | |||||||||||||||||||||||||||||||||||||||
101 | |||||||||||||||||||||||||||||||||||||||
102 | Chaotic Collapse: Increase rounds by 2, damage by 40%, and accuracy by 30% while decreasing movement speed by 50%. At the same time, engage sweeping mode. Switch target after every shot for 8s. | ||||||||||||||||||||||||||||||||||||||
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106 | |||||||||||||||||||||||||||||||||||||||
107 | |||||||||||||||||||||||||||||||||||||||
108 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
109 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
110 | Type 88 (QJY-88) (NO. 238) ★★★★★ | Magazine | ○ Faster than a slug ○ High base accuracy ○ Great armor tile and coverage | ○ Low base FP ○ 2nd volley skill ○ Movement speed buff rarely comes into play | "I did it! No one is hurt right?" | ||||||||||||||||||||||||||||||||||
111 | Accessories | Clip | 10 | Horsey MG Type 88 reporting in to the ArmorHoe club! One of the newer dolls that features quirks of having both a passive and an active, Type 88 isn't actually that bad as a 2nd volley MG standalone performance wise. Having a rather competitive 2nd volley damage and easy + amazing tiles to use, she's actually not entirely that bad in terms of usage. However, one of the main reasons why she's often shunned aside would be because of her competitors. Bar features a cheaper cost with slightly lower damage yet similar usage (but with better longevity due to Neural Upgrade), Type 80 which is pretty much same as Bar but minus the tiles, and Mk48 with better first volley performance. However, if investment isn't much of an issue, Type 88 offers fairly unique (but underused) addition into your team. She's not bad by any means, but you'd have to judge the situation yourself. Is 2nd volley needed? Do you need that armor tiles over a stronger DPS MG? She does shine in the far future, where a new enemy that resembles a compass punishes slow movement speed yet demands shotgun tank setups similar to Judge. Overall, Type 88 has an "optional" rating otherwise recommended for armor stacking. Those who have the resources to do so can invest in her, but for others you'd really have to judge it according to what you have and what you need. | CE flecc | ||||||||||||||||||||||||||||||||||
112 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
113 | DMG | ACC | EVA | ROF | HP | "Horse MG" | |||||||||||||||||||||||||||||||||
114 | 86 | 33 | 35 | 126 | 825 | another NIN's daughter | |||||||||||||||||||||||||||||||||
115 | |||||||||||||||||||||||||||||||||||||||
116 | Buffs SG Armor by 15% Accuracy by 10% | ||||||||||||||||||||||||||||||||||||||
117 | |||||||||||||||||||||||||||||||||||||||
118 | |||||||||||||||||||||||||||||||||||||||
119 | Slothful Rage: Active: Increase damage by 75% for 6s. Passive: Switch to LMG mode if she moves, which increases movement speed by 50% and decreases accuracy by 20%. Remaining stationary for 6s will switch her to HMG mode, which increases the number of rounds fired per volley by 2 and accuracy by 30%. | ||||||||||||||||||||||||||||||||||||||
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126 | Amiya, is that you? | ||||||||||||||||||||||||||||||||||||||
127 | |||||||||||||||||||||||||||||||||||||||
128 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
129 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
130 | Lewis (NO. 253) ★★★★★ | Magazine | ○ Very high base FP ○ High base accuracy ○ High clip size and low reload time thanks to passive ○ Great armor tile and coverage | ○ Limited event doll (Isomer) | |||||||||||||||||||||||||||||||||||
131 | Accessories | Clip | 10 | Lewis is the 2nd MG introduced to have a passive skill based around reloading. Like Negev, who also has a similar reload based passive, she excels in long fights. While her lack of a proper first volley skill would normally relegate her to being just another armor tile buffer, several characteristics allow Lewis to stand out from the competition. Lewis has one of the strongest and most well rounded statlines amongst MGs. Her base firepower is exceptional at 102 FP (rivalling M2HB), and she makes no sacrifices in other areas, with both good base accuracy and clip size. This means she is actually able to match the Hunting Impulse MGs in first volley damage, even if she falls short of the overwhelming DPS of the Big 4. Where Lewis really excels though, is in longer battles. She automatically starts with one stack of her passive at the start of the fight, adding +1 ammo to her subsequent volleys and reducing her reload time by 15%. Her active portion is a direct upgrade of M1918's skill, further strengthening her power. All of this means is that in battles that last into the 2nd volley or longer, Lewis will outstrip virtually every other MG in damage output with the exception of max stacked Negev. Even then, while she does not peak as high as Negev does in extremely long battles, she ramps up much faster, making her better suited to medium-to-long battles. With first volley damage that is actually fairly respectable (for a non-HI/non Big 4 MG) and a skill that lets her shine in more drawn out battles, she is recommended should you need someone capable of armor stacking, since she offers a lot more than your usual armor tile buffers. | |||||||||||||||||||||||||||||||||||
132 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
133 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
134 | 102 | 31 | 31 | 116 | 950 | ||||||||||||||||||||||||||||||||||
135 | |||||||||||||||||||||||||||||||||||||||
136 | Buffs SG Armor by 15% Accuracy by 10% | ||||||||||||||||||||||||||||||||||||||
137 | |||||||||||||||||||||||||||||||||||||||
138 | |||||||||||||||||||||||||||||||||||||||
139 | Dynami: Active: Increases damage by 75% for 6s. Passive: Reduce reload time by 15% after every reload, max 45% reduction. Increase the number of rounds fired per volley by 1 after every reload, max 3 rounds. | ||||||||||||||||||||||||||||||||||||||
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145 | |||||||||||||||||||||||||||||||||||||||
146 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
147 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
148 | MG36 (NO. 263) ★★★★★ | Magazine | ○ High base accuracy ○ Buffs AR and SMG on top of SG | ○ Low base FP ○ 2nd volley skill ○ Janky skill forcing an inflexible playstyle | |||||||||||||||||||||||||||||||||||
149 | Accessories | Clip | 10 | MG36 is an extraordinary doll because she achieves something long since thought impossible; that being she manages to be worse than MG4 in the race (slope?) to become the worst 5★ MG in the game. MG36's tile configuration and traits are interesting and especially groundbreaking at the time since it was one of the first to affect multiple doll types outside of their niche. She has subpar firepower for a MG and in order to use this to the best of the player's ability, they have to balance out putting literal 'formation jank' into their team (which means the teams are more for meme rather than practical use), or doing a proper MGSG (of which, why are you using this subpar MG when better, cheaper options exist?). MG36 is not recommended. Her formation traits, skill traits are much too wide and the combination of different effects makes this more of a thought exercise in mindshowering hypothetical enemy compositions that allow her to reduce these problems. Of which there are none. | |||||||||||||||||||||||||||||||||||
150 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
151 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
152 | 85 | 34 | 36 | 129 | 910 | ||||||||||||||||||||||||||||||||||
153 | |||||||||||||||||||||||||||||||||||||||
154 | Buffs SMG, AR, SG Damage by 10% Accuracy by 5% | ||||||||||||||||||||||||||||||||||||||
155 | |||||||||||||||||||||||||||||||||||||||
156 | |||||||||||||||||||||||||||||||||||||||
157 | Shadow Veil: Active: Increase damage by 55% for 6s. In addition, gain extra stats for herself depending on the types of allies on her tiles: AR increases accuracy by 25% for 6s, SMG reduces the time of the next reload by 25%, and SG increases ammo count by 1. Max 3 stacks per type. Passive: Reduce damage taken by 20% for allies on her tiles when she is reloading. | ||||||||||||||||||||||||||||||||||||||
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165 | |||||||||||||||||||||||||||||||||||||||
166 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
167 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
168 | Kord (NO. 275) ★★★★★ | Magazine | ○ Massive base FP ○ Pierce AoE highly effective against clustered targets ○ Passive FP boosting mode | ○ AP and FP are reduced in Piercing mode ○ Accuracy and Ammo Capacity are a bit on the lower side | |||||||||||||||||||||||||||||||||||
169 | Accessories | Clip | 9 | Have you ever wanted to mow down swarms of enemies with ease, even more so than most MGs normally do? Kord is your answer. Her Skill, High Pressure Assault, gives her two modes to let her annihilate enemies. It is worth noting that Kord should have Forced Manual on, as she will switch modes every three seconds while not reloading otherwise. In Piercing (Default) mode, Kord’s shots, well, Pierce through foes. While this mode comes with a debuff of -30% FP and -50% AP, she can still easily destroy crowds of enemies. But perhaps you don’t need the piercing effect right now. Well, with a press of the Skill button, Kord enters Assault mode, which gives a 20% buff to her FP and Accuracy until you switch back to Piercing mode. While this buff looks fairly small, with Kord’s superb base FP stat of 109, this mode still lets her deal some good single target DPS. The 15% Armor tiles are just icing on this decked-out cake of an MG. Due to the DPS Kord can achieve against low evasion targets combined with her overall excellent stat pool, she has the potential to outperform even the likes of the big 4. Kord is highly recommended. | |||||||||||||||||||||||||||||||||||
170 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
171 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
172 | 109 | 22 | 21 | 110 | 990 | ||||||||||||||||||||||||||||||||||
173 | |||||||||||||||||||||||||||||||||||||||
174 | Buffs SG Armor by 15% Damage by 15% | ||||||||||||||||||||||||||||||||||||||
175 | |||||||||||||||||||||||||||||||||||||||
176 | |||||||||||||||||||||||||||||||||||||||
177 | High Pressure Assault: Press skill to switch between modes. Pierce (Default): Attacks pierce through enemies, but decrease damage but 30% and armor penetration by 50%. Assault: Increase damage and accuracy by 20%. | ||||||||||||||||||||||||||||||||||||||
178 | |||||||||||||||||||||||||||||||||||||||
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185 | |||||||||||||||||||||||||||||||||||||||
186 | Initial CD | 0s | |||||||||||||||||||||||||||||||||||||
187 | Skill CD | 3s | |||||||||||||||||||||||||||||||||||||
188 | RPK-16 (NO. 292) ★★★★★ | Magazine | ○ Able to shoot a continuous barrage instead of requiring a reload after a certain number of shots ○ Is able to use armour-piercing rounds (useful when using her AR mode) ○ Flexible tile buffs | ○ Low firepower for a MG (but is around the high end for ARs even with their HV ammo) ○ Cannot wear night-vision equipment, limiting the use of her at nighttime to less evasive enemies | |||||||||||||||||||||||||||||||||||
189 | Accessories | Clip | 10 | One of the two DEFY members introduced in Polarized Light, RPK-16 is a MG that is able to masquerade as an AR. RPK-16's skill has a passive and active component. Essentially, these two parts do the opposite of what the other part does. Her passive triggers when she runs out of ammo in MG mode (her default mode). This also modifies her stats to become more in line with an ARs statline. Her active forces her back into MG mode, locks her reload time to 1 second, forces a reload, and grants a firepower buff for a duration. You cannot activate her skill if you are still in MG mode. RPK-16 continuous barrage of bullets puts Infinity Boxed MG3 and M1895CB to shame. There is really nothing good to say about Infinity Boxed MG3 but M1895CB still takes the cut in burst damage as RPK-16 doesn't have very good burst properties. However, due to her continuous barrage, RPK-16 is able to output very good damage in longer battles, almost comparable to Lewis. The comparison gets even better for RPK-16 if we take into account her AR mode which allows her to deal with much more evasive enemies than Lewis can. Her tile shape is weird, but very serviceable. It buffs three types of doll types however armour bonus is really only useful for M16, M4A1, and shotguns. However, this tile shape is clearly for lore reasons as she enables the use of a MG in a classic ARSMG team without the demerit in stats that MGs usually have. The ability to use MG equipment (most particularly Armour-Piercing Ammo) is a big boon for teams that need to punch through armour and non-armoured nodes alike. Teams that have her have more flexibility, but give up on another DPS for nodes that require night vision as MGs can't equip those items. She is recommended as she has multiple good traits to take advantage of (general purpose, flexibility in roles, enabling flexibility in teambuilding, ability to use Armour-Piercing Ammo (haha suck it 6P62), currently unique in skills). If you can only choose one of the new DEFY members to raise, choose RPK-16. | |||||||||||||||||||||||||||||||||||
190 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
191 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
192 | 85 | 37 | 36 | 129 | 825 | ||||||||||||||||||||||||||||||||||
193 | |||||||||||||||||||||||||||||||||||||||
194 | Buffs SMG, AR, SG Armor by 18% Damage by 12% | ||||||||||||||||||||||||||||||||||||||
195 | |||||||||||||||||||||||||||||||||||||||
196 | |||||||||||||||||||||||||||||||||||||||
197 | Vixen's Cunning: Passive: Switch to AR Mode when magazine is depleted, which lowers attack speed by 40%, raises accuracy by 100%, and raises move speed by 150%. Active: Reload and switch to MG Mode, with reload time fixed at 1s. After reloading, clear AR Mode stat adjustments while raising self firepower by 40%, lasting 5s. | ||||||||||||||||||||||||||||||||||||||
198 | |||||||||||||||||||||||||||||||||||||||
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205 | |||||||||||||||||||||||||||||||||||||||
206 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
207 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
208 | ZB26 (NO. 307) ★★★★★ | Magazine | ○ High base accuracy. ○ Tiles give somewhat relevant buffs to shotguns. | ○ Usage of ZB-26 is situational, as other first volley MGs will do better for short fights, and dedicated marathon MGs will eventually outperform ZB-26. | |||||||||||||||||||||||||||||||||||
209 | Accessories | Clip | 9 | ZB-26 is a 5* MG that shows their power in longer, drawn-out fights. As it is popularly known, MGs are usually rated in usefulness by their skill. ZB-26's skill has a passive and an active effect. Passively it grants an additional +1 ammo to other MGs in the echelon while also reducing ZB-26's reload time (reload reduction stacks up to 3 times), after each reload. Note the keyword 'other' as ZB-26 does not grant herself an extra bullet. The active instantly finishes a reload sequence, and grants ZB-26 additional bonuses; she gains additional ammo for the current volley and when using this additional ammo, she will deal bonus damage and fire more accurately. It should be instantly observed that ZB-26 would prefer to be in a fight where she can activate her skill rather than a fight where she is expected to finish within the first volley. Her similarity in reload reduction and damage increase draws a parallel between her and Lewis. Indeed in many situations, Lewis is usually more preferred due to her higher stats and deceptively more powerful effect on her skill when compared to ZB-26. ZB-26 is optional, and if you are in need for more armour-stacking shenanigans she can be one of your options. | |||||||||||||||||||||||||||||||||||
210 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
211 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
212 | 100 | 30 | 31 | 116 | 910 | ||||||||||||||||||||||||||||||||||
213 | |||||||||||||||||||||||||||||||||||||||
214 | Buffs SG Armor by 15% Rate of Fire by 15% | ||||||||||||||||||||||||||||||||||||||
215 | |||||||||||||||||||||||||||||||||||||||
216 | |||||||||||||||||||||||||||||||||||||||
217 | Perfect Chain: Active: Instantly complete a special reload and gain 8 special rounds. Special rounds increase damage and accuracy by 50% when used. Passive: Each completed reload adds one round to the magazines of the other MGs in the echelon. Each reload also reduces self reload time by 20%, to a minimum of 60%. | ||||||||||||||||||||||||||||||||||||||
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229 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
230 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
231 | RPK-203 (NO. 339) ★★★★★ | Magazine | ○ Combines almost everything good about MGs into one broken package ○ Never has to reload ○ Burst Mode similar to Terminating Barrage MGs ○ Useful survivability passive ○ High base FP ○ High base accuracy | ○ Armor tiles arent as powerful as other MGs
○ 'Continuous' RoF debuff cannot be restored during use, as it does not use the RoF stat | |||||||||||||||||||||||||||||||||||
232 | Accessories | Clip | 9 | RPK-203 takes the crown from the similarly-named DEFY member of being who you should think of when someone mentions "RPK". Her incredible stats coupled with her phenomenal skill makes her one of the most influential MGs available. The main draw of her skill is the mode toggle, similar to Kord's toggle. Her default mode is Continuous Mode, reducing FP, Accuracy and RoF (MG RoF, not the reload speed that MGs typically use the stat for) by 10%. In return for these minimal debuffs, she is able to shoot for an infinite amount of time; being the first MG to have an unlimited first volley. This allows her to get far higher DPS than other MGs, bypassing the requirement of a reload phase. Furthermore, the lack of a reload allows RPK-203 to maximise HG skill uptime; with the reload of MGs taking roughly 5 seconds, and the first reload being at the 5 second mark, RPK-203 can shoot while buffed for an additional 2 seconds while other non-extended volley MGs are still reloading. Her alternate mode, Burst Mode, increases crit rate by 20% and crit damage by 40%, prioritises the highest HP target, and deals double damage on every fourth shot - reminiscent of Terminating Barrage MGs such as MG5 and PK. The crit increases alongside the Terminating Barrage x2 shot places her volley damage while in this mode amidst the highest performing MGs. Her Burst Mode can also be synced with HG skill activation for even higher burst DPS, useful for cases where the DPS in the first few seconds doesn't matter quite so much. Her defensive passive spawns a teddy bear with taunt if any SG on her tiles take damage, inheriting 5% of the SGs HP and 50% of the SGs evasion and armor. This bear can only spawn once every 15 seconds, and lasts for 5 seconds, but can be used to greatly improve surivabilty of an SG if they do not have flash ammo equipped or consistent HP shield applications. As this bear doesn't activate unless the SG unit outright takes HP damage, many strategies to increase survivability with flashbang ammo and HP shields won't benefit from it; but as a passive tacked on to an already powerful offensive MG, no one will complain. RPK-203 is a highly versatile MG that can easily fit into any MGSG to provide powerful or unlimited volleys depending on what you need from her. She is Highly Recommended to raise for any commander looking to build an MGSG. | |||||||||||||||||||||||||||||||||||
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234 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
235 | 91 | 34 | 36 | 124 | 830 | ||||||||||||||||||||||||||||||||||
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237 | Buffs SG Damage 18% Armor 12% | ||||||||||||||||||||||||||||||||||||||
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240 | Teddy Bear Frontline: [Passive]: SGs on this unit's buff tiles gain a formation buff - whenever any units take damage, a teddy bear plushie appears in front of them and attracts enemy targeting. This effect can only trigger once every 15 seconds per SG. The bear has 5% of this unit's max HP, 50% of her evasion and armor and lasts 5 seconds. [Active]: Activate the skill to switch between the following modes; [Continuous mode (default)]: Reduce own damage and accuracy by 10% and increase attack interval by 10%. No reloading is required while in this mode. [Burst mode]: Increase own critical hit rate by 20% and critical hit damage by 40%, and attack the target with the highest HP. Every 4th hit will deal double damage. | ||||||||||||||||||||||||||||||||||||||
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256 | Initial CD | 0s | |||||||||||||||||||||||||||||||||||||
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258 | MG338 (NO. 345) ★★★★★ | Magazine | ○ Huge base FP ○ Extended volley MG ○ Deterministic (Highest HP) targeting ○ Strong armor tiles, excellent tile shape | ○ Ally-dependant
○ Low clipsize ○ Does not count HOCs/Fairies/Retreated dolls | ○ MG338’s DPS comparison does not count retreating T-Dolls, HOCs, or fairies, only present T-Dolls. ○ If she hits the top of the damage dealt chart after going through her initial clip, MG338 immediately starts reloading. ○ While reloading, MG338 can be reload-canceled. If she is no longer the unit with the highest damage dealt, she will begin firing again, even with 0 bullets in the clip. ○ Despite her unique targeting priority, MG338 is still affected by enemy taunts. ○ Technically can be left at SL 1, since only the crit rate scales with skill level. | ||||||||||||||||||||||||||||||||||
259 | Accessories | Clip | 9 | With black-and-white eyes and a crystal-clear usage, MG338 is distinct in both appearance and performance. As an MG with an extended clipsize and deterministic targeting, she is another welcome member to the new-age MGs who do more than just the bare minimum. The main draw of her skill is her potentially unlimited magazine. She has an infinite ammo supply if she does not have the highest DPS on the team. Our adoration for unlimited ammo MGs is for a reason, as MG burst potential can shred through practically any enemy composition when reloading isn't a concern. This skill is so powerful that it is ideal to make sure MG338 never stops shooting once she starts. This is obtained with high burst damage that MG338 will have to chase to be able to catch up to. Burst damage can be obtained via one powerful attack against an enemy with high HP, or by doing chip damage to a large group of enemies. If it wasn't apparent already, the two obvious choices for either category are Grape and Kord. Kord's pierce attack excels when there are a large amount of fodder enemies for her to rip through. Grape, while not being an MG, can fit into just about any team in late-campaign and ranking scenarios. Her skillshot can eliminate just about any non-elite enemy, skyrocketing her DPS and often keeping it above MG338 until her skill activates again; repeating until the battle ends or when Grape runs out of enemies with full HP bars. While Grape will keep the highest DPS stat once she fires her skill, MG338 will have higher potential DPS until then, wasting her ammo on fodder enemies if the spawn range forces them to slowly trickle in. In scenarios like this, jiggling MG338 so she walks instead of shooting may be necessary to preserve ammo until Grape can fire off the x45 shot. Stopping there would make her a good MG in her own right, but as with all excellent dolls, theres always a little more; In this case, deterministic targeting. MGs by nature are RNG, spraying at any enemy in range unless otherwise stated. Having a designated target in every enemy composition gives her the edge over many MGs who waste shots on fodder enemies; resulting in less damage against the real threats. MG338's targeting doesn't stop at just being deterministic, though. She has a unique targeting rule for highest FP, against most forced targeting rules being a mix of "Highest HP" or "Furthest enemy in range". This is a great stat target as the most threatening enemies are often the ones with the highest FP stats. A standout example are Murats: an enemy with a 3 digit FP stat. Murats do not attack, so their own potential to be threatening is low, but they provide very high buffs to all other enemies within the group. Eliminating the Murat as soon as possible is high priority for any team as not only does it remove the buffs within the group, but also debuffs those who were buffed. As MG338 passively targets the highest FP, she will almost always burst down the Murat before the enemy can deal significant damage to your tank/s. If that wasn't enough, she increases her critical rate by 3% each attack, additively. This means that with a VFL, she can obtain a 89% critical rate just by shooting. MG338 is without a doubt one of the most powerful MGs in the game, sitting amongst the likes of Kord and RPK-203. She is Highly Recommended to anyone who has obtained her and has progressed to a point where an MGSG can be built. | |||||||||||||||||||||||||||||||||||
260 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
261 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
262 | 104 | 26 | 26 | 125 | 870 | ||||||||||||||||||||||||||||||||||
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264 | Buffs SG Damage 15% Armor 15% | ||||||||||||||||||||||||||||||||||||||
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267 | Get Smashed: Prioritize attacking the enemy unit with the highest base damage. Keep firing after ammo is depleted and only reload when she has the highest DPS out of all T-Dolls on the battlefield. Increase critical rate by 3% with every attack, lasting 4 seconds and stacking up to 12 times. | ||||||||||||||||||||||||||||||||||||||
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287 | M240L (NO. 374) ★★★★★ | Magazine | ○ Everything! | ○ Doesn't shoot forever :( | |||||||||||||||||||||||||||||||||||
288 | Accessories | Clip | 11 | Merely the best MG available. M240L has both a passive and active that alone would make for a phenomenal doll. She proceeds to combine them to completely destroy the idea of what an MG should do. Passively, she works on "Chivalry" stacks. These stacks provide additional AP and additive FP. If there are more than 5 groups of enemies, gain +50 stacks. Each attack provides 1 stack. This alone provides up to 100 additive FP and AP, an effective ~100% FP buff from her base stats, and with the additional AP to chew through the highest armored units without any struggle. Her active is utterly broken on top of this, with high threat priority targeting, 3 additional instances of damage based on AP stat, perfect accuracy, extra critical damage, and debuff cleansing to all MGs and SGs on her tiles. To reiterate, she takes the skills of QBZ-191, MG4 MOD, AS VAL MOD, and Suomi MOD and compresses them into one active, assuming you can hit 100 stacks (very easy with the initial +50 stacks, and 50 from cleansing all MGs and SGs from a Parachute debuff). The extra instances are an additional 6% of excessive AP. With SLAP ammo, and 100 Chivalry stacks, that is up to an additional 37 damage per instance, or 111 per hit, per link. While not an immense amount of damage, these instances can be affected by additional effects, such as damage amplification, resulting in additional FP for the cost of very little. Her cleanse is the outstanding cherry on top, allowing MGSG teams to decimate post-Parachute, to the point where it is optimal to be suffering from the Parachute debuff in order to gain easy Chivalry stacks. The only downsides she has is that she doesn't shoot forever, and that her cleanse is only for pure MGSGs. But I'm sure we can manage. If it wasn't abundantly clear already, M240L is HIGHLY RECOMMENDED. Without a doubt the most important MG you can obtain. | |||||||||||||||||||||||||||||||||||
289 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
290 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
291 | 101 | 34 | 31 | 128 | 880 | ||||||||||||||||||||||||||||||||||
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293 | Buffs MG, SG Damage 10% Armor 10% Rate of Fire 10% | ||||||||||||||||||||||||||||||||||||||
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296 | Heart of Paladin: Passive: At the start of battle, if there are fewer allies than enemies present, gain 50 stacks of Chivalry. Every attack grants 1 stack of Chivalry. Each stack of Chivalry increases Damage and Armor Penetration by 1. Chivalry stacks up to 100 times. Active: Prioritize targeting High-Threat enemies and deal three additional instances of Damage equal to 6% excess Armor Penetration for 10 seconds. If Chivalry is at maximum points when activated, grant self Perfect Accuracy and 10% Critical Damage. If M240L is the echelon leader, clear all debuffs from self and all MGs and SGs on her tiles. For every debuff cleared, gain 2 points of Chivalry. | ||||||||||||||||||||||||||||||||||||||
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316 | Initial CD | 2s | |||||||||||||||||||||||||||||||||||||
317 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
318 | LAMG (NO. 386) ★★★★★ | Magazine | |||||||||||||||||||||||||||||||||||||
319 | Accessories | Clip | Almost like RPK-16 without the debuffs. Unfortunately, that means she still performs like any other sustain MG. A 50% FP buff is excellent, and her base RoF is phenomenal, but an MG acting like a generalist AR doesn't do anything special. While her AR mode does not consume ammo, she does eventually still need to reload. Using a bipod is preferred, as ammo box aligns with the second skill poorly, resulting in convoluted reload/skill activation shenanigans. LAMG is Optional at best, with no real draw through targeting rules, ricochet, pierce, or anything else fancy. | ||||||||||||||||||||||||||||||||||||
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324 | Buffs SG Damage 15% Armor 15% | ||||||||||||||||||||||||||||||||||||||
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347 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
348 | Skill CD | 10s | |||||||||||||||||||||||||||||||||||||
349 | M1918 (BAR) (NO. 75) ★★★★ | Magazine | ○ High base FP ○ High base accuracy ○ Good armor tile | ○ Very low clip size ○ 2nd volley skill | "Ehehe!~ This is the result of my hard work!" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
350 | Accessories | Clip | 8 | Auntie BAR is designed as a second volley murder machine. Boasting a solid 96 FP, a high value comparatively by MG standards, she makes great use of her massive firepower buff. A similarly high value of 31 accuracy also allows her to forego accuracy optics in favour of VFLs, allowing her to scale nicely with critical damage buffs from fairies. With all these advantages, BAR does suffer from one of the lowest clip sizes for MGs at a value of 8 only. While her skill and base stats allow her to output amazing amounts of damage, her small clip size will limit her DPS compared to other MGs who have a higher clip size with similar statlines. Her special equip however gives +6 clip size at +10, which reduce the problem of her clip size slightly. Compared to first volley/pseudo-passive MGs, she will output significantly less damage but when the opportunity arises where the fight gets into the second volley, her performance will become better if not on par with them. Her armour tile, while low on the buff, will greatly benefit these slightly longer fights as it will increase the survivability of the SG on the tile. BAR is optional if there are no alternatives you can find for benefitting a longer sustained fight. | |||||||||||||||||||||||||||||||||||
351 | T-Doll Equipment | About 2nd Volley Skills | |||||||||||||||||||||||||||||||||||||
352 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
353 | 96 | 31 | 33 | 114 | 785 | ||||||||||||||||||||||||||||||||||
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355 | Buffs SG Damage 15% Armor 10% | ||||||||||||||||||||||||||||||||||||||
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358 | Damage Focus MG: Increase damage by 70% (MOD 1 75%) for 6s. | * Click the link for more info | |||||||||||||||||||||||||||||||||||||
359 | Best Girl - Zero | ||||||||||||||||||||||||||||||||||||||
360 | "Auntie BAR","O-BAR-san", | ||||||||||||||||||||||||||||||||||||||
361 | Initial CD | 8s | "Poi" | ||||||||||||||||||||||||||||||||||||
362 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
363 | M1918 (BAR) (MOD 3) ★★★★★ | Magazine | ○ Improved base stats ○ Skill 2 provides first volley power and shortened reload time | ○ Lackluster MOD 3 special equip ○ Still low clip size | |||||||||||||||||||||||||||||||||||
364 | Accessories | Clip | 8 | M1918's MOD upgrade turns her from an average MG with good stats, into an okay MG with good stats. Her skill upgrades to a 5★ equivalent for damage focus, which slightly ups the damage bonus. The biggest benefit BAR gets from MOD upgrade is the existence of her second skill. This skill sets her reload time to be a static 5 seconds. This is very much lower than most MG reload times in the game, and is very good in getting her back in the action. The other bit of this second skill is what is giving her the power boost. Her three initial shots get a boosted damage bonus. Additionally, the first volley will get the full benefit of her second skill. This allows her to deal damage that rivals many of the first volley MGs. Unfortunately, this skill is absolutely broken when done in combination with a patched out mechanic called "reload cancelling". This broken interaction got taken out of the game and so BAR's period of being a super strong MG has ended. While she isn't allowed to abuse her second skill much anymore, BAR is still a veritable powerhouse. She performs about on par with M2HB (due to M2 having her passive), but is outperformed by Lewis, a free 5★ MG from Isomer. She is an optional mod, and only for players who either have nothing to do, or really like her. | |||||||||||||||||||||||||||||||||||
365 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
366 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
367 | 101 | 34 | 34 | 115 | 805 | ||||||||||||||||||||||||||||||||||
368 | (+5) | (+3) | (+1) | (+1) | (+20) | ||||||||||||||||||||||||||||||||||
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370 | Buffs SG Damage 18% Armor 10% | ||||||||||||||||||||||||||||||||||||||
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373 | Battlefield Magic: Reload time is reduced to 5s. The damage for the first 3 shots after reload is increased by 40% (including the first volley). | ||||||||||||||||||||||||||||||||||||||
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379 | M60 (NO. 78 ) ★★★★ | Magazine | ○ High base FP | ○ Low clip size ○ 2nd volley skill ○ Pointless night niche | "Mission accomplished! Time to return!" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
380 | Accessories | Clip | 9 | Normally held by the biggest, strongest men who only speak in grunts. The M60 in GFL is a little helmet wearing girl. Don't ask let's just continue. M60's stats, while not too bad comparing to many other MGs, is held back by her skill. With a high base FP of 92, below average accuracy and a modest clip size, M60 sounds pretty good on paper. Nice damage, with accuracy that can be fixed with a holo or accuracy buffer. But. 2nd volley skills can easily kill off any MG due to them going against MG's signature burst that supposedly kills everything. Not to mention her skill only really comes online at night, which makes for an odd combination. As always refer to the 2nd volley skill tab on the Info tab! Not recommended. John Rambo would've been disappointed. | |||||||||||||||||||||||||||||||||||
381 | T-Doll Equipment | About 2nd Volley Skills | |||||||||||||||||||||||||||||||||||||
382 | DMG | ACC | EVA | ROF | HP | * Click the link for more info | |||||||||||||||||||||||||||||||||
383 | 92 | 26 | 26 | 111 | 910 | ||||||||||||||||||||||||||||||||||
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385 | Buffs SG Damage 10% Rate of Fire 8% | "Lil Shinobu" | |||||||||||||||||||||||||||||||||||||
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388 | Damage Focus N-MG: During nighttime, increase damage by 105%(35% during daytime) for 6s. | ||||||||||||||||||||||||||||||||||||||
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391 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
392 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
393 | PK (NO. 85 ) ★★★★ | Magazine | ○ High base FP ○ High clip size ○ Passive skill | ○ Low base accuracy | "So weak." | ○ Passive portion cannot crit ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
394 | Accessories | Clip | 11 | Voted number 1 T-doll people want to get from 0-2, PK is the 3rd of the Big 4 and a powerhouse in her own right. With the 2nd highest base damage out of the Big 4, PK is able to dole out significant damage, as long as she hits her shots. Her low accuracy means she will need to be supported with accuracy-buffing equipment or tile buffs when against unarmored foes. It is important to mention that her 2.6x multiplier bullet can miss hence accuracy is very important for her. With a maxed out ammo box, PK will have a clip size of 16, meaning she'll be able to proc her passive 4 times before needing to reload. Though, with the introduction of fairies, when paired with the right fairy and doll her accuracy issue is out of the window, allowing her to equip VFL which further amplifies her damage of normal attack outside of skill proc. Her tile buffs are serviceable, giving shotguns some extra damage to clean up the small fry. It allows her to buff maintank SG from pos 1. Generally when running PK, due to the nature of her low accuracy, you will want to run accuracy buffing HG (SAA/Serdyukov etc.) and/or fairy that boost accuracy (Rescue/Fury) further, your goal would be 35 accuracy or higher when doing this, so do abit of math. Just give her the correct setup and she won't be disappointing you. optional. | Will make you work for it to | ||||||||||||||||||||||||||||||||||
395 | T-Doll Equipment | get her from 0-2 - Ceia | |||||||||||||||||||||||||||||||||||||
396 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
397 | 96 | 21 | 23 | 84 | 950 | ||||||||||||||||||||||||||||||||||
398 | "3rd of Big 4" | ||||||||||||||||||||||||||||||||||||||
399 | Buffs SG Damage 18% | ||||||||||||||||||||||||||||||||||||||
400 | yet another Kishiyo's | ||||||||||||||||||||||||||||||||||||||
401 | artwork | ||||||||||||||||||||||||||||||||||||||
402 | Terminating Barrage: After every 3 hits, the next hit will inflict 2.6x damage. | ||||||||||||||||||||||||||||||||||||||
403 | |||||||||||||||||||||||||||||||||||||||
404 | |||||||||||||||||||||||||||||||||||||||
405 | Passive | ||||||||||||||||||||||||||||||||||||||
406 | |||||||||||||||||||||||||||||||||||||||
407 | MG3 (NO. 88) ★★★★ | Magazine | ○ Nothing | ○ Low base FP ○ 2nd volley skill with awful multiplier | "This is my win!" | ○ Special Equipment: 无限弹链箱 (ROUNDS+30, DMG-25, ACC-10, EVA-2) | |||||||||||||||||||||||||||||||||
408 | Accessories | Clip | 10 | Rheinmetall MG3. As a more-known MG derived from its WW2 counterparts, it's unnerving how her ability can't match the quality of the other Dolls based on recent MGs. In terms of damage, MG3 falls short of even MG4. Her skill is something truly ungodly. With a low base damage, a 30% FP increase just isn't high enough. Adding to the weakness of this skill is the fact that it has a long initial CD of 8s, which pushes it into second volley territory. MG3's tile buff is decent for offensive SGs, but otherwise it's not very impressive. Given the tendencies of higher armor SG being needed in the future, her tiles can't redeem her low damage (as they can for someone like MG4). Her special equipment increases her clip size by a monstrous amount while decreasing her damage, giving her a niche role of eliminating massive stacks of trash mobs, something an AR could've done without the cost of a MG and the investment in a special equip. Not recommended. | About 2nd Volley Skills | ||||||||||||||||||||||||||||||||||
409 | T-Doll Equipment | * Click the link for more info | |||||||||||||||||||||||||||||||||||||
410 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
411 | 85 | 26 | 21 | 130 | 990 | While her name is "MG3", | |||||||||||||||||||||||||||||||||
412 | she is from other MG | ||||||||||||||||||||||||||||||||||||||
413 | Buffs SG Damage 10% Accuracy 15% | variants than MG4 & MG5. | |||||||||||||||||||||||||||||||||||||
414 | manpower rsc girl | ||||||||||||||||||||||||||||||||||||||
415 | |||||||||||||||||||||||||||||||||||||||
416 | Lock and Load: Increase damage by 30% for 8s and rounds for the current salvo by 4. | ||||||||||||||||||||||||||||||||||||||
417 | |||||||||||||||||||||||||||||||||||||||
418 | |||||||||||||||||||||||||||||||||||||||
419 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
420 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
421 | Mk48 (NO. 121) ★★★★ | Magazine | ○ Higher clip size than her competitors ○ Low initial cooldown | ○ Lower base FP than her competitors | "Yes, just like this, focus all of your attentions to me!" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | I hope you like hospital | ||||||||||||||||||||||||||||||||
422 | Accessories | Clip | 10 | MK48 is one of the Hunting Impulse (HI) MGs, standing firming as the 2nd tier of MGs. With the introduction of fairies, sufficient crit damage buff makes Hunting Impulse on par if not better than Terminating Barrage (MG5, PK, M2HB) given the right condition. At level 100, 90 affection and skill level 6, Mk48 boasts a solid 40 accuracy, enough to hit anything that moves under her rain of lead. While her base FP is lower than of the other 2 HI skill MGs (LWMMG, M1919A4), what sets her apart from the two is her better clip size, leading to more hard-htting crit bullets and thus better long term damage potential. Due to the lower FP, she primarily wants EOT as her scope choice to push her damage higher. Generally, in the content where you can run Big 4, HI MGs also would be a good choice, just make sure you give them their much-needed ammo box. In most cases, Hunting Impulse would be best at SL6. If you are willing to tap dance her to delay her shot until her cooldown is reached, then you can consider going higher. Despite some shortcomings, Mk48 is optional. | food | ||||||||||||||||||||||||||||||||||
423 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
424 | DMG | ACC | EVA | ROF | HP | Hope your shoulders | |||||||||||||||||||||||||||||||||
425 | 90 | 25 | 26 | 112 | 870 | aren't stiff. | |||||||||||||||||||||||||||||||||
426 | |||||||||||||||||||||||||||||||||||||||
427 | Buffs SG Rate of Fire 18% | *SM intensifies* | |||||||||||||||||||||||||||||||||||||
428 | |||||||||||||||||||||||||||||||||||||||
429 | Will step on you | ||||||||||||||||||||||||||||||||||||||
430 | Hunting Impulse: Increase self accuracy by 70% and all hits will be critical for 6s. | Will break your neck | |||||||||||||||||||||||||||||||||||||
431 | |||||||||||||||||||||||||||||||||||||||
432 | |||||||||||||||||||||||||||||||||||||||
433 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
434 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
435 | AEK-999 (NO. 149) ★★★★ | Magazine | ○ Good armor tiles | ○ 2nd volley skill ○ Pointless night niche | "An expected result! The encore of this victory, is still for next time~" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
436 | Accessories | Clip | 10 | AEK-999 has the highly sought-after Hunting Impulse (HI) skill that would've made her an incredible MG, however, she was cursed with a far longer cooldown due to night specialization. As you can tell AEK-999 comes with the night version of HI. Unlike its daytime variation, night HI gives additional FP on top of the usual accuracy and crit buff, all at the cost of almost tripling its cooldown. The result is awful. Not only her cooldown is in the same tier as second volley MGs, the once signature crit and accuracy buff from HI is nearly pointless during night, assuming you run VFL and fight 0 evasion armors primarily. The added bonus does not help at all, giving awful multiplier comparable to Lock and Load even during nighttime, while having zero effect during daytime. AEK ends up being a MG with mediocre stats and a terrible second volley skill. Not recommended. | |||||||||||||||||||||||||||||||||||
437 | T-Doll Equipment | she looks tomboy af | |||||||||||||||||||||||||||||||||||||
438 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
439 | 89 | 29 | 28 | 120 | 825 | Keep your headphones | |||||||||||||||||||||||||||||||||
440 | safe from NTW, AEK | ||||||||||||||||||||||||||||||||||||||
441 | Buffs SG Rate of Fire 15% Armor 10% | ||||||||||||||||||||||||||||||||||||||
442 | search up her skins, | ||||||||||||||||||||||||||||||||||||||
443 | you won't regret it | ||||||||||||||||||||||||||||||||||||||
444 | Hunting Impulse N: During nighttime, increase damage by 40% (no increase during daytime), accuracy by 70% (20% during day time), and all hits will be critical hits for 6s. | ||||||||||||||||||||||||||||||||||||||
445 | |||||||||||||||||||||||||||||||||||||||
446 | |||||||||||||||||||||||||||||||||||||||
447 | |||||||||||||||||||||||||||||||||||||||
448 | |||||||||||||||||||||||||||||||||||||||
449 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
450 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
451 | Ameli (NO. 185) ★★★★ | Magazine | ○ Very high base accuracy ○ Great armor tile and coverage ○ Good special equip | ○ Very low base FP ○ Very low clip size ○ 2nd volley skill ○ Pointless night niche | "In either case that I won, I've completed my purpose, right?" | ○ Special Equipment: Tactical Memory Module (DMG+8, ROUNDS+6, ACC-3) (Available in Christmas event shop) | |||||||||||||||||||||||||||||||||
452 | Accessories | Clip | 8 | Ameli is yet another night centric MG to be introduced to the server. She features amazing tiles but crippled by an awful skill and mediocre stats. Ameli comes with the highest base accuracy among MGs. Her tiles are among the best that MGs can offer, giving a whooping 15% armor buff. As an offset, she also comes with some of the lowest FP and clip size. Her skill doesn't help her one bit, being a Lock and Load on top of being pointlessly night-orientated. You might as well treat her as non having a skill during daytime due to the non-existing multiplier (not that you will use her skill that often given it's 2nd volley). Fortunately for Ameli, she comes with her own special equipment that alleviates many of her weaknesses. Her FP and clip size is improved to a usable state, giving her a fair advantage during 1st volley. This is especially important as she is now in a much better spot stats-wise in comparison to other armor buffing MGs like MG4, Negev, or Alma. Overall, her use case is still limited to armor stacking, but at least those who CE pad would appreciate her a bit more. Ameli is optional with her special equipment, otherwise she is not recommended. | |||||||||||||||||||||||||||||||||||
453 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
454 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
455 | 83 | 38 | 42 | 149 | 705 | ||||||||||||||||||||||||||||||||||
456 | |||||||||||||||||||||||||||||||||||||||
457 | Buffs SG Damage 10% Armor 15% | ||||||||||||||||||||||||||||||||||||||
458 | |||||||||||||||||||||||||||||||||||||||
459 | |||||||||||||||||||||||||||||||||||||||
460 | Lock and Load N: During nighttime, increases damage by 50% (11% during daytime) for 8s and rounds for the current salvo by 4. | RIP Christmas Tree MG | |||||||||||||||||||||||||||||||||||||
461 | |||||||||||||||||||||||||||||||||||||||
462 | |||||||||||||||||||||||||||||||||||||||
463 | |||||||||||||||||||||||||||||||||||||||
464 | |||||||||||||||||||||||||||||||||||||||
465 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
466 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
467 | Type80 (NO. 199) ★★★★ | Magazine | ○ High base FP | ○ 2nd volley skill | "That went well! When is the next fight?" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | has sharp eyes | ||||||||||||||||||||||||||||||||
468 | Accessories | Clip | 10 | Type80 is essentially the 4★ version of MG42, with fairly decent stats spread overall. One could say she's BAR but with better clip size. Unfortunately stats alone do not make for a great MG. Type80 is a 2nd volley MG, and as a result she cannot compete with Big 4 nor Hunting Impulse MG in term of offensive. Unlike BAR, she does not have any armor tile buff to provide additional support to the team, nor a powerful MOD in the future to save her from mediocrity. She is not recommended. | dat bubble gum | ||||||||||||||||||||||||||||||||||
469 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
470 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
471 | 93 | 26 | 24 | 118 | 870 | ||||||||||||||||||||||||||||||||||
472 | |||||||||||||||||||||||||||||||||||||||
473 | Buffs SG Damage 10% Accuracy 15% | ||||||||||||||||||||||||||||||||||||||
474 | |||||||||||||||||||||||||||||||||||||||
475 | |||||||||||||||||||||||||||||||||||||||
476 | Damage Focus MG: Increase damage by 70% for 6s. | ||||||||||||||||||||||||||||||||||||||
477 | |||||||||||||||||||||||||||||||||||||||
478 | |||||||||||||||||||||||||||||||||||||||
479 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
480 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
481 | Type80 (MOD 3) ★★★★★ | Magazine | ○ SGs can kite ○ Skill 1 passive applies to first volley ○ Higher uptime for 2nd volley skill | ○ No armor tiles despite heavy investment | |||||||||||||||||||||||||||||||||||
482 | Accessories | Clip | 10 | Type 80's neural upgrade now turns her into a weird support MG. Her Mod 1 makes her tile layout even more jank to cover the entire middle row, and now buffs MGs. Nice because her tiles give firepower. The lower cooldown on her skill 1 helps with long-term DPS, as she is able to use her skill more often after the second volley. If there are many enemies in the fight, her passive portion can be quite helpful starting from the first volley due to the damage increase from switching targets. Another reason Type 80 Mod becomes a kind of support besides her tiles is due to her skill 2. She passively boosts the move speed of any MG and SG on her tiles, letting them run extremely fast and possibly even kite enemies/dodge shots. Since she is not on her own tiles, Type 80 Mod cannot benefit from her own skill 2, so overall team speed is still MG speed. This isn't a normal need due to MGSGs usually only needing to stand still and shoot, but it has a potential niche due to the units normally being so slow. While skill 1 is active, skill 2 also gives the following benefits: A damage buff. 10 points of HP-shield if the T-Doll reloads. That's the ally reloading, not Type 80 Mod, so Defender would get a 10-point HP shield every 2 seconds. Mod 3 is more of the same, an ammo SPEQ that gives regular AP ammo levels, but 10 FP like a sniper ammo. Not really needed most of the time since sniper ammo exists, so Mod 2 is the best stopping point. Type 80 Mod's damage output is actually quite decent, and she even gets a standout passive that applies during skill 1, but she's rather outclassed in the damage department by the likes of RPK-203 and Kord, and also lacks armor tiles to really justify her in an armorstack heavy meta. She's decent but really just optional. | |||||||||||||||||||||||||||||||||||
483 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
484 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
485 | 98 | 29 | 25 | 119 | 915 | ||||||||||||||||||||||||||||||||||
486 | (+5) | (+3) | (+1) | (+1) | (+45) | ||||||||||||||||||||||||||||||||||
487 | |||||||||||||||||||||||||||||||||||||||
488 | Buffs SG, MG Damage 15% Accuracy 15% | ||||||||||||||||||||||||||||||||||||||
489 | |||||||||||||||||||||||||||||||||||||||
490 | |||||||||||||||||||||||||||||||||||||||
491 | Fire Support: Passive: The first shot directed at a new target gains 50% increased damage. Active: Increase damage by 70% for 6 seconds. Formation Enhancement: MG and SG units standing on her tiles recieve a Formation Enhancement buff. Move speed increases by 10 points when standing on the tiles. While Type 80's Skill 1 is active, the effect of Formation Enhancement becomes more potent - damage increases by 20% and every reload grants a 10-point shield that lasts for 6 seconds. | ||||||||||||||||||||||||||||||||||||||
492 | |||||||||||||||||||||||||||||||||||||||
493 | |||||||||||||||||||||||||||||||||||||||
494 | |||||||||||||||||||||||||||||||||||||||
495 | |||||||||||||||||||||||||||||||||||||||
496 | |||||||||||||||||||||||||||||||||||||||
497 | |||||||||||||||||||||||||||||||||||||||
498 | |||||||||||||||||||||||||||||||||||||||
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500 | |||||||||||||||||||||||||||||||||||||||
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503 | |||||||||||||||||||||||||||||||||||||||
504 | |||||||||||||||||||||||||||||||||||||||
505 | |||||||||||||||||||||||||||||||||||||||
506 | Passive | ||||||||||||||||||||||||||||||||||||||
507 | |||||||||||||||||||||||||||||||||||||||
508 | Mk46 (NO. 240) ★★★★ | Magazine | ○ High base accuracy | ○ Very low base FP ○ Low clip size ○ 2nd volley skill | "That went well! When is the next fight?" | ||||||||||||||||||||||||||||||||||
509 | Accessories | Clip | 9 | The Mk46 is a variant of the M249 SAW. Unfortunately, like SAW, her performance is utterly lacking in-game. Her statline is almost identical to SAW, who is already widely considered one of the worst MGs due to her exceptionally low FP, except Mk46 has even lower FP (she is now the MG with the lowest FP in the game). Although Mk46 has one ammo higher than SAW, 9 ammo is still low on average and is nowhere near enough to compensate for her terrible damage stat.
As a 2nd volley MG, Mk46 contributes nothing for the first ~10 seconds of the battle. Her skill trades away some FP multiplier for an unnecessary accuracy buff to her already high accuracy, leading to subpar damage potential. The short version of it? Not recommended. | |||||||||||||||||||||||||||||||||||
510 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
511 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
512 | 78 | 34 | 36 | 142 | 810 | ||||||||||||||||||||||||||||||||||
513 | |||||||||||||||||||||||||||||||||||||||
514 | Buffs SG Damage 10% Accuracy 10% | ||||||||||||||||||||||||||||||||||||||
515 | |||||||||||||||||||||||||||||||||||||||
516 | |||||||||||||||||||||||||||||||||||||||
517 | Strike Focus MG: Increase damage by 50% and accuracy by 70% for 6s. | ||||||||||||||||||||||||||||||||||||||
518 | |||||||||||||||||||||||||||||||||||||||
519 | |||||||||||||||||||||||||||||||||||||||
520 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
521 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
522 | UKM-2000 (NO. 254) ★★★★ | Magazine | ○ High clip size | ○ 2nd volley skill with no offensive buff ○ Pointless night niche | |||||||||||||||||||||||||||||||||||
523 | Accessories | Clip | 11 | An MG that somehow manages to take Lock and Load, already one the worst MG skills, and make it even worse. UKM's skill manages to be astoundingly useless, replacing the damage buff from Lock and Load with an accuracy buff of all things. White Night's Solo is a long cooldown night focused skill that provides accuracy, extra ammo and reduced reload time. Night focused MGs have historically had a terrible track record, and UKM-2000 fails to break this trend, considering the accuracy buff she gets at night is still nowhere near enough to offset the nighttime accuracy penalty. At night time, the only enemies MGs should be realistically expected to fight are ones with zero evasion, rendering accuracy buffs pointless. Adding insult to injury, this skill is incredibly anemic for its long cooldown. Compare to Hunting Impulse MGs such as Mk48, UKM-2000 takes 8 seconds to gain the accuracy buff, whereas the Hunting Impulse MGs can do so 3 seconds in, on top of improving their damage through gaining 100% crit and has no night restriction. TL;DR, utterly unsalvageable unless you really like chuuni Polish catgirls. Not recommended. | |||||||||||||||||||||||||||||||||||
524 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
525 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
526 | 90 | 26 | 26 | 115 | 845 | ||||||||||||||||||||||||||||||||||
527 | |||||||||||||||||||||||||||||||||||||||
528 | Buffs SG Damage 10% Accuracy 15% | ||||||||||||||||||||||||||||||||||||||
529 | |||||||||||||||||||||||||||||||||||||||
530 | |||||||||||||||||||||||||||||||||||||||
531 | White Night's Solo: During nighttime, increase accuracy by 80% (40% during daytime) for 8s, additionally extend the current salvo by 4 ammo (2 ammo during day) and decreases reload time by 30%. | ||||||||||||||||||||||||||||||||||||||
532 | |||||||||||||||||||||||||||||||||||||||
533 | |||||||||||||||||||||||||||||||||||||||
534 | |||||||||||||||||||||||||||||||||||||||
535 | |||||||||||||||||||||||||||||||||||||||
536 | |||||||||||||||||||||||||||||||||||||||
537 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
538 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
539 | Chauchat (NO. 264) ★★★★ | Magazine | ○ Very high base FP ○ High base accuracy | ○ Low clip size ○ 2nd volley skill ○ Skill has no direct buff to offensive stats | |||||||||||||||||||||||||||||||||||
540 | Accessories | Clip | 9 | Chauchat is a MG that attempts to close the gap between first volley powerhouses and the other skill-dependent MGs. Chauchat herself is quite usable. Good stat baseline, a skill that reduces downtime in between volleys; all nice things that you would want in fights that do go beyond the first volley. She has a decent showing in fights that go on for quite a long time. Here is the problem though. For these fights, why not use Negev? If you don't have Negev, you soon will have the other queen of long fights, Lewis. She is inferior in all ways compared to the free Lewis Gun. Lewis is acquired during Isomer, and is arguably much more accessible for players than Chauchat, who must be crafted using a fairly expensive doll recipe. Chauchat is not recommended. There is no reason to raise Chauchat, when Lewis Gun is far superior in all aspects and easier to acquire (with a much better use ratio for the cost). | |||||||||||||||||||||||||||||||||||
541 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
542 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
543 | 102 | 34 | 30 | 81 | 845 | ||||||||||||||||||||||||||||||||||
544 | |||||||||||||||||||||||||||||||||||||||
545 | Buffs SG Rate of Fire 12% Armor 12% | ||||||||||||||||||||||||||||||||||||||
546 | |||||||||||||||||||||||||||||||||||||||
547 | |||||||||||||||||||||||||||||||||||||||
548 | Fleur-de-lis: Passive: Start the battle with 1 fleur-de-lis. Gain 1 fleur-de-lis every 4s. Max 4 stacks. Active: Consume 1 fleur-de-lis to reduce the time of the next reload by 20%. Max 2 stacks. | ||||||||||||||||||||||||||||||||||||||
549 | |||||||||||||||||||||||||||||||||||||||
550 | |||||||||||||||||||||||||||||||||||||||
551 | |||||||||||||||||||||||||||||||||||||||
552 | |||||||||||||||||||||||||||||||||||||||
553 | |||||||||||||||||||||||||||||||||||||||
554 | |||||||||||||||||||||||||||||||||||||||
555 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
556 | Skill CD | 2s | |||||||||||||||||||||||||||||||||||||
557 | M1895 CB (NO. 275) ★★★★ | Magazine | ○ First volley is 3 times the length of a normal first volley ○ No reload downtime until ~16 second mark ○ Passive damage skill | ○ Severe accuracy debuff from using reserve ammo ○ Reserve ammo regain rate is extremely slow | |||||||||||||||||||||||||||||||||||
558 | Accessories | Clip | 10 | What if MGs weren't constrained by clip size? M1895 CB is essentially the answer to that question, an MG who lugs around a massive stock of reserve ammo so she can sidestep one of the normal weaknesses of MGs. Stat wise, M1895 CB isn't anything special, though her stats are well balanced, with no glaring weaknesses to note. For the first 5 seconds of a fight she's no better than most MGs and should not be used if you expect the fight to be over within the length of a normal MG first volley. Past the 5 second mark is where M1895 CB proves her keep. Almost every other MG would need to stop and reload for at least 5 seconds at this point, but Preparedness lets M1895 CB switch over to a massive stock of 30 reserve ammo, letting her keep shooting at the cost of accuracy. In effect this lets her shoot off 3 volleys in the time most MGs would have only managed 2, with no downtime required until the 16 second mark. The tradeoff for this is that a stacking accuracy penalty is applied every time M1895 CB uses reserve ammo to shoot, rapidly degrading her accuracy into nothing. Against enemies with evasion, this penalty means she falls off once other MGs get into their second volley, but against targets without evasion this debuff is inconsequential and M1895 CB is able to keep doing full damage throughout the entire duration other MGs are stuck reloading. In effect this puts her so far ahead that other MGs are stuck playing catch-up until the 3rd to 4th volley. An excellent first volley MG who can outperform even her 5★ counterparts. Recommended to bring to any situation where you're facing low or zero evasion enemies. | |||||||||||||||||||||||||||||||||||
559 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
560 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
561 | 90 | 26 | 23 | 131 | 950 | ||||||||||||||||||||||||||||||||||
562 | |||||||||||||||||||||||||||||||||||||||
563 | Buffs SG Accuracy 12% Armor 10% | ||||||||||||||||||||||||||||||||||||||
564 | |||||||||||||||||||||||||||||||||||||||
565 | |||||||||||||||||||||||||||||||||||||||
566 | Preparedness: Active: Press skill to activate Reserve Ammo Shooting mode. Each attack will use 1 reserve ammo to increase damage by 20% and decrease accuracy by 15% up to a max of 10 stacks for 5s. Normal ammo remaining will be used up before using the reserve ammo. Press skill again to deactivate Reserve Ammo Shooting mode. Passive: Start the battle with 30 reserve ammo. Gain 1 reserve ammo every 3s when not reloading. | ||||||||||||||||||||||||||||||||||||||
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569 | |||||||||||||||||||||||||||||||||||||||
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573 | |||||||||||||||||||||||||||||||||||||||
574 | |||||||||||||||||||||||||||||||||||||||
575 | |||||||||||||||||||||||||||||||||||||||
576 | |||||||||||||||||||||||||||||||||||||||
577 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
578 | Skill CD | 5s | |||||||||||||||||||||||||||||||||||||
579 | PM1910 (NO. 319) ★★★★ | Magazine | ○ Extended first volley | ○ Low base FP
○ Ineffective passive ○ Long reload times | |||||||||||||||||||||||||||||||||||
580 | Accessories | Clip | 10 | PM1910 is a MG that didn't get the memo on what we wanted from the current meta. Her skill is a cheap copy of M1895 CB, with less ammo than her counterpart, a mediocre accuracy buff, no FP increase, and an increased reload time. Her passive only activates for the 4 seconds she isn't reloading, and the buffs provided by the skill barely increase DPS or survivabilty. The only notable thing about her is that her armor tiles aren't weak. But in an era of countless extended volley MGs, she doesn't do anything special that former top MGs couldn't do. PM1910 is Not Recommended for anyone to use, as her limited status removes even the option of her being a cheap replacement of a different extended volley MG. | |||||||||||||||||||||||||||||||||||
581 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
582 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
583 | 90 | 27 | 25 | 104 | 950 | ||||||||||||||||||||||||||||||||||
584 | |||||||||||||||||||||||||||||||||||||||
585 | Buffs SG Damage 10% Armor 15% | ||||||||||||||||||||||||||||||||||||||
586 | |||||||||||||||||||||||||||||||||||||||
587 | |||||||||||||||||||||||||||||||||||||||
588 | Spreading Bloodthirst: [Passive]: During reloading state, allies on her tiles gain 20% evasion, whereas allies not on her tiles gain 10% damage. [Active]: Extends the current volley by +12 ammo. When using additional ammo, increases own accuracy by 80% and extends the next reload time by 4 seconds. | ||||||||||||||||||||||||||||||||||||||
589 | |||||||||||||||||||||||||||||||||||||||
590 | |||||||||||||||||||||||||||||||||||||||
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598 | |||||||||||||||||||||||||||||||||||||||
599 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
600 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
601 | LS26 (NO. 362) ★★★★ | Magazine | ○ Potential for complete damage immunity ○ Extra Ammo | ○ Non-Permanent (very poor uptime) | |||||||||||||||||||||||||||||||||||
602 | Accessories | Clip | 9 | LS26 is certainly an interesting MG to the current meta. With decent base stats and a skill with a curious application, she definitely is a doll to consider. Passively, she debuffs the enemies while reloading. With a standard ammo box, the debuff is applied for longer, and with a bipod, the debuff is applied more often. The specifics depend on her RoF and ammo count being changed in any manner, but you can consider both to result in roughly the same debuff uptime. Her active, the main draw of her skill, provides 6+ ammo to herself and those in her column (1, 4, 7 in practice) and causes damage intake on dolls on her tiles to be a fixed 5 damage. This forced 5 damage is an incredibly unique effect, which can be either beneficial or detrimental depending on the usecase. A standard SG will no longer be able to immune damage using flashbang ammo, and high RoF low damage enemies that formerly would be ignored are now a serious problem to many SGs. But her ability to turn high damage shots that would shred through SG armor to peanuts is in its own league, a trait many teams require specialist compositions to recreate (such as RMB MOD+Defender with FP down HGs). So while for many usecases she isn't excellent, there may be a few standout enemy groups that benefit greatly from her presence. But this wouldn't be a proper analysis without discussing her primary partner in actual usage: M26 MASS. MASS herself has a damage threshold of 5, being able to immune any damage taken when under LS26's buff. Paired with Flashbang ammo, during LS26 skill downtime, she can still immune damage 8 and under, making for a powerful combo when baiting out high-damage skill shots from the enemy. LS26 is a support MG at her core, with decent self DPS in a pinch. She is Optional to those who may find themselves in need of true damage immunity when pairing with M26 MASS. | |||||||||||||||||||||||||||||||||||
603 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
604 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
605 | 108 | 30 | 25 | 96 | 830 | ||||||||||||||||||||||||||||||||||
606 | |||||||||||||||||||||||||||||||||||||||
607 | Buffs SG Accuracy 12% Armor 15% | ||||||||||||||||||||||||||||||||||||||
608 | |||||||||||||||||||||||||||||||||||||||
609 | |||||||||||||||||||||||||||||||||||||||
610 | Snowfield Refraction: [Passive]: While reloading, reduce enemy units' rate of fire and accuracy by 20%. [Active]: Increases ammo capacity of self and MG T-Dolls on the same column by +6. Also grants a special buff on allies on her buff tiles that renders all damage intake to a fixed value of 5 for 5 seconds and extends the duration of their next reload by 2 seconds. | ||||||||||||||||||||||||||||||||||||||
611 | |||||||||||||||||||||||||||||||||||||||
612 | |||||||||||||||||||||||||||||||||||||||
613 | |||||||||||||||||||||||||||||||||||||||
614 | |||||||||||||||||||||||||||||||||||||||
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616 | |||||||||||||||||||||||||||||||||||||||
617 | |||||||||||||||||||||||||||||||||||||||
618 | |||||||||||||||||||||||||||||||||||||||
619 | |||||||||||||||||||||||||||||||||||||||
620 | |||||||||||||||||||||||||||||||||||||||
621 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
622 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
623 | M2HB (NO. 77) ★★★ | Magazine | ○ Very high base FP ○ Passive skill | ○ Very low base accuracy ○ Awkward clip size that does not synergy with her passive ○ Low multiplier due to low rarity | "Easy peasy!" | ○ Passive portion cannot crit ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
624 | Accessories | Clip | 10 | M2HB is the last of the Big 4. Fitting for her role, as her gimmick is that she boasts the highest FP stat of 102, but the lowest accuracy stat of 18 among the Big 4. When there's no evasion factor, she'd be capable of dealing massive damage. Her accuracy is her biggest drawback in general battles. M2HB is often relegated to stronger accuracy-buffing scopes to compensate for her abysmal base stat. With enough accuracy buffs from SGs, HGs, and fairies, firepower-focused scopes can be equipped. Normally, it is recommended to equip ITI on her since her base accuracy is absurdly low. Though, with accuracy buff from fairy and also accuracy tile from HG such as SAA, she can often equip EOT too. It takes alot of effort to get her to the range where she can equip VFL (35 acc) so it is normally not recommended. M2HB also falls short in optimal use of her passive due to clip size. With a total count of 15 with a max enhanced ammo box, she can only proc her passive three times, whereas PK and MG5 can proc it up to four times (in addition to superior multiplier of their skills). M2HB can still compete with her sheer base damage, but missing out on a proc is unfortunate. With proper accuracy buffs to support her damage, she will not disappoint you. Budget and efficient offensive choice. Optional. | |||||||||||||||||||||||||||||||||||
625 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
626 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
627 | 102 | 18 | 16 | 100 | 1075 | "Ma Deuce" | |||||||||||||||||||||||||||||||||
628 | "4th of Big 4" | ||||||||||||||||||||||||||||||||||||||
629 | Buffs SG Damage 22% | "Choroi" | |||||||||||||||||||||||||||||||||||||
630 | |||||||||||||||||||||||||||||||||||||||
631 | |||||||||||||||||||||||||||||||||||||||
632 | Terminating Barrage: After every 3 hits, the next hit will inflict 2.4x damage. | ||||||||||||||||||||||||||||||||||||||
633 | |||||||||||||||||||||||||||||||||||||||
634 | |||||||||||||||||||||||||||||||||||||||
635 | Passive | ||||||||||||||||||||||||||||||||||||||
636 | |||||||||||||||||||||||||||||||||||||||
637 | M249 SAW (NO. 79) ★★★ | Magazine | ○ High base accuracy | ○ Very low base FP ○ Very low clip size ○ 2nd volley skill ○ Pointless night niche ○ Limited map drop doll (5-6 and 5-4e) | "Heeh? It's surprisingly easy, next time I can slack off more...~" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
638 | Accessories | Clip | 8 | Another lazy bum to be added into the MG roster in GFL. Sadly, unlike the other lazy bums, MICA decided to give her such an unoptimal skill and stats that that make her hard to use. SAW shares the lowest MG damage stat with AAT-52 and the worst clip size at 8. Her accuracy is good, but is greatly eclipsed by her other stats. The skill is even more crushing. A 10% damage buff during daytime is pitifully low, with 45% nighttime multiplier being underaverage still (not to mention night MG being absolutely pointless). Like all of the dolls having Lock and Load skills, she simply is not recommended. | About 2nd Volley Skills | ||||||||||||||||||||||||||||||||||
639 | T-Doll Equipment | * Click the link for more info | |||||||||||||||||||||||||||||||||||||
640 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
641 | 79 | 35 | 36 | 139 | 785 | is a lazy bum too | |||||||||||||||||||||||||||||||||
642 | |||||||||||||||||||||||||||||||||||||||
643 | Buffs SG Rate of Fire 12% Accuracy 10% | "Azura" | |||||||||||||||||||||||||||||||||||||
644 | |||||||||||||||||||||||||||||||||||||||
645 | "The oceans gray waves | ||||||||||||||||||||||||||||||||||||||
646 | Lock and Load N: During nighttime, increases damage by 45% (10% during daytime) for 8s and rounds for the current salvo by 4. | mother fucker" | |||||||||||||||||||||||||||||||||||||
647 | |||||||||||||||||||||||||||||||||||||||
648 | |||||||||||||||||||||||||||||||||||||||
649 | |||||||||||||||||||||||||||||||||||||||
650 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
651 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
652 | M1919 A4 (NO. 80) ★★★ | Magazine | ○ High base FP ○ Low initial cooldown | ○ Low clip size ○ Awful tile placement | "Of course, I'm the strongest!" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
653 | Accessories | Clip | 9 | The timeless Browning design. Previously sitting comfortably in the 2nd tier of MGs, this MG is a good budget option. With the introduction of fairies, sufficient crit damage buff makes Hunting Impulse (HI) on par if not better than Terminating Barrage (MG5, PK, M2HB) given the right condition. With a very quick 3s for her initial cooldown, M1919A4 comes online just slightly later than the Big 4, melting targets her with high base FP of 96. At level 100, 90 affection and skill level 6, M1919A4 boasts a solid 41 accuracy, enough to hit anything that moves under her rain of lead. If you are able to run M1919A4 with an accuracy buffer like SAA, using a crit scope is helpful for more DPS outside the skill. This is because of the high FP stat some MG's have, which makes critical hits very powerful. Otherwise, using an EOT is also good to boost the damage of the critical hits during the skill and accuracy outside the skill. M1919A4 has unorthodox tiles in that she is only buffing a shotgun off-tank. SGs love armor and accuracy buffs, needing both an off-tank shotgun AND M1919A4 is rare since most fights are done with 1SG except for very specific few (e.g Judge fight). Generally, in the content where you can run Big 4, HI MGs also would be a good choice, just make sure you give them their much needed ammo box. In most cases, HI would be best at SL6. If you are willing to tap dance her to delay her shot until her cooldown is reached, then you can consider going higher. Despite some shortcomings, M1919A4 is optional. When the Big 4 eludes you or if you just need a budget option. Use this Browning to send them running. | |||||||||||||||||||||||||||||||||||
654 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
655 | DMG | ACC | EVA | ROF | HP | dat art looks iffy Mk. II - Zero | |||||||||||||||||||||||||||||||||
656 | 96 | 26 | 22 | 99 | 910 | ||||||||||||||||||||||||||||||||||
657 | Don't google the | ||||||||||||||||||||||||||||||||||||||
658 | Buffs SG Accuracy 25% Armor 10% | artist Zero - Batty | |||||||||||||||||||||||||||||||||||||
659 | |||||||||||||||||||||||||||||||||||||||
660 | too late :teriderp:, but his/her | ||||||||||||||||||||||||||||||||||||||
661 | Hunting Impulse: Increase self accuracy by 65% and all hits will be critical for 6s. | other artworks look better | |||||||||||||||||||||||||||||||||||||
662 | than this, imo - Zero | ||||||||||||||||||||||||||||||||||||||
663 | |||||||||||||||||||||||||||||||||||||||
664 | Initial CD | 3s | stramgly cute honestly | ||||||||||||||||||||||||||||||||||||
665 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
666 | RPD (NO. 84) ★★★ | Magazine | ○ High base accuracy | ○ Very low base FP ○ Very low clip size ○ 2nd volley skill ○ Limited monthly login reward doll (September 2018) | "This victory, I want to celebrate it with everyone!" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | About 2nd Volley Skills | ||||||||||||||||||||||||||||||||
667 | Accessories | Clip | 8 | RPD stands for "Raccoon City Police Department". Not. Here we have our first monthly MG T-Doll. Sadly there's nothing to speak highly of her for, aside from her high accuracy, which is enough to subside the need to buff it any further so as to have her equip a VFL. This is where her good points draw to a halt though. Her FP stat of 82 is low and she's grouped among MGs with the lowest clip size. Along with that, she has significantly less value due to her 2nd volley skill, and is overshadowed by the Big 4 and most of the Hunting Impulse MGs. The 65% FP increase to an already low FP stat is truly a wasted effort. Not recommended. | * Click the link for more info | ||||||||||||||||||||||||||||||||||
668 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
669 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
670 | 82 | 34 | 34 | 121 | 825 | ||||||||||||||||||||||||||||||||||
671 | |||||||||||||||||||||||||||||||||||||||
672 | Buffs SG Rate of Fire 16% | ||||||||||||||||||||||||||||||||||||||
673 | |||||||||||||||||||||||||||||||||||||||
674 | |||||||||||||||||||||||||||||||||||||||
675 | Damage Focus MG: Increase damage by 65% for 6s. | ||||||||||||||||||||||||||||||||||||||
676 | |||||||||||||||||||||||||||||||||||||||
677 | Why moegirl makes meh | ||||||||||||||||||||||||||||||||||||||
678 | Initial CD | 8s | girls look cute - Zero | ||||||||||||||||||||||||||||||||||||
679 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
680 | MG42 (NO. 86) ★★★ | Magazine | ○ High base FP | ○ Low base accuracy ○ 2nd volley skill | "I did it! I have to celebrate it with my big sister after this~" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
681 | Accessories | Clip | 10 | For a common 3★ MG, MG42 isn't actually slacking in term of stats. She comes with good FP but without the low clip size that plagues the low rarity MGs. If anything, she is at least a league ahead of most MGs at this rarity. However, being better than the worst does not necessarily translates to viability. Her tile is hard to use, her skill is second volley, and worst of all, she has three competitors far ahead of her, namely LWMMG, M1919A4 and M2HB. Given the high investment cost and low range of usage of the MG class, this immediately puts her in a bad spot. Not recommended. | About 2nd Volley Skills | ||||||||||||||||||||||||||||||||||
682 | T-Doll Equipment | * Click the link for more info | |||||||||||||||||||||||||||||||||||||
683 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
684 | 92 | 23 | 26 | 132 | 825 | ||||||||||||||||||||||||||||||||||
685 | |||||||||||||||||||||||||||||||||||||||
686 | Buffs SG Damage 22% | MG34's Sister | |||||||||||||||||||||||||||||||||||||
687 | "The Buzzsaw" | ||||||||||||||||||||||||||||||||||||||
688 | |||||||||||||||||||||||||||||||||||||||
689 | Damage Focus MG: Increase damage by 65% for 6s. | ||||||||||||||||||||||||||||||||||||||
690 | |||||||||||||||||||||||||||||||||||||||
691 | |||||||||||||||||||||||||||||||||||||||
692 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
693 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
694 | Bren (NO. 89) ★★★ | Magazine | ○ High base accuracy | ○ Very low clip size ○ 2nd volley skill with awful multiplier | "Hmph, how's this?" | ○ Has a mod upgrade ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
695 | Accessories | Clip | 8 | Bren is dreadful. She has insignificant FP on top of awful clip size and an even worse skill. Her only redeeming quality is her high accuracy, which isn't enough to justify raising her. If you're looking for a budget, look elsewhere. Not recommended. | About 2nd Volley Skills | ||||||||||||||||||||||||||||||||||
696 | T-Doll Equipment | * Click the link for more info | |||||||||||||||||||||||||||||||||||||
697 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
698 | 89 | 31 | 28 | 102 | 870 | ||||||||||||||||||||||||||||||||||
699 | not to be confused with | ||||||||||||||||||||||||||||||||||||||
700 | Buffs SG Rate of Fire 10% Accuracy 12% | Bren Ten | |||||||||||||||||||||||||||||||||||||
701 | |||||||||||||||||||||||||||||||||||||||
702 | Receives a remodel in the future | ||||||||||||||||||||||||||||||||||||||
703 | Lock and Load: Increase damage by 30% and the number of rounds fired per volley by 3 (MOD 1 4). | ||||||||||||||||||||||||||||||||||||||
704 | |||||||||||||||||||||||||||||||||||||||
705 | |||||||||||||||||||||||||||||||||||||||
706 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
707 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
708 | Bren (MOD 3) ★★★★ | Magazine | ○ High base FP and accuracy | ○ SPEQ is an EOT instead of a VFL ○ Does not receive any bonus damage in skill 1 and skill 2 | |||||||||||||||||||||||||||||||||||
709 | Accessories | Clip | 8 | Bren MOD can be classified as one of the worst MODs to date, featuring an upgrade that doesn't fix anything about her performance. Her stat increase gives her a flat 10% FP buff, however everything else about her is a downfall. Her skill 2 “Interval of Strength” gives 15% accuracy and an extra bullet; buffs that she doesn't need and cannot use effectively. Her SPEQ, a glorified EOT, also gives stats she doesn't particularly want. Not only will Bren never utilize 15 bullets effectively, but even with this many bullets she still doesn’t come close to the damage that passive skill and Hunting Impulse MGs can reach. Bren MOD only ever improves on her accuracy while trying to become a budget Lewis/Negev with her passive. Due to these reasons she is not recommended. But hey, at least you can CE stack in theatre better. | |||||||||||||||||||||||||||||||||||
710 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
711 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
712 | 97 | 34 | 29 | 103 | 890 | ||||||||||||||||||||||||||||||||||
713 | (+8) | (+3) | (+1) | (+1) | (+20) | ||||||||||||||||||||||||||||||||||
714 | |||||||||||||||||||||||||||||||||||||||
715 | Buffs SG Rate of Fire 10% Accuracy 15% | ||||||||||||||||||||||||||||||||||||||
716 | |||||||||||||||||||||||||||||||||||||||
717 | |||||||||||||||||||||||||||||||||||||||
718 | Interval of Strength: Increase accuracy by 15% and the number of rounds fired per volley by 1 after every reload. Max 3 stacks. | ||||||||||||||||||||||||||||||||||||||
719 | |||||||||||||||||||||||||||||||||||||||
720 | |||||||||||||||||||||||||||||||||||||||
721 | |||||||||||||||||||||||||||||||||||||||
722 | Passive | ||||||||||||||||||||||||||||||||||||||
723 | |||||||||||||||||||||||||||||||||||||||
724 | Gr MG23 (NO. 195) ★★★ | Magazine | ○ High base accuracy ○ Has armor tiles | ○ Low base FP ○ Low clip size ○ 2nd volley skill with awful multiplier ○ Limited monthly login reward doll (December 2019) | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | ||||||||||||||||||||||||||||||||||
725 | Accessories | Clip | 9 | MICA felt like breaking more hearts by continuing to add dolls with this horrid skill. MG23 is the next casualty in the Lock and Load wars, and it's even worse than the previous ones. MG23 suffers from two of the worst things to happen to a MG doll, the Lock and Load skill and awfully low base FP. Lock and Load is self-explanatory, with an awful multiplier on top of a long cooldown, and her 80 FP is among the worst FP a MG could possibly get, only 1 FP away from being on the same level as AAT-52. At least she comes with a rare armor tile and good base accuracy if you like her for some reason. Not recommended. | |||||||||||||||||||||||||||||||||||
726 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
727 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
728 | 80 | 34 | 34 | 135 | 745 | ||||||||||||||||||||||||||||||||||
729 | |||||||||||||||||||||||||||||||||||||||
730 | Buffs SG
Damage 8% Armor 12% | ||||||||||||||||||||||||||||||||||||||
731 | |||||||||||||||||||||||||||||||||||||||
732 | |||||||||||||||||||||||||||||||||||||||
733 | Lock and Load: Increase damage by 30% for 8s and rounds for the current salvo by 3. | ||||||||||||||||||||||||||||||||||||||
734 | |||||||||||||||||||||||||||||||||||||||
735 | |||||||||||||||||||||||||||||||||||||||
736 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
737 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
738 | 62 Shiki (NO. 249) ★★★ | Magazine | ○ High base accuracy ○ Has armor tiles | ○ Low clip size ○ 2nd volley skill | "Why is everyone doing weird victory poses by the way?" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
739 | Accessories | Clip | 9 | A new skill and the first Japanese MG introduced into Global server. She's got a 2nd volley skill that mixes increased damage with accuracy. The stat distribution is largely mediocre, with high accuracy being eclipsed by the low base damage stats. Worst of all, her skill, featuring a middling damage buff and a non-potent accuracy buff, nails her coffin. While high accuracy is appreciated on MGs, the stats is wasted when enemies are either non-evasive, or in 62 Shiki's case, on 2nd volley. 62 Shiki at least has a decent tile buff alongside its unique but viable placement for SGs, giving them a small amount of armor and accuracy. However, this is not nearly significant enough as there are plenty other MGs with better armor tiles out there. Below average stat distribution, low damage multiplier and a poor 2nd volley skill makes her not worth it. Not recommended. | our first JP gun in EN | ||||||||||||||||||||||||||||||||||
740 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
741 | DMG | ACC | EVA | ROF | HP | also known as Sumitomo | |||||||||||||||||||||||||||||||||
742 | 87 | 31 | 28 | 122 | 845 | NTK-62 in JSDF | |||||||||||||||||||||||||||||||||
743 | |||||||||||||||||||||||||||||||||||||||
744 | Buffs SG Accuracy 18% Armor 8% | another girl with eyepatch | |||||||||||||||||||||||||||||||||||||
745 | |||||||||||||||||||||||||||||||||||||||
746 | "sister" of XM8 and | ||||||||||||||||||||||||||||||||||||||
747 | Raid Focus MG: Increases Type 62's damage by 45% and accuracy by 65% for 6s. | type100 sakura | |||||||||||||||||||||||||||||||||||||
748 | |||||||||||||||||||||||||||||||||||||||
749 | |||||||||||||||||||||||||||||||||||||||
750 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
751 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
752 | K3 (NO. 271) ★★★ | Magazine | ○ High base accuracy ○ Has armor tiles | ○ Low base FP ○ Low clip size ○ 2nd volley skill with awful multiplier ○ Limited monthly login reward doll (October 2020) | |||||||||||||||||||||||||||||||||||
753 | Accessories | Clip | 9 | Another 3★ monthly login MG, and possibly the worst one yet. MICA pulled out all the stops this time, giving her an incredibly low FP stat for an MG at 78 and the awful second volley skill Lock and Load skill with a 3★ multiplier. Even if she has decent base accuracy or armor tiles, another terrible login MG called Gr MG23 still performs better than her in every way, and has better armor tiles and accuracy. As a better alternative for a 2nd volley MG, check out M1918 (BAR). K3 is not recommended. | |||||||||||||||||||||||||||||||||||
754 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
755 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
756 | 78 | 30 | 35 | 134 | 825 | ||||||||||||||||||||||||||||||||||
757 | |||||||||||||||||||||||||||||||||||||||
758 | Buffs SG
Accuracy 10% Armor 10% | ||||||||||||||||||||||||||||||||||||||
759 | |||||||||||||||||||||||||||||||||||||||
760 | |||||||||||||||||||||||||||||||||||||||
761 | Lock and Load: Increase damage by 30% for 8s and rounds for the current salvo by 3. | ||||||||||||||||||||||||||||||||||||||
762 | |||||||||||||||||||||||||||||||||||||||
763 | |||||||||||||||||||||||||||||||||||||||
764 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
765 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
766 | CAR (NO. 300) ★★★ | Magazine | ○ High base FP ○ High base accuracy | ○ 2nd volley skill ○ Very low clipsize ○ Limited monthly login reward doll (March 2021) | |||||||||||||||||||||||||||||||||||
767 | Accessories | Clip | 8 | Insert funny automobile joke here. As a 3★ monthly login MG, CAR comes with surprisingly high firepower and accuracy at the cost of awful clip size typical for her rarity. The fact that her skill is 2nd volley and that she does not even offer an armor tile means she has trouble keeping up with first volley MGs in terms of damage.
As a login doll CAR will make for a terrible budget option. If looking for better budget alternatives one might look at members of the old Big 4 like M2HB, and for second volley MGs try BAR. Due to these flaws CAR is simply not recommended. | |||||||||||||||||||||||||||||||||||
768 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
769 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
770 | 93 | 32 | 29 | 112 | 825 | ||||||||||||||||||||||||||||||||||
771 | |||||||||||||||||||||||||||||||||||||||
772 | Buffs SG Rate of Fire 10% Accuracy 12% | ||||||||||||||||||||||||||||||||||||||
773 | |||||||||||||||||||||||||||||||||||||||
774 | |||||||||||||||||||||||||||||||||||||||
775 | Damage Focus MG: Increase damage by 65% for 6s. | ||||||||||||||||||||||||||||||||||||||
776 | |||||||||||||||||||||||||||||||||||||||
777 | |||||||||||||||||||||||||||||||||||||||
778 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
779 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
780 | LWMMG (NO. 81) ★★ | Magazine | ○ High base FP ○ Low initial cooldown | ○ Low clip size | "To be able to help everyone with my power, I can't thank you all enough." | ○ Has a mod upgrade ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
781 | Accessories | Clip | 9 | Lightweight Medium Machine Gun, LWMMG, is a decent 2★ MG with the Hunting-Impulse (HI) skill, which was the 2nd best line of MGs behind Big 4. With the introduction of fairies, sufficient crit damage buff makes HI on par if not better than Terminating Barrage (MG5, PK, M2HB) given the right condition. LWMMG comes with excellent FP stats. Her low accuracy stats is fortunately covered by her skill. Speaking of skill, LWMMG comes with one of the better non-passive skill for MGs. With a lowly 3s initial cooldown, she is almost guaranteed to have her skill up every fight. The skill also has a rather linear scaling potential, as she has the guaranteed crit chance at any skill level. This fits her as a budget MG, as she does not need high skill level to perform well, and the lower multiplier due to rarity hardly affects her performance compared to higher rarity MGs. In the end, you only ever skill her up for the added duration. Definitely one of the best if not the best 2★ in game, budget and super strong. optional. | |||||||||||||||||||||||||||||||||||
782 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
783 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
784 | 95 | 24 | 22 | 90 | 870 | ||||||||||||||||||||||||||||||||||
785 | |||||||||||||||||||||||||||||||||||||||
786 | Buffs SG Damage 10% Rate of Fire 10% | ||||||||||||||||||||||||||||||||||||||
787 | |||||||||||||||||||||||||||||||||||||||
788 | |||||||||||||||||||||||||||||||||||||||
789 | Hunting Impulse: Increase self accuracy by 60% (MOD 1 70%) and all hits will be critical for 6s. | ||||||||||||||||||||||||||||||||||||||
790 | Receives a remodel in the future | ||||||||||||||||||||||||||||||||||||||
791 | |||||||||||||||||||||||||||||||||||||||
792 | Initial CD | 3s | PROTECC | ||||||||||||||||||||||||||||||||||||
793 | Skill CD | 18s | Hatsune Miku MG | ||||||||||||||||||||||||||||||||||||
794 | LWMMG (MOD 3) ★★★★ | Magazine | ○ Strong shield skill ○ Very high FP ○ Low ICD | ○ Poor uptime on shield ○ Limited shield coverage (1 doll only) ○ Damage falls off sharply after first volley | |||||||||||||||||||||||||||||||||||
795 | Accessories | Clip | 10 | Already considered a good budget option for MG, LWMMG was previously falling off in usefulness due to the declining importance of MGs in general and introduction of newer MGs, but gets a significant boost with this neural upgrade. Statwise, LWMMG is upgraded considerably, her already impressive for a 2 star statline seeing a large boost to FP and an increase in ammo count. Without further upgrades, mod 1 already improves her performance past Mk48 for relatively little cost, turning her into the strongest of the Hunting Impulse MGs. That said, the main benefit of the neural upgrade comes at mod 2; Shining Barrier is a skill that has a chance to provide a 5 HP shield to the doll on LWMMG's buff tile every time she shoots. During her skill 1 duration the shield activation chance is increased to 100%, meaning LWMMG will at minimum provide a 30 HP shield and at most up to 75 HP during the first volley, assuming a maxed ammo box. While LWMMG can only buff a single SG in front of her, this is a potent defensive skill due the very low ICD and the synergy of HP shields with armor, and works especially well with SGs that can already shield themselves. Thanks to her increased stats and the pseudo first-volley nature of Hunting Impulse, she doesn't compromise on offense either, bringing a respectable first volley to the table. The main limitation of LWMMG comes from the poor uptime of Hunting Impulse; her value as a DPS drops off sharply past the first volley, and this also affects the uptime of her shield as outside of her active duration her shield procs become unreliable. A niche neural upgrade for an MG many commanders may already have, rounding out a respectable offensive package with a powerful defensive support skill. Her defensive utility is however overshadowed by the introduction of flash ammo, reducing the requirement for shields to prevent chip damage on SGs. Recommendation for modding: Mod 2 to unlock her mod skill. Mod 3 optional, not suggested to use SPEQ unless a large amount of accuracy is required. | |||||||||||||||||||||||||||||||||||
796 | T-Doll Equipment | (+1) | |||||||||||||||||||||||||||||||||||||
797 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
798 | 103 | 27 | 24 | 92 | 890 | ||||||||||||||||||||||||||||||||||
799 | (+8) | (+3) | (+2) | (+2) | (+20) | ||||||||||||||||||||||||||||||||||
800 | |||||||||||||||||||||||||||||||||||||||
801 | Buffs SG Damage 15% Rate of Fire 15% | ||||||||||||||||||||||||||||||||||||||
802 | |||||||||||||||||||||||||||||||||||||||
803 | |||||||||||||||||||||||||||||||||||||||
804 | Shining Barrier: Every attack has a 20% chance to grant a 5 HP shield to the ally on her tile for 6s. The chance is increased to 100% during Hunting Impulse's activation. | ||||||||||||||||||||||||||||||||||||||
805 | |||||||||||||||||||||||||||||||||||||||
806 | |||||||||||||||||||||||||||||||||||||||
807 | |||||||||||||||||||||||||||||||||||||||
808 | |||||||||||||||||||||||||||||||||||||||
809 | |||||||||||||||||||||||||||||||||||||||
810 | |||||||||||||||||||||||||||||||||||||||
811 | |||||||||||||||||||||||||||||||||||||||
812 | |||||||||||||||||||||||||||||||||||||||
813 | Passive | ||||||||||||||||||||||||||||||||||||||
814 | |||||||||||||||||||||||||||||||||||||||
815 | DP28 (NO. 82) ★★ | Magazine | ○ LMG MOUNTED AND LOADED | ○ Low clip size ○ 2nd volley skill with awful multiplier | "There is none a single defeat. I told you so~" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
816 | Accessories | Clip | 9 | Another dreadful MG that people treat as scrap fodders, DP28 comes with underaverage stats and an awful skill. There isn't really much to talk about, as she is in the league with other Lock and Load MGs, albeit worse for having 2★ multiplier and stats spread. Not recommended. | About 2nd Volley Skills | ||||||||||||||||||||||||||||||||||
817 | T-Doll Equipment | * Click the link for more info | |||||||||||||||||||||||||||||||||||||
818 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
819 | 88 | 28 | 31 | 114 | 705 | calls you a "young man" | |||||||||||||||||||||||||||||||||
820 | If anyone finds her cute | ||||||||||||||||||||||||||||||||||||||
821 | Buffs SG Rate of Fire 15% | kindly add "Is cute" | |||||||||||||||||||||||||||||||||||||
822 | to the Pros | ||||||||||||||||||||||||||||||||||||||
823 | |||||||||||||||||||||||||||||||||||||||
824 | Lock and Load: Increase damage by 28% for 8s and rounds for the current salvo by 3. | LMG MOUNTED AND | |||||||||||||||||||||||||||||||||||||
825 | LOADED | ||||||||||||||||||||||||||||||||||||||
826 | |||||||||||||||||||||||||||||||||||||||
827 | Initial CD | 8s | Lord Tachanka would be | ||||||||||||||||||||||||||||||||||||
828 | Skill CD | 18s | proud of her | ||||||||||||||||||||||||||||||||||||
829 | MG34 (NO. 87) ★★ | Magazine | ○ Nothing | ○ Low base FP ○ 2nd volley skill | "Commander, I did it! I need to tell it to my little sister!" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
830 | Accessories | Clip | 10 | MG34 is simply a downgrade of her sister MG42. With a low base FP, mediocre accuracy and a second volley skill, she might as well be scrapped for parts. The only thing that is worth noting about her is her clip size, being better than her peers of the same rarity, and that's about it. If you're looking for a budget, look elsewhere. Not recommended. | About 2nd Volley Skills | ||||||||||||||||||||||||||||||||||
831 | T-Doll Equipment | * Click the link for more info | |||||||||||||||||||||||||||||||||||||
832 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
833 | 85 | 22 | 25 | 120 | 825 | ||||||||||||||||||||||||||||||||||
834 | MG42's Sister | ||||||||||||||||||||||||||||||||||||||
835 | Buffs SG Damage 20% | ||||||||||||||||||||||||||||||||||||||
836 | Also you should never use | ||||||||||||||||||||||||||||||||||||||
837 | the word budget and | ||||||||||||||||||||||||||||||||||||||
838 | Damage Focus MG: Increase damage by 60% for 6s. | MG together. | |||||||||||||||||||||||||||||||||||||
839 | |||||||||||||||||||||||||||||||||||||||
840 | |||||||||||||||||||||||||||||||||||||||
841 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
842 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
843 | FG42 (NO. 110) ★★ | Magazine | ○ Low initial cooldown | ○ Low base FP ○ Very low clip size | "We finally achieve victory...hah...thanks to everyone, I really appreciate it." | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
844 | Accessories | Clip | 8 | FG42 comes with a skill that activate in 3s. That alone already puts her in a pretty decent spot among MGs. Sadly, her stats are not up to par with other MGs even as a budget. Take LWMMG for example, a MG with the same skill and rarity as FG42. Her FP is 95, quite an improvement comparing to FG42's 87, and her clip size is also higher. If you want a budget, go with LWMMG, M1919A4 or M2HB instead. Not recommended. | |||||||||||||||||||||||||||||||||||
845 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
846 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
847 | 87 | 28 | 33 | 121 | 745 | ||||||||||||||||||||||||||||||||||
848 | sexy waist exposure | ||||||||||||||||||||||||||||||||||||||
849 | Buffs SG Accuracy 30% | ||||||||||||||||||||||||||||||||||||||
850 | |||||||||||||||||||||||||||||||||||||||
851 | |||||||||||||||||||||||||||||||||||||||
852 | Hunting Impulse: Increase self accuracy by 60% and all hits will be critical for 6s. | ||||||||||||||||||||||||||||||||||||||
853 | |||||||||||||||||||||||||||||||||||||||
854 | |||||||||||||||||||||||||||||||||||||||
855 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
856 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
857 | AAT-52 (NO. 111) ★★ | Magazine | ○ Nothing | ○ Low base FP ○ Low clip size ○ Awful tile placement ○ 2nd volley skill ○ Pointless night niche | "Our strategy was a great success! We're moving another step forward!" | ○ For what EQUIP to give her refer to the doc section and find MG Scope Doc. 15 evasion is average in day, 0 for Night. | |||||||||||||||||||||||||||||||||
858 | Accessories | Clip | 9 | AAT-52 is simply disappointing. She has below average stats across the board, with one of the worst FP among MGs, and mediocre accuracy. Her skill does not help at all, being a 2nd volley skill on top of being night focused, a pointless niche for a MG. Not recommended at all. | About 2nd Volley Skills | ||||||||||||||||||||||||||||||||||
859 | T-Doll Equipment | * Click the link for more info | |||||||||||||||||||||||||||||||||||||
860 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
861 | 79 | 24 | 22 | 118 | 910 | ||||||||||||||||||||||||||||||||||
862 | |||||||||||||||||||||||||||||||||||||||
863 | Buffs SG Rate of Fire 20% | "Leprechaun" | |||||||||||||||||||||||||||||||||||||
864 | |||||||||||||||||||||||||||||||||||||||
865 | Mk48 but not sadistic | ||||||||||||||||||||||||||||||||||||||
866 | Damage Focus N-MG: During nighttime, increase damage by 85%(30% during daytime) for 6s. | ||||||||||||||||||||||||||||||||||||||
867 | She was in the story | ||||||||||||||||||||||||||||||||||||||
868 | but then I forgot about her | ||||||||||||||||||||||||||||||||||||||
869 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
870 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
871 | Alma Armas (NO. 1021) ★ | Magazine | ○ High base accuracy ○ High base FP with special equipment ○ Great armor tile | ○ Mediocre without special equipment ○ 2nd volley skill ○ Limited collab doll (VA11-Hall-A) | [No CV yet] | ○ Special Equipment: Cybernetic Hands (+6 DMG +6 ROUNDS -2 EVA) (Collab Exclusive) | Armitage | ||||||||||||||||||||||||||||||||
872 | Accessories | Clip | 9 | Titty Hacker of Va11 Hall-A, Alma brings some pretty interesting stuff to our PMC world. Alma's strength is simply her tile buff. The 15% armor buff makes her tile buff one of the more sought-after one. For downside, Alma is unfortunately a 2nd volley MG, and as a result, she is mainly used in armor stack MGSG. Being an armor buffing MG, she faces several competitions such as Negev, QYJ-88 and Ameli. Fortunately for Alma, she has her upsides thanks to her special equip, providing her with a very strong base stats with high FP, accuracy and clip size. Ameli with her special equip would come in second in terms of raw stats, but she ultimately loses to Alma when it comes to skill, whose skill does not suffer any daytime penalty. This gives a very good reason to run Alma, provided that you invest in her special equip, otherwise she is a very average option with nothing new to the table. Her synergy with Jill rarely comes to play and is not a game changer in any form, so treat it as a bonus. Taking into account the current state of EN and how MGSG teams are often used, overall Alma earns an optional status. She won't disappoint in the right scenarios, but won't live up to the likes of Big 4 in most cases. | Brandtini Lady | ||||||||||||||||||||||||||||||||||
873 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
874 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
875 | 89 | 31 | 23 | 129 | 975 | ||||||||||||||||||||||||||||||||||
876 | |||||||||||||||||||||||||||||||||||||||
877 | Buffs SG Damage 15% Armor 15% | ||||||||||||||||||||||||||||||||||||||
878 | |||||||||||||||||||||||||||||||||||||||
879 | |||||||||||||||||||||||||||||||||||||||
880 | Love And Dreams: Summon two drones that each deal 40% damage per hit for 4s. Favorite Drink: When buffed by a Brandtini, drones last 1s longer. | ||||||||||||||||||||||||||||||||||||||
881 | |||||||||||||||||||||||||||||||||||||||
882 | |||||||||||||||||||||||||||||||||||||||
883 | |||||||||||||||||||||||||||||||||||||||
884 | replaced her arms with | ||||||||||||||||||||||||||||||||||||||
885 | cybernetic ones | ||||||||||||||||||||||||||||||||||||||
886 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
887 | Skill CD | 18s | rocket punchhh | ||||||||||||||||||||||||||||||||||||
888 | Claes (NO. 1026) ★ | Magazine | ○ Making MG4 not the worst MG in the game | ○ Not attacking when she is charging ○ Unacceptably long charging time ○ Overall lackluster DPS even with full charge in both short and long fights ○ Exclusive does almost nothing to her and her team ○ Limited collab doll (Gunslinger Girls) | |||||||||||||||||||||||||||||||||||
889 | Accessory | Clip | 8 | There are a lot of ways to tell if a doll is good or not, and when you see all these red flags sticking out from a doll such as Claes. One should just brace themselves and prepare to give her a quick euthanization via an analysis. And frankly, this is more of an autopsy than an analysis. To analyze why Claes is terrible, we first have to look at her skill “Thinker’s Key”, her passive is essentially her charging up her shot, the longer the shot is charged, the more FP buff she would deal after charge, and during this charge she cannot attack, meaning she is definitely not qualified to become a first-round burst MG like PKP or MG5 (although Claes is still technically a first volley MG). Worse still is that her passive doesn’t charge when she is moving or reloading, meaning practically if you want to max charge her, you will have to wait for around 12s. Which is how long a battle usually lasts. After charging her active skill, she could release her charge, gain a 25% FP buff per stack and start attacking. However even with a full 5 stack charge, this is still not good enough to catch up to second round MG such as Negev and Lewis, her damage is barely higher than MG4 which is not a tall order. Besides, MG4 has the advantage of shooting enemy links, reducing frontline SG’s damage taken, unlike Claes which takes time to charge and burst the enemy down all in one go. Hence Claes is considered worse than MG4. Her exclusive equipment also didn’t save her from being called the “worst MG in the game”, "Spectacles" gives any dolls in the frontline 3 stacks max of 8 HP shield, which is so weak that it can be removed simply by blowing at it. “Meteorite” gives the team 3 stacks max of 5% FP buff, which is still not enough to catch up to the meta MG. “Wristwatch” gives her 1 extra ammo which is insignificant if you already have the ammo box equipped already. In summary, Claes failed in every single aspect of being a good MG, it is so bad, you thought this was some cruel joke made by the devs. To put the final nail in the coffin, I would like to end this analysis with a quote from my colleague “Claes is as shit as the person writing this”. Not Recommended. | |||||||||||||||||||||||||||||||||||
890 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
891 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
892 | 79 | 35 | 36 | 139 | 785 | ||||||||||||||||||||||||||||||||||
893 | |||||||||||||||||||||||||||||||||||||||
894 | Buffs SG Damage 15% Armor 15% | ||||||||||||||||||||||||||||||||||||||
895 | |||||||||||||||||||||||||||||||||||||||
896 | |||||||||||||||||||||||||||||||||||||||
897 | Thinker's Key: Passive: While in Charging Mode, this unit cannot perform normal attacks, For every 2s after a battle has begun, obtain a Charge up to a maximum of 5 Charges. Each Charge increases her damage by 25%. Active: Enter Attack Mode. After Attack Mode expires reload and remove all damage buff from Charging mode, then re-enter Charging Mode. When equipped with "Spectacles", Charging Mode grants 8HP shields to all allied unit in front of her 5 seconds. up to a maximum of 3 stacks. When equipped with "Meteorite", Charging Mode increases all allies' damage by 5% for 5s, up to a maximum of 3 stacks. When equipped with "Wristwatch", Charging Mode grants her 1 extra ammo. | ||||||||||||||||||||||||||||||||||||||
898 | |||||||||||||||||||||||||||||||||||||||
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913 | |||||||||||||||||||||||||||||||||||||||
914 | Initial CD | 0s | |||||||||||||||||||||||||||||||||||||
915 | Skill CD | 3s | |||||||||||||||||||||||||||||||||||||
916 | Yurine (NO. 1033) ★ | Magazine | ○ Good base stats ○ Best MG scope in GFL ○ Active Skill prioritises highest HP target | ○ Iron Maiden is hindered by Passive Skill RNG ○ Imprisonment has stun Skill restrictions ○ Limited collab doll (Jashin) | |||||||||||||||||||||||||||||||||||
917 | Accessory | Clip | 8 | Our standard chuunibyou, Yurine arrives in GFL carrying surprisingly good base stats, a godly SPEQ, good active Skill, and a mixed bag of passives. Much like Claes and Alma, Yurine sports good 15% Armor and 15% Damage tiles. While her tiles buff the most important stat for an SG, Yurine is also a second volley MG, which means she'll either be used in drawn out battles or in Armor stacks. Fortunately, Yurine has good stats to face off her competition, such as Negev, Lewis and QYJ-88. On top of that, her SPEQ provides her with 50% Crit Rate, 10+ Damage and 5+ Accuracy, all stats that MGs can gracefully accept. With her SPEQ fully levelled, Yurine surpasses even M2HB, an MG known for her high Damage stat, and comfortably place herself among the highest Damage stat MGs. Her active Skill targets the enemy with highest HP, which means she will often target the more dangerous enemy instead of the mob escorts. Unfortunately, those enemies are often immune to stuns, which means they're also immune to her binding. Yurine's Achilles Heel are her passives: due to their RNG nature, it's impossible to consistently rely on them, which means her damage potential varies greatly between battles. Iron Maiden is likely the best among her 3 passives, as, paired with her active since her Skill comes up after her reload, allows her to deal an enormous amount of damage against a high HP enemy. The rate of fire and movement speed reduction dont affect them as much, as these units often relies on Skills and special attacks to deal high damage against T-Dolls rather than a high rate of fire, and are often slow moving units. Chainsaw, meanwhile, gives her a nice exra damage, which can be particular useful against shielded enemies, who are becomming more common in newer content. Lastly, Trident would have been a fairly okay passive, as MGs can always appreciate the extra bullets and damage buff, if it was not stealing Iron Maiden's place as a passive. Due to Yurine's RNG nature, she fails to be outstanding among her peers, relying more on her good stats, coupled with her great SPEQ, and her active Skill to carve a place for herself. Because of this, and because the MG class has not yet become meta again, Yurine is optional to raise. | |||||||||||||||||||||||||||||||||||
918 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
919 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
920 | 93 | 29 | 24 | 128 | 910 | ||||||||||||||||||||||||||||||||||
921 | |||||||||||||||||||||||||||||||||||||||
922 | Buffs SG Damage 15% Armor 15% | ||||||||||||||||||||||||||||||||||||||
923 | |||||||||||||||||||||||||||||||||||||||
924 | |||||||||||||||||||||||||||||||||||||||
925 | Eternal Penance: Active: Cast a spell on the enemy unit with the highest HP, dealing 2.5x damage to enemies within a 2.5 unit radius and binding them for 5 seconds. Passive: After each reload, randomly obtain 1 torture device as a buff. Trident: Instantaneously increase all allies' ammo by 2 and increase their damage by 10% for 8 seconds. Iron Maiden: Yurine's attacks reduce targets' rate of fire and move speed by 10% for 4 seconds. When an enemy gains 5 stacks of debuff, her attacks daze them for 3 seconds and deal 3x damage. Chainsaw: Each attack deals an additional 0.25x guaranteed damage that ignores armor and shield. | ||||||||||||||||||||||||||||||||||||||
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943 | |||||||||||||||||||||||||||||||||||||||
944 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
945 | Skill CD | 16s |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | ||
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1 | Name | Statistics | Pros | Cons | Analysis | Notes | Memes | ||||||||||||||||||||||||||||||||
2 | Additional Info | Forced Activation | Crit Rate | 40% | Mobility | 6 | Reload = 1.5s + (0.5 * clip) | Recent
Edits | Added TPS (Jan 20, 2024) | ||||||||||||||||||||||||||||||
3 | Skill Activation Info | Targets the closest enemies based on x-axis, switches targets if new ones meet the criteria. | Added SPAS-15, MK3A1, UTS-15 (Jul 09, 2023) | ||||||||||||||||||||||||||||||||||||
4 | 1SG vs 2SG | Added RMB-93 MOD (Dec 07, 2022) | |||||||||||||||||||||||||||||||||||||
5 | Frame Data | Added Type 97S MOD (Jun 28, 2022) | |||||||||||||||||||||||||||||||||||||
6 | M1887 (NO. 151) ★★★★★ | T-Doll Equipment | Armor | 22 | ○ High base HP ○ Easy to obtain (AW Event) | ○ Very low RoF ○ Impractically long initial CD ○ Bad tile coverage | "There's no such thing as 'fate', the future is what you decide for yourself." | ||||||||||||||||||||||||||||||||
7 | Magazine | Clip | 4 | EN's first ever event reward that was a 5★ SG. Also known by a lot of people as the shotgun used in Terminator. Let's see if she lives up to her name, too. In terms of stats, she does decently enough as a SG. With a high HP pool and average armor stat, her tanking performance will be sufficient enough, but they're in no way the best. Problems may occur in the future, but it'll be a long enough time to take out of consideration. Aside from that her FP stat is relatively high and her clip size is about average. Everything else is less then spectacular. Her tile buffs in themselves are useful enough but unfortunately her tile converage allows for only one MG to receive said buff, which can become a significant detriment later on. Should the situation ever warrant it, she could serve as an off-tank position SG. With all that said however, here's the punchline. You're probably, or hopefully, never gonna have to see her use her skill. 15 seconds is a stupidly long time (same ICD as Big Bamboo skills) for usual fights and if a normal battle does happen to last long enough for her to activate it for you, chances are your team may require a do-over. The skill itself isn't particularly great either. It's basically a mix of nuke and Burst Impact, meaning it's a single-target knockback shot that deals a relatively decent 1,000 damage to an enemy. While this may sound appetizing, it doesn't offer much else to the table, and besides, the offensive is the MGs' responsibility. To recap, while you should appreciate whatever SG you do get, this one feels more like a consolation prize if compared to other SGs of her rarity. She is optional, for there are alternatives with better utility out there. | projected cloth :pp90blush: | ||||||||||||||||||||||||||||||||||
8 | Accesories | praise the SF technology | |||||||||||||||||||||||||||||||||||||
9 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
10 | 39 | 12 | 12 | 22 | 1375 | hasta la vista, baby | |||||||||||||||||||||||||||||||||
11 | i'll be back | ||||||||||||||||||||||||||||||||||||||
12 | Buffs MG Damage by 20%, Accuracy by 20% | ||||||||||||||||||||||||||||||||||||||
13 | |||||||||||||||||||||||||||||||||||||||
14 | |||||||||||||||||||||||||||||||||||||||
15 | Terminating Shot: Inflict 1000 damage to a single target and cause a knockback effect of 3 yards. | ||||||||||||||||||||||||||||||||||||||
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20 | |||||||||||||||||||||||||||||||||||||||
21 | Initial CD | 15s | |||||||||||||||||||||||||||||||||||||
22 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
23 | KSG (NO. 157) ★★★★★ | T-Doll Equipment | Armor | 24 | ○ Highest armor among SGs ○ Good tile buff and coverage ○ High RoF | ○ Long initial CD ○ Low base HP | "Even though the strategy was a success, there are still some things I missed. I will reflect on it when I return." | ||||||||||||||||||||||||||||||||
24 | Magazine | Clip | 5 | KSG has excellent defensive capabilities due to the fact that she has one of the highest armor stat among all SGs. Her tile buff is solid, giving MGs the much wanted FP and allowing her to stay in the middle as a main tank. Her armor at 24 gives her an advantage over other SGs. In later chapters, especially from chapter 6 onwards, it is not a surprise to see enemies having up to 40 FP. For other SGs, they are easily chipped down, but for KSG and her armor, she can effectively reduce damage taken down to 1 if given a gold armor plate (pushing her to 35 armor), fairy buff and if necessary, armor buffs from MGs. It is true that other SGs can achieve this as well by stacking armors via MGs and fairy, but KSG's high armor leaves room for more offensive MGs that do not have any armor buffs like PK or PKP. KSG is not without a weakness however. Her skill is very impractical due to having a very high initial cooldown of 10s. It is unlikely that she would ever use her skill in a regular battle, and even if she does, it is not a very useful skill outside of very specific situations. This is her downside comparing to other 5★ SGs among her league who usually come with a much more impressive skill that is not situational (SAT8's 2s force shield, Saiga's nuke, etc.). That is not to say that her skill is useless. If you are willing to discover what it can do, you can pair her with Glock 17 or Nagant Revolver and rotate between the two skills to greatly increase her tanking potential. Optional. | |||||||||||||||||||||||||||||||||||
25 | Accesories | KSG + Glock 17 combo | |||||||||||||||||||||||||||||||||||||
26 | DMG | ACC | EVA | ROF | HP | Kel-Tec fuckery | |||||||||||||||||||||||||||||||||
27 | 29 | 13 | 12 | 39 | 1265 | nice ski goggles | |||||||||||||||||||||||||||||||||
28 | |||||||||||||||||||||||||||||||||||||||
29 | Buffs MG Damage by 20% | Proclaimed by RFB as her | |||||||||||||||||||||||||||||||||||||
30 | rival | ||||||||||||||||||||||||||||||||||||||
31 | |||||||||||||||||||||||||||||||||||||||
32 | Survival Instinct: Increase self evasion by 60% and armor by 60% for 6s. | ||||||||||||||||||||||||||||||||||||||
33 | |||||||||||||||||||||||||||||||||||||||
34 | |||||||||||||||||||||||||||||||||||||||
35 | |||||||||||||||||||||||||||||||||||||||
36 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
37 | Skill CD | 16s | rekts RFB on a daily basis | ||||||||||||||||||||||||||||||||||||
38 | Saiga-12 (NO. 160) ★★★★★ | T-Doll Equipment | Armor | 23 | ○ High base HP ○ High armor ○ Good tile buff and coverage ○ Able to clean up with Big Antelopes Horn | ○ Long initial CD | |||||||||||||||||||||||||||||||||
39 | Magazine | Clip | 5 | Saiga is an offensive SG, and a properly made one unlike the other 5★ M1887 and AA-12. True to her rarity, she comes with solid tiles and a very strong stats spread of high HP, armor and clip size. Her skill is similar to Burst Impact (M37), an instant 100% accurate nuke that does not rely on her ammo. Unlike Burst Impact, Saiga trades the knockback component for additional hits that result in higher overall damage. This makes her even more suitable for clearing out the leftover surviving enemies on the field if one clip of the MGs do not clear them all. Of course, due to the lengthy CD of her skill, she will most likely be reloading by the time it is off CD. As a result, it is recommended to attempt forced skill activation to use it as soon as possible. (More info can be found in Additional Info). While offensive SG is not often used due to the lack of need for offensive orientated SGs unlike the more defensive SGs such as KSG, Saiga is no doubt a strong SG to have. She is niche/optional. | |||||||||||||||||||||||||||||||||||
40 | Accesories | ||||||||||||||||||||||||||||||||||||||
41 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
42 | 29 | 12 | 11 | 35 | 1320 | ||||||||||||||||||||||||||||||||||
43 | |||||||||||||||||||||||||||||||||||||||
44 | Buffs MG Damage by 15% | ||||||||||||||||||||||||||||||||||||||
45 | |||||||||||||||||||||||||||||||||||||||
46 | |||||||||||||||||||||||||||||||||||||||
47 | Big Antelopes Horn: Attacks thrice with increased damage after each successive hit, hitting every target for 1.5/2.5/3.5 times the damage. | ||||||||||||||||||||||||||||||||||||||
48 | |||||||||||||||||||||||||||||||||||||||
49 | |||||||||||||||||||||||||||||||||||||||
50 | |||||||||||||||||||||||||||||||||||||||
51 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
52 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
53 | AA-12 (NO. 163) ★★★★★ | T-Doll Equipment | Armor | 22 | ○ High base HP ○ High RoF ○ Good tile buff and coverage | ○ Long initial CD ○ Impractical self-buff skill | "Victory is one of my few specialties." | gets high on sweets | |||||||||||||||||||||||||||||||
54 | Magazine | Clip | 5 | AA-12, much like USAS-12, plays around having high RoF for more damage output and knockbacks. Sadly, due to her long initial cooldown, she cannot assume an aggressive playstyle like USAS, leaving much to be desired. AA-12's strength mainly comes from her tile buff and coverage. Her tile buff gives the highest FP buff among SGs at 22%, topping the previous record of 20%. While her tile placement forces the MGs to stay close together, leaving no room for HGs like SAA or Spitfire to sit in, she can still buff two MGs while comfortably staying in the middle as a main tank. Her stats aren't necessarily stellar, with above average health but 22 armor, a rather poor number when considering the fact that she is a 5★ SG and that she has no defensive skill. But for an average SG, it is sufficient. However, unlike USAS, AA-12's steroid is on a much longer cooldown of 8s, leading her to be less impactful outside of niche cases where she manages to pull off her skill. As a trade-off, her skill is much more powerful than the former, giving more than double the number of rounds on top of an increase chance of knockback. Sadly this is not nearly enough to compensate the long cooldown, making her skill more or less a bonus, rather than a defining trait. Unremarkable comparing to other 5★ SGs, AA-12 is optional. | lollipop partner of MP7 | ||||||||||||||||||||||||||||||||||
55 | Accesories | ||||||||||||||||||||||||||||||||||||||
56 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
57 | 30 | 12 | 11 | 39 | 1345 | ||||||||||||||||||||||||||||||||||
58 | |||||||||||||||||||||||||||||||||||||||
59 | Buffs MG Damage by 22% | ||||||||||||||||||||||||||||||||||||||
60 | |||||||||||||||||||||||||||||||||||||||
61 | |||||||||||||||||||||||||||||||||||||||
62 | Ketonemia: Immediately increase the number of rounds by 10, rate of fire by 80%, and knockback chance to 10% per attack for 8s | ||||||||||||||||||||||||||||||||||||||
63 | |||||||||||||||||||||||||||||||||||||||
64 | "Gentlemen... welcome | ||||||||||||||||||||||||||||||||||||||
65 | to Dubai" | ||||||||||||||||||||||||||||||||||||||
66 | Initial CD | 8s | *Spec Ops PTSD intensifies* | ||||||||||||||||||||||||||||||||||||
67 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
68 | FP-6 (NO. 164) ★★★★★ | T-Doll Equipment | Armor | 24 | ○ Highest armor among SGs ○ Good tile buff and coverage | ○ Long Initial CD ○ Forced tile 9 placement for maximum tile buff effectiveness. ○ Damage reduction is post-armor | ○ CE whore | ||||||||||||||||||||||||||||||||
69 | Magazine | Clip | 4 | Having the same base armor as KSG, which is the highest at 24, it's not hard to see that FP-6 is a decent SG right off the bat. Her tiles can cover the whole backline if placed at 9, and her skill is both defensive and utility with the knockback and the damage reduction. With a packed kit like that, she sounds good on paper, but that is not entirely true in combat. Most of the times, MGSG would consist of just 1 SG rather than 2. Her tile coverage works best with another SG sitting at 6, but when alone, it is a downside. Placing her at 9 means leaving the other rows vulnerable, especially against mobile enemies that can move past her before she can reach 6. Even if that is not the case, the time moving from 9 to 6 means she is not shooting, meaning no knockback from her. It is possible to simply run her at 6 from the start, but in such case her tile buff is obviously not as strong as other SGs who also cover two backline tiles. Her skill is interesting with the damage reduction. It is well known that firepower suppression skill from HGs such as Nagant Revolver improves the survivability of the SGs greatly as it synergies well with armor. Unfortunately for FP-6's case, damage reduction happens after armor. The damage reduction has no effect if she is already taking 1s, and does not turn her into near unkillable like KSG's armor self-buff when taking on heavy damage. Against battles where survivability comes into play, her damage reduction only buys her a few seconds, not nearly enough. The knockback utility is a nice bonus, but that does not always change the outcome of the battle, and the 10s initial CD really hurts. FP-6 may not have the perfect kit, but she is far from useless. Pair her up with a shotgun that would really like some additional defensive opportunities (ones without inbuilt defense for example) to make the most out of her skill, if she ever manages to pull it off. Situational, if you ever need additional defense in a 2 SG echelon. | |||||||||||||||||||||||||||||||||||
70 | Accesories | ||||||||||||||||||||||||||||||||||||||
71 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
72 | 31 | 13 | 12 | 28 | 1300 | ||||||||||||||||||||||||||||||||||
73 | |||||||||||||||||||||||||||||||||||||||
74 | Buffs MG Damage by 12% Accuracy by 10% | ||||||||||||||||||||||||||||||||||||||
75 | |||||||||||||||||||||||||||||||||||||||
76 | |||||||||||||||||||||||||||||||||||||||
77 | Lost Paradise: Randomly summons two shields in her column (shields can stack) for 8 seconds and knockback 2.5 tiles and deal 80% damage to enemies in a small area around the shields. Allies standing on the shielded tiles will take 30% reduced damage. | ||||||||||||||||||||||||||||||||||||||
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83 | |||||||||||||||||||||||||||||||||||||||
84 | |||||||||||||||||||||||||||||||||||||||
85 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
86 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
87 | S.A.T.8 (NO. 188) ★★★★★ | T-Doll Equipment | Armor | 22 | ○ Very high base HP ○ Good tile buff and coverage ○ Spammable shield | ○ Rare AF | "What a wonderful victory! Thanks to everyone!" | ○ Shield does not function like dummy link protection ○ The shield absorbs the hp that it has and sends any overdamage to the shielded doll ○ The shield shares the armor and evasion stat that the shielded recipient has. | had shittons of part-time jobs | ||||||||||||||||||||||||||||||
88 | Magazine | Clip | 4 | Just from the moment you look at her, everything is perfect. She has good tile coverage, servicable armor, backed up by having the highest HP among SGs. But the biggest winner here is her skill. In contrary to SGs' standard high CD that makes you wonder if they will ever be used in battle, SAT8 pops one within 2 seconds. A shield with only 35 HP may appear to rather weak, but given SGs' ability to reduce their received damage via armor, it won't be busted so easily. And when it does, another one comes up thanks to the very low CD of only 8 seconds. If you were taking scratch damage before, SAT8 will let you finish a battle completely unharmed. Did I mention that this shield is granted to any t-doll, of any type, as long as they are in the front row? Big synergy right there with fellow SGs if she is paired with one. (Frontline in the skill description means position 3,6 and 9) If this wasn't enough to make it blatantly clear, here's a big recommended in bold. | has a pet dinergate | ||||||||||||||||||||||||||||||||||
89 | Accesories | is a cute lioness | |||||||||||||||||||||||||||||||||||||
90 | DMG | ACC | EVA | ROF | HP | is fluffy af | |||||||||||||||||||||||||||||||||
91 | 29 | 13 | 12 | 33 | 1410 | Has fang | |||||||||||||||||||||||||||||||||
92 | looks like SeeU (Vocaloid) | ||||||||||||||||||||||||||||||||||||||
93 | Buffs MG Damage by 10% Accuracy by 15% | Soma | |||||||||||||||||||||||||||||||||||||
94 | "Best Def SG in the Game" | ||||||||||||||||||||||||||||||||||||||
95 | Gambier Bay's Sister | ||||||||||||||||||||||||||||||||||||||
96 | Theory of Fortification: Grant a 35HP shield to all allies positioned at the front row for 5s. | ||||||||||||||||||||||||||||||||||||||
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99 | Initial CD | 2s | |||||||||||||||||||||||||||||||||||||
100 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
101 | M870 (NO. 229) ★★★★★ | T-Doll Equipment | Armor | 23 | ○ High base HP ○ High armor ○ Good tile buff and coverage ○ Unique decaying force shield capable of nullifying lethal damage if timed right | ○ Long initial CD ○ Shield decays quickly ○ Shield's damage reduction is post-armor | |||||||||||||||||||||||||||||||||
102 | Magazine | Clip | 4 | The M870 is an obtainable shotgun from the story event Continuum Turbulence. She has the currently unique skill to shotguns that generates a rapidly degenerating force shield. M870's base stats are decent and she can be considered usable without tiles or skill in mind. Her tiles give a fair amount of much needed FP with some accuracy on top. Although the orientation forces the MGs to stay close together, leaving no room for SAA or Spitfire to sit in between, there are plenty other ways to fit your HGs in the formation, like Mk23 and K5 in the middle column for example. M870's Highway to Hell is a damage reduction skill similar to FP-6's. She gains a defense shield, where every 100 defense she has, she reduces the damage taken by 10%. In short, she has 100% damage reduction for the first second, which reduces by 10% every second. With this in mind, she can nullify the attack of anything (including Goliath+) if timed right. The only downside to this skill is its lengthy 10s initial CD and that it only reduces damage after armor. Good base stats, tile buffs and a skill with a solid niche, M870 is a solid SG to have. She is recommended. | |||||||||||||||||||||||||||||||||||
103 | Accesories | ||||||||||||||||||||||||||||||||||||||
104 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
105 | 33 | 12 | 13 | 29 | 1320 | ||||||||||||||||||||||||||||||||||
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107 | Buffs MG Damage by 18% Accuracy by 12% | ||||||||||||||||||||||||||||||||||||||
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110 | Highway to Hell: Create a shield with 1000 defense for 6s. The shield will decay 100 defense per second. | ||||||||||||||||||||||||||||||||||||||
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114 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
115 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
116 | CAWS (NO. 281) ★★★★★ | T-Doll Equipment | Armor | 23 | ○ High armor ○ Good tile buff and coverage | ○ Low base HP ○ Weak skill range and damage ○ Long initial cooldown if no other HP shield sources | |||||||||||||||||||||||||||||||||
117 | Magazine | Clip | 5 | CAWS is a weird mix of DPS and survival SG. Her low base HP holds her survivability back. Her skill's active gives herself a large HP shield, but it comes with the 8 second initial cooldown typical with SGs. So it rarely comes into play. Her passive works with HP shields from any source. When her passive stops charging she rapidly fires separate sure-hit AOE attacks equal to the number of stacks she had. Each successive shot will have increasing range 3/5/8. While the concept sounds interesting, her passive has been implemented terribly. The range is conical, it does not link splash, can crit, ignores evasion, is affected by armor, does not stack with slugs, and worst of all only her main dummy will fire instead of all 5 links. Since she doesn't attack while charging, CAWS's passive will actually lower her DPS against fewer groups of enemies. Its only redeeming qualities are that it is AOE and that it can come out much earlier than most DPS SG skills if paired with a source of early HP shields like LWMMG Mod. The only place CAWS can really outshine other DPS SGs such as Saiga-12 and Elphelt is against hordes of enemies that come in range of all three of her shots and cannot out-damage the HP shields she gets, like against ELIDs. Otherwise she will fire only 1 or even 0 shots each time she tries to charge stacks. So her survivability is not great for her investment cost. Her DPS is highly situational, requires setup, and can easily be stopped. It's a shame since she's cute, but CAWS is simply optional. | |||||||||||||||||||||||||||||||||||
118 | Accesories | ||||||||||||||||||||||||||||||||||||||
119 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
120 | 30 | 12 | 13 | 35 | 1235 | ||||||||||||||||||||||||||||||||||
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122 | Buffs MG Damage by 18% Accuracy by 12% | ||||||||||||||||||||||||||||||||||||||
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125 | Dimensional Vengence: Passive: When a shield is active on self, cease normal attacks and gain 1 charge every 1.5s, to a maximum of 3 charges. When charges are full or the shield disappears, deal 5.5x damage that always hits to enemies within 3 units ahead of self. At max charge, deals an additional 5.5x damage that always hits to enemies within 8 units ahead of self. Active: Grant a 40 HP shield, lasting for 5s. | ||||||||||||||||||||||||||||||||||||||
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136 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
137 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
138 | DP-12 (NO. 282) ★★★★★ | T-Doll Equipment | Armor | 23 | ○ High armor ○ Good tile buff and coverage ○ Usable and useful skill ○ Reduces chip damage from short fights due to short cooldown | ○ Low base HP ○ Only shields herself ○ Skill increases clip size, which means reloading is going to take a bit longer if skill is active | |||||||||||||||||||||||||||||||||
139 | Magazine | Clip | 5 | DP-12 is a shotgun similar to SAT-8 in that she can summon HP shields early in the battle to reduce chip damage in fights. There are a few differences between SAT-8 and DP-12 though. SAT-8's shield arrives at 2 seconds and applies to all allies in the same row, but DP-12's HP shield arrives at 3 seconds and only shields herself. DP-12 being unable to shield allies on the same row makes her more disadvantaged against echelons that feature enemies on multiple rows like Uhlans, Roarers or Minotaurs compared to SAT-8. HP shielding aside, when DP-12 reloads, she gains three rounds of extra ammo that unfortunately do not increase her damage output by much but instead retards the amount of time she needs to empty her magazine and reload and reapply her HP shields. Shotguns are expensive to craft and have yet to find a widespread usage in rankings. DP-12's damage reduction will come in handy in certain fights over SAT-8, but such encounters are few and far between and hardly justifies the resource cost needed to craft her with many players already owning a copy of SAT-8 through the True Core Mask. All in all, by virtue of her HP shield that applies at a low cooldown, she is Recommended to invest cores and data on to serve as a sidegrade for SAT-8. | |||||||||||||||||||||||||||||||||||
140 | Accesories | ||||||||||||||||||||||||||||||||||||||
141 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
142 | 31 | 13 | 13 | 30 | 1265 | ||||||||||||||||||||||||||||||||||
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144 | Buffs MG, RF Damage by 15% Accuracy by 15% | ||||||||||||||||||||||||||||||||||||||
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147 | Sinister Folklore: Active: Immediately performs a quick reload and gain 3 extra rounds. These extra rounds are used first when attack and cause 2 hits that each deal 1x damage (does not stack with slug rounds). Passive: Every reload gives self a shield that can absorb 40 damage, lasting for 5s, while also reducing damage taken for self and friendly units behind self by 25%, lasting for 5s. | ||||||||||||||||||||||||||||||||||||||
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158 | Initial CD | 3s | |||||||||||||||||||||||||||||||||||||
159 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
160 | LTLX-7000 (NO. 323) ★★★★★ | T-Doll Equipment | Armor | 25 | ○ Ridiculously broken, makes every other SG look bad ○ Highest base armor in the game and damage reduction passive ○ Massive armor buff during active with good uptime ○ Very potent guaranteed knockback ○ Good ICD for an SG (5 seconds) ○ Hard counter to Orthos - Can effectively reduce required damage amounts by a massive amount by stripping HP shields, despite not doing any damage herself | ○ No HP shield, which doesn't matter when using flashshot ammo ○ Ridiculously broken, makes every other SG look bad | |||||||||||||||||||||||||||||||||
161 | Magazine | Clip | 5 | After a long streak of largely mediocre shotguns that fail to distinguish themselves, we get a shotgun so good the other shotguns probably all broke down in tears. LTLX is the first shotgun to have 25 base armor, making her the tankiest shotgun in the game before active skills are factored in, especially once her 20% damage reduction passive is also considered. With an ICD of 5 seconds, Opposites Repel is already significantly more usable than the majority of SG skills that are typically saddled with a CD of 8 seconds or more, which often come out too late to make a significant impact. In addition, the effects of this skill are very potent. A guaranteed knockback that affects all enemies in a large frontal cone makes this skill a reliable and very powerful crowd control ability; on top of that, LTLX gains additional armor for each target she knocks back, gaining up to 150% additional armor and making her by far the best shotgun for tanking high damage enemies. The most unique effect of the skill, however, is its ability to neutralise the buffs and HP shields of enemies that it hits. This buff cleanse effect makes LTLX a hard counter to some of the most annoying enemy gimmicks in the game (Orthos), which makes her very valuable even outside of the standard contexts SGs see use in. Any one part of LTLX's kit would be enough to make her stand out amongst the current crop of largely unimpressive shotguns; instead, we got a shotgun who combines all these effects into one ridiculous package. The "tradeoff" for amazing kit is that she doesn't get any sort of HP shield to mitigate scratch damage, which doesn't matter with flash shells. If it wasn't incredibly obvious, Highly Recommended. | |||||||||||||||||||||||||||||||||||
162 | Accesories | ||||||||||||||||||||||||||||||||||||||
163 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
164 | 23 | 14 | 11 | 28 | 1375 | ||||||||||||||||||||||||||||||||||
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166 | Buffs MG Damage by 10% Accuracy by 15% | ||||||||||||||||||||||||||||||||||||||
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169 | Heterogenous Repulsion: Active: Trigger n attack which does no damage but knock back mobile enemies in a fan-shaped radius of 6 units in front of self, as well as clearing all shields and buffs on said enemies. Every enemy that is knocked back increases self armor by 20% and decreases self damage by 0%, stacking up to 5 times and lasting 8 seconds Passive: Damage taken from enemies directly in front of self is reduced by 20%. | ||||||||||||||||||||||||||||||||||||||
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180 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
181 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
182 | M6ASW (NO. 324) ★★★★★ | T-Doll Equipment | Armor | 22 | ○ Actually not a terrible DPS? | ○ Shotgun that tries to DPS by turning into a pseudo RF ○ Since she can't actually use AP ammo and only gets 100 AP from her skill, will suffer against higher armor enemies ○ Usual issues of being a tank that also does DPS, loses damage as she loses links, however this is possibly less of an issue than with other cases because she still has the tankiness of an SG | |||||||||||||||||||||||||||||||||
183 | Magazine | Clip | 4 | M6 ASW is a shotgun that the unique trait among shotguns to switch up her normal targeting behavior into an RF's. At the start of the battle, she will automatically unload her entire clip into the unit she is currently targeting and then transforms into RF mode, which grants her the targeting behavior of an RF, grants bonus stats that turn her into a pseudo-RF. Notably in this mode, she retains her armour value. While this may seem pretty good against pesky backliners you may sometimes face when using shotguns, in practice there are a few issues that arise from her kit. Her maximum additional armour penetration is 100, meaning that she will suffer against conventional armoured enemies that you would use MGs/RFs for in the first place (note that enemies of this caliber have over 200 armour). In addition, even though slug ammo may seem good on her, it does NOT work in RF mode (shame). The best use that she possibly provides as of the current content is that upon her skill being available from cooldown, she can grant herself a bulky shield (bulky as in it is significantly higher than other shield skills) and taunts enemies to attack her. Taunts work well against enemies that prioritise your backline. Unfortunately, due to use cases being either you need a tanky shotgun (see SAT8/M500 MOD etc), or actual useful utility (e.g. LTLX), M6 ASW is relegated to boosting your theatre CE. The cover that her tiles provide is exception in giving a fat bonus to your CE stacking teams. M6 ASW is optional to raise. While her targeting is so far unexplored, players that need to plan out their doll raising should skip M6 ASW for the meantime. | |||||||||||||||||||||||||||||||||||
184 | Accesories | ||||||||||||||||||||||||||||||||||||||
185 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
186 | 39 | 15 | 14 | 28 | 1300 | ||||||||||||||||||||||||||||||||||
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188 | Buffs MG Damage by 18% Accuracy by 12% | ||||||||||||||||||||||||||||||||||||||
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191 | Bloodfire Adaptability: Active: Reload and switch to SG mode. Gain a taunt effect that lasts until SG mode ends. Reload time is fixed at 2 seconds and, after reloading is cimplete, clear RF mode stat adjustments and gain a 75-point HP shield (slug and birdshot ammo efffects only function for normal attacks in SG mode). Passive: The first attack expends all ammunition to deal 4 instances of damage. Whenever the magazine is depleted, switch to RF mode and prioritize the most distant enemy target. In RF mode, self evasion is reduced by 10% srate of fire and damage are increased by 100%, accuracy is increased by 200% and AP is increased by 100. | ||||||||||||||||||||||||||||||||||||||
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207 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
208 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
209 | FO-12 (NO. 350) ★★★★★ | T-Doll Equipment | Armor | 23 | ○ Can snipe high-threat non-elites
○ Does not require skill investment for sniping ○ Strong tiles ○ Consistent performance due to not needing to reload after execution | ○ Distance tie-break can result in the wrong enemy being executed
○ Link-dependency means she can't lose links prior to activating her skill ○ Her execute has no effect on elite units if she has no non-elite target ○ Low base HP | Benefits from Birdshot | ||||||||||||||||||||||||||||||||
210 | Magazine | Clip | 5 | The proclaimed "Grape SG", FO-12 creates a new niche within the role of SGs. Her skill allows her to immediately execute one non-elite unit after reaching 100 "Activity" stacks, and then proceeds to self-buff her FP by 75%, sets her RoF to one shot per second (effectively 49~50 RoF), and completely bypasses the need to reload. Note that the execution works at skill level 1. The execute targets the highest FP non-elite unit (if there are multiple units with the same FP, the tiebreak is whoever is the furthest) allowing you to immediately take out a dangerous target. While one may think this means an enemy that will destroy your frontline, the highest FP enemies are often support units that make the group harder to kill. They also often have high HP pools, and armor/HP shields that FO-12 can bypass. This means her usage is to kill these support units, not necessarily as a DPS SG. Her DPS buff following the execution is however nice to have, as any additional DPS won't be frowned upon. "Activity" stacks are gained per hit from every link. By default, SGs shoot 3 rounds per attack. Over 5 links, FO-12 would need 7 attacks to gain 100 stacks. By using birdshot rounds to increase targets per shot by 2, she would only need 4 attacks to gain the 100 stacks needed, reducing time before execution. However, as a DPS SG her defensive ability isn't incredible, and not using flashbang ammo greatly reduces her survivabilty, meaning she should be paired with a defensive SG. Thankfully, her passive promotes double SG usage. In a double SG setting, she also has some of the strongest tiles to give to MGs from position 9. Her passive increases knockback chances by 10% and makes her attacks surehit. While the knockback is simply a nice additional passive, the surehit attacks are important to obtain as FO-12 only gains "Activity" on a hit. A missed shot will result in the 100 stacks taking longer to obtain, which can result in a more difficult fight. FO-12 holds the coveted position of an actually-good DPS SG, and is therefore Recommended for commanders who already have at least one defensive SG. | |||||||||||||||||||||||||||||||||||
211 | Accesories | ||||||||||||||||||||||||||||||||||||||
212 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
213 | 30 | 13 | 11 | 36 | 1280 | ||||||||||||||||||||||||||||||||||
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215 | Buffs MG Damage 10% Crit rate 30% | ||||||||||||||||||||||||||||||||||||||
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218 | Boundary Starburst: At battle start, if there are other shotguns in the same column, grant perfect accuracy to self and knockback chance increases to 10%. Whenever an enemy is hit by an attack, increase self Activeness by 1 point. When Activeness hits 100 points, deal fatal damage to the non-elite enemy unit with the highest damage stat. Thereafter, increase self damage by 75%, attack interval becomes fixed at 1 second and self no longer reloads, lasting until the end of the battle. | ||||||||||||||||||||||||||||||||||||||
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232 | M26-MASS (NO. 351) ★★★★★ | T-Doll Equipment | Armor | 22 | ○ Does not require skill investment for passive
○ Decent offensive skill for an otherwise defensive SG ○ Really high effective base armor due to passive ○ Good tile buff and coverage | ○ Low base HP | ○ MASS has a hidden skill that increases her armor by the number of targets she has hit per link (and therefore her skill damage by x6) prior to the targets death. For example, hitting 15 enemies will cause each death to give +15 armor. Stacks up to 999 times and doesn't expire. | ||||||||||||||||||||||||||||||||
233 | Magazine | Clip | 5 | M26-MASS takes a meta-redefining equipment and moulds it into her skill. By turning flashbang ammo into a passive, she lets herself fit into any defensive formation to nullify damage without the need for the equipment. Her passive makes her immune to damage under 5. A relatively simple skill, it does not reduce damage over 5, rather only nullifying damage at or below 5. It does, however, stack with flashbang ammo, allowing her to immune damage up to 8 points. Damage above 8 will only be reduced by the flash ammo by 3. Her active is a little more complicated, split into two sections. The offensive half is an attack directly in front of her, in a small circular area. The damage link-splashes, ignores armor, and ignores evasion. It does damage equal to 6x of her armor, or about 200 damage with just an armor plate. As it is close range and infrequent, it isn't anything to rely on, but is still appreciated damage. The defensive half reduces damage taken by 90% for any MG on the rear-most column. Unlike most skills, this buff doesn't persist after retreat; as soon as M26 retreats, the damage reduction vanishes. Using an MG as a tank isn't the recommended use regardless, as this primarily is used to reduce damage from backline/AoE attacks such as Rodeleros and Patrollers. MASS is a relatively safe pick for any commander, and is Highly Recommended for any commander regardless of their flashbang ammo count. | |||||||||||||||||||||||||||||||||||
234 | Accesories | ||||||||||||||||||||||||||||||||||||||
235 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
236 | 35 | 15 | 14 | 30 | 1265 | ||||||||||||||||||||||||||||||||||
237 | |||||||||||||||||||||||||||||||||||||||
238 | Buffs MG Damage 15% Accuracy 10% | ||||||||||||||||||||||||||||||||||||||
239 | |||||||||||||||||||||||||||||||||||||||
240 | |||||||||||||||||||||||||||||||||||||||
241 | Cheese Fermentation: [Passive]: Becomes immune to damage 5 points or lower. [Active]: Deal dummy-link damage with perfect accuracy that ignores armour equal to 6x of self armour to enemies 2 units ahead of self every second. Additionally, machineguns within the rearmost column gain 90% incoming damage reduction for 10 seconds. | ||||||||||||||||||||||||||||||||||||||
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253 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
254 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
255 | SPAS-15 (NO. 366) ★★★★★ | T-Doll Equipment | Armor | 23 | ○ Cheeky +100 Armor | ○ Cannot be used outside of MGSG | extra ammo works with MG4mod, giving her the overpen right from the start instead of after her skill 1 | ||||||||||||||||||||||||||||||||
256 | Magazine | Clip | 3 | SPAS-15 is unreasonably good for a siscon-type unit. Her skill revolves around "Notes", a stack that is affected by the presence of SGs, MGs, and SPAS-12 within the team. MGs grant 1 note, SGs 2, and SPAS-12 3 notes. Depending on the note threshold that is crossed, a different buff is applied. If there is under 6 notes, it is a passive 50% self FP buff for the entire duration of the battle. 6-7 (2/3MG + 2SG) notes grants an additional 18 ammo to the echelon for their first magazine. over 7 (2MG + 3SG) notes is where the real power lays, with SGs gaining 9 movement speed (putting them on the same speed as a HG), 100 armor (!!!) and a 200 HP shield for 40 seconds. +100 armor alone is enough to make SPAS-15 one of the best defensive SGs in the game, with very little having the raw damage potential to overwhelm that much additional armor. The movespeed and HP shield is an added benefit allowing the SGs to kite and take minor chip without any issues. On top of a skill like that, she also has one of the better tiles for a support SG; Cooldown Reduction. Allowing beasts like LTLX and DP-12 MOD to fire their skills more often. The only real downside to her is that unless you are bringing SPAS-12 (highly discouraged) you cannot add a HG to the team without failing to bypass the 7 note threshold. Thankfully, there is another broken unit in M240L that benefits greatly from a team consisting solely of MGs and SGs. SPAS-15 is without a doubt one of the best SGs in the game and should be prioritised as soon as LTLX is obtained. Highly Recommended. | |||||||||||||||||||||||||||||||||||
257 | Accesories | ||||||||||||||||||||||||||||||||||||||
258 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
259 | 35 | 14 | 10 | 34 | 1320 | ||||||||||||||||||||||||||||||||||
260 | |||||||||||||||||||||||||||||||||||||||
261 | Buffs MG Skill Cooldown 30% | ||||||||||||||||||||||||||||||||||||||
262 | |||||||||||||||||||||||||||||||||||||||
263 | |||||||||||||||||||||||||||||||||||||||
264 | Musical Resonance: At the start of each battle: gains +1 "Note" for each MG-Doll, +2 for each SG-Doll and +3 if SPAS-12 is present. Each "Note" grants the user +2% incoming damage reduction and grants only one of the following effects; [Under 6 Notes]: Increases own damage by 50% for the entire battle. [6 or 7 Notes]: Grants +18 Ammo to the entire echelon for their current clip. [Above 7 Notes]: All SG-Dolls gain +9 movement speed, +100 armor and a +200 point HP shield for 40 seconds. | ||||||||||||||||||||||||||||||||||||||
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276 | Passive | ||||||||||||||||||||||||||||||||||||||
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278 | MK3A1 (NO. 367) ★★★★★ | T-Doll Equipment | Armor | 23 | ○ Pretty funny tiles | ○ DPS SG! | |||||||||||||||||||||||||||||||||
279 | Magazine | Clip | 6 | Oh no! Another DPS SG! MK3A1, or Jackhammer, is a DPS Shotgun (derogatory) that has all the makings of noob bait into thinking she's actually good. With big numbers on her tiles, what appears to be a defensive skill akin to P90, and the potential of large multipliers, what's so bad with her? Passively, having over 40 RoF at the start of battle allows her to gain her own tilebuffs. But seldom will you ever want to use RoF with SGs, especially if it is a standard MGSG. In an RFSG it is possible to grant a stray tile to her, but even that is likely unnecessary. Her active deploys drones that copy stats but have a double damage intake multiplier on themselves, with each additional activation creating a more powerful drone than the last. The first drone is a clone of her own stats that cannot shoot, and sticks around for 5 seconds or until destroyed. The second attacks with a piercing laser that deals 200% damage, scales against links, and ignores armor. This again only lasts 5 seconds. The third and final drone fires normal attacks and does not disappear after 5 seconds, but can still get destroyed. While that second drone does look good, it's a 12 second cooldown for what can be summarised as a budget Hanyang MOD. The drones taking twice as much damage and not even being able to immune damage through flash shells means that theyre a temporary solution to damage that should be outright ignored if a shotgun is the answer to the enemy composition. MK3A1 is a disappointing SG to say the least. She is Not Recommended to any player, especially one that is lacking decent SGs. | |||||||||||||||||||||||||||||||||||
280 | Accesories | ||||||||||||||||||||||||||||||||||||||
281 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
282 | 35 | 12 | 13 | 38 | 1100 | ||||||||||||||||||||||||||||||||||
283 | |||||||||||||||||||||||||||||||||||||||
284 | Buffs MG Evasion 100% Crit Rate 100% | ||||||||||||||||||||||||||||||||||||||
285 | |||||||||||||||||||||||||||||||||||||||
286 | |||||||||||||||||||||||||||||||||||||||
287 | B-52 Improved Drone: [Passive]: At the start of the battle: if own rate of fire exceeds 40 points, gain own tile buff effects. The active skill can only be used 3 times. [Active]: Builds a B-52 Improved Drone to assist in the battle. The Drones take 100% increased damage, cannot receive class-based buffs, and disappear if MK3A1 leaves battle. [1st use]: Builds a B-52 Improved Drone in front of self that inherits 100% of the users stats. This Drone cannot attack and lasts for 5 seconds. [2nd use]: Builds another Drone that can attack with a piercing laser that travels through enemies and does 200% damage that ignores armor and is affected by link count. This Drone lasts for 5 seconds. [3rd use]: Builds the last drone that attacks normally and lasts for the rest of the battle. | ||||||||||||||||||||||||||||||||||||||
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303 | |||||||||||||||||||||||||||||||||||||||
304 | Initial CD | 4s | |||||||||||||||||||||||||||||||||||||
305 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
306 | TPS (NO. 387) ★★★★★ | T-Doll Equipment | Armor | 23 | |||||||||||||||||||||||||||||||||||
307 | Magazine | Clip | 6 | If we weren't already inundated with phenomenal SGs, TPS decides decides to kick it up a notch. Her skill works around Popularity stacks. As echelon leader she gains +30 at the start of the battle, and for every enemy link lost, +1 is gained additionally. +10 stacks are gained if an echelon member loses a link too, but this can be manipulated using other skills that spawn "echelon members", such as Welrod MOD. On skill activation, she gains an additional +20. Each stack threshold brings an excellent buff. at 20 stacks, enemies suffer from 20% damage amplification. At 50 stacks, her and all allies in her row take 10 points less damage. At 100 stacks, all enemies deal 40% less damage. What this means in practice, is that enemies are immediately afflicted with a 20% damage amp, and after skill activation is guaranteed to have 10 damage resisted. Hitting 100 stacks isn't the easiest, as it relies on either effectively dealing with about 10 max linked enemies, losing 5 links of your own echelon, or a combination of the two, assuming you want to reach the threshold before the second skill activation. However, a 40% FP debuff for the rest of the battle is excellent for long-term survivability, being in the same class of the strongest FP debuffers such as Nagant MOD at night; without the need to be at night, and without having to worry about uptime. TPS is an excellent support SG. While she doesn't benefit her own survivability the same way monsters such as LTLX or DP-12 MOD do, she both skyrockets the DPS and eHP of any team she's included in. Highly Recommended. | |||||||||||||||||||||||||||||||||||
308 | Accesories | ||||||||||||||||||||||||||||||||||||||
309 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
310 | 29 | 15 | 14 | 33 | 1265 | ||||||||||||||||||||||||||||||||||
311 | |||||||||||||||||||||||||||||||||||||||
312 | Buffs MG, SG Damage 15% Armor 10% | ||||||||||||||||||||||||||||||||||||||
313 | |||||||||||||||||||||||||||||||||||||||
314 | |||||||||||||||||||||||||||||||||||||||
315 | Super Popular Leaderboard: Active: Gain 20 points of Popularity and stun all enemies within 3 units in front of self for 3 seconds. Passive: When set as Echelon Leader, gain 30 points of Popularity at the start of battle. Otherwise, give MG/SG Dolls on her tiles 100 points of AP and 30 Accuracy. Every enemy link that dies grants 1 point of Popularity. Every allied link lost grants 10 points of Popularity. When Popularity reaches 20: Inflict 20% of Vulnerability to all enemies. When Popularity reaches 50: Give 10 points of Damage Reduction to self and allies in the same column. When Popularity reaches 100: Decrease enemy Damage by 40%. | ||||||||||||||||||||||||||||||||||||||
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331 | |||||||||||||||||||||||||||||||||||||||
332 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
333 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
334 | M37 (Ithaca) (NO. 153) ★★★★ | T-Doll Equipment | Armor | 22 | ○ Good tile buff and coverage ○ Able to clean up with Burst Impact | ○ Low base HP ○ Long initial CD | "I see~ Because you want to see me victorious, that's why you put me here right?~" | M37 is what you get when | |||||||||||||||||||||||||||||||
335 | Magazine | Clip | 4 | A girl seeking for attention while exhibitioning her "disposals", M37 Ithaca is a jack of all trades. A very reliable SG and one of few who can be positioned in the middle. Her defensive capacity is not the best, with rather low health comparing to other SGs. She made up for it by having a sufficient 22 armors, just enough that she can comfortably tank her way through harder contents. Her tile placement is great, as it enables her to be put as lone main tank SG. Her skill is a reliable knockback that can burst down a number of targets with its 100% hit chance, amplified by her good FP and the most likely scenario of her being under a HG's buff if you run SAA and/or Mk23. It makes an excellent finisher, and one way to take out pesky, evasive scouts that MGs cannot handle. Due to the lengthy CD of her skill, it is highly advised to attempt forced skill activation to use it during first volley. (More info can be found in Additional Info). Overall, she is Optional. | you make tiddies out of | ||||||||||||||||||||||||||||||||||
336 | Accesories | candle wax | |||||||||||||||||||||||||||||||||||||
337 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
338 | 33 | 12 | 12 | 26 | 1265 | "Tithaca", "Thiccthaca", | |||||||||||||||||||||||||||||||||
339 | "Boobthaca" "Boobies" | ||||||||||||||||||||||||||||||||||||||
340 | Buffs MG Damage by 18% | ||||||||||||||||||||||||||||||||||||||
341 | HAS HUGE TITS | ||||||||||||||||||||||||||||||||||||||
342 | |||||||||||||||||||||||||||||||||||||||
343 | Burst Impact: Performs an additional attack, dealing 2.5x damage and causing knockback effect of 3 units. | ||||||||||||||||||||||||||||||||||||||
344 | |||||||||||||||||||||||||||||||||||||||
345 | |||||||||||||||||||||||||||||||||||||||
346 | |||||||||||||||||||||||||||||||||||||||
347 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
348 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
349 | M590 (NO. 155) ★★★★ | T-Doll Equipment | Armor | 22 | ○ Highest armor after skill ○ Good tile coverage | ○ Long initial CD ○ Bad tile placement ○ No FP buff from tiles | "We won! Everyone, let's celebrate." | ||||||||||||||||||||||||||||||||
350 | Magazine | Clip | 4 | M590 is essentially the 4★ version of M500, sporting near-identical but solid stats, with the only major difference being one armor higher. Her skill is the upgraded version of M500's, when combined with her already decent armor and other armor buffs, she can easily reach very high armor value. This makes her an excellent option for armor stacking when one lacks KSG. Outside of this niche, she faces the same issue many of a really long initial CD that is more or less redundant in regular fights. Tile coverage is also very similar to M500's, except M590 sits on 3. This leads to a common pair with the two SGs together in a C formation. The only unique thing about M590 is her buff being pure accuracy instead of FP like most SGs. Unfortunately, accuracy buffs are less versaltile overall. Trading raw FP buff for improved accuracy (opening up better scope options) on MGs is not necessarily a good trade. At the same time they are excessive comparing to FP buffs when paired with more accurate MGs, accuracy buffing fairies, or when facing less evasive enemies. M590 has a niche role of armor stacking if you lack her superior KSG, otherwise she is optional. | |||||||||||||||||||||||||||||||||||
351 | Accesories | ||||||||||||||||||||||||||||||||||||||
352 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
353 | 32 | 11 | 10 | 31 | 1320 | ||||||||||||||||||||||||||||||||||
354 | "Choco Shotgun" | ||||||||||||||||||||||||||||||||||||||
355 | Buffs MG Accuracy by 55% | ||||||||||||||||||||||||||||||||||||||
356 | has Trans-Am System | ||||||||||||||||||||||||||||||||||||||
357 | installed | ||||||||||||||||||||||||||||||||||||||
358 | Protection Focus: Increase self armor by 70% for 6s. | ||||||||||||||||||||||||||||||||||||||
359 | |||||||||||||||||||||||||||||||||||||||
360 | |||||||||||||||||||||||||||||||||||||||
361 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
362 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
363 | Super Shorty (NO. 156) ★★★★ | T-Doll Equipment | Armor | 20 | ○ Highest evasion among SGs | ○ Very low base HP ○ Low armor ○ Bad tile coverage ○ Long initial CD | "Well, let's go home. Mission clear." | ||||||||||||||||||||||||||||||||
364 | Magazine | Clip | 3 | Unlike all other SGs, Super-Shorty trades the tradional tankiness of armor and HP for higher evasion. This leads to her having the lowest HP and armor, greatly impacting her role as a standard SG. However, if Super-Shorty's armor can reduce all her damage taken to ones, she has the potential to beat every other SG just by being able to dodge more often. As a result, she plays around the magic number of 20 (her default armor value) and 31 (equipped with gold armor plate), in combination with any additional armor buff from MGs and fairies. Sadly enemies either hover way below this range so that M16 would perform better (chapter 0), or far above so that a standard SG with their better armor would beat Super-Shorty. Few instances where Super-Shorty might be better utilized and thrive in are maps where MGSGs are negligible. Even when under perfect condition, Super-Shorty should not be valued purely for her tanking capability. Having terrible tile coverage and a mediocre skill does not help her compete with other SGs. Optional. | |||||||||||||||||||||||||||||||||||
365 | Accesories | ||||||||||||||||||||||||||||||||||||||
366 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
367 | 28 | 14 | 19 | 30 | 1210 | ||||||||||||||||||||||||||||||||||
368 | "Shorty" | ||||||||||||||||||||||||||||||||||||||
369 | Buffs MG Damage by 15% Accuracy by 20% | ||||||||||||||||||||||||||||||||||||||
370 | will get you arrested | ||||||||||||||||||||||||||||||||||||||
371 | |||||||||||||||||||||||||||||||||||||||
372 | Survival Instinct: Increase self evasion by 55% and armor by 50% for 6s. | ||||||||||||||||||||||||||||||||||||||
373 | |||||||||||||||||||||||||||||||||||||||
374 | |||||||||||||||||||||||||||||||||||||||
375 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
376 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
377 | Type 97S (NO. 161) ★★★★ | T-Doll Equipment | Armor | 20 | ○ Good tile buff and coverage ○ Easy to obtain (10 heavy crafts achievement) | ○ Low armor ○ Long initial CD ○ Impractical self-buff skill | "I've defeated what stood in our way. In short, it's a victory!" | somehow also called Hawk | |||||||||||||||||||||||||||||||
378 | Magazine | Clip | 3 | Type 97S is the free shotgun you get from doing 10 HC crafts, an offensive skill shotgun that has nice tile coverage, but poor armor and a mediocre offensive skill to boot. The hallmark of Type 97S is her tile coverage, she works the best in a 1SG+HG3MG composition. In 1SG composition you're looking to kill all the mobs before your MGs have to reload which actually is a nice cover for her weaknesses and plays well to her tile strength. Sporting the weakest armor of any SG and put into a main SG position means she'll last as long as your last Ali-Express delivery, so make sure you're one volleying everything to minimize hits on her. In a 2SG composition she is suboptimal due her position as main SG with weak armor and an offensive skill. While she's not the best, her tile coverage and ease of access make her a good SG to run temporarily. She's optional once you have better SGs. | |||||||||||||||||||||||||||||||||||
379 | Accesories | China #1 | |||||||||||||||||||||||||||||||||||||
380 | DMG | ACC | EVA | ROF | HP | "Captain China" | |||||||||||||||||||||||||||||||||
381 | 33 | 12 | 13 | 27 | 1320 | ||||||||||||||||||||||||||||||||||
382 | |||||||||||||||||||||||||||||||||||||||
383 | Buffs MG Damage by 12% | ||||||||||||||||||||||||||||||||||||||
384 | |||||||||||||||||||||||||||||||||||||||
385 | |||||||||||||||||||||||||||||||||||||||
386 | Damage Focus SG: Increase damage by 120% (Mod 1 and accuracy by 20%) and temporarily increases targets to 5 for 8s (does not stack with slug ammo). | ||||||||||||||||||||||||||||||||||||||
387 | |||||||||||||||||||||||||||||||||||||||
388 | |||||||||||||||||||||||||||||||||||||||
389 | |||||||||||||||||||||||||||||||||||||||
390 | CHINA NUMBA WAN | ||||||||||||||||||||||||||||||||||||||
391 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
392 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
393 | Type 97S (MOD 3) ★★★★★ | Magazine | Armor | 22 | ○ Good tile coverage & buffs | ○ Still impractical skill 1 ○ Mostly ineffective skill 2 | |||||||||||||||||||||||||||||||||
394 | Accessories | Clip | 3 | Type 97S MOD is not a particularly impactful neural upgrade, but hey, 2/4 amazing mods from her mod batch is a good enough streak right? Mod 1 fixes the main issue plaguing Type 97S, low armor. At 22 armor, 97S Mod has a far easier time taking enemies she is fielded against. The extra HP and damage tiles are nice too. The skill 1 upgrade makes hardly any difference. Riot Control Special Tactics, her skill 2 passive, reduces enemies she hits' movespeed by 50% for a second. This has potential application for slowing approaching enemies and focusing on that first volley MG burst / early crowd control. But there's a problem. One second is very very short. Type 97S Mod has a 3 shot clipsize and no way of increasing that. So not only does she have to hit the enemy - something most SGs struggle with due to their awful base accuracy - but she can only do it for 3 seconds. A way to mazimize the effect is to give her birdshot so she hits 5 enemies instead of 3. After the first reload, it is pretty unlikely that anything would still be walking towards the team, making Type 97S Mod's skill 2 pointless, and any interaction with her skill 2 highly unlikely. Her mod 3 unlocks her really nice looking skin. And an incredibly boring special equipment that increases evasion. As if shotguns cared about evasion. Mod 1 for the extra stats at best, but otherwise not recommended. | |||||||||||||||||||||||||||||||||||
395 | T-Doll Equipment | ||||||||||||||||||||||||||||||||||||||
396 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
397 | 37 | 13 | 14 | 28 | 1355 | ||||||||||||||||||||||||||||||||||
398 | (+4) | (+1) | (+1) | (+1) | (+35) | ||||||||||||||||||||||||||||||||||
399 | |||||||||||||||||||||||||||||||||||||||
400 | Buffs MG Damage by 15% | ||||||||||||||||||||||||||||||||||||||
401 | |||||||||||||||||||||||||||||||||||||||
402 | |||||||||||||||||||||||||||||||||||||||
403 | Riot Control Special Tactics: After hitting the enemy, reduce their movespeed by 50% for 1 second. | ||||||||||||||||||||||||||||||||||||||
404 | |||||||||||||||||||||||||||||||||||||||
405 | |||||||||||||||||||||||||||||||||||||||
406 | |||||||||||||||||||||||||||||||||||||||
407 | Passive | ||||||||||||||||||||||||||||||||||||||
408 | |||||||||||||||||||||||||||||||||||||||
409 | SPAS-12 (NO. 162) ★★★★ | T-Doll Equipment | Armor | 21 | ○ High base HP ○ Good tile buff and coverage | ○ Long initial CD ○ Impractical self-buff skill | "It was a cool fight! We put on a great show!~" | is another glutton | |||||||||||||||||||||||||||||||
410 | Magazine | Clip | 4 | SPAS-12 is on the thiccer end of the spectrum, featuring a good health pool and an OK armor stat. She has nice base damage and has a clips size that's better than her counterpart (Type 97S). Just like Type 97S she shares the same mediocre skill, It's a long CD making it largerly worse than M37's as it'll be activated in the 2nd volley or the last portion of the first volley which makes SPAS-12 needing to unload the same damage output as M37 in a longer time period as she can't force it to be a first volley skill. However at least the skill is better than Type 97S' soley due to her better offensive stats. Her tile buffs are pretty good, although doesn't have as good of coverage as Type 97S it has a higher damage buff for two dolls and her position is perfect. The only real gripe I have with it is that in a 2HG composition it's much more ideal to have a tile formation that's like KSG's but this is a small nitpick on her otherwise good marks. If she was a student she would be the one that passes a math test not because she's the best but because everyone else is so much worse. Good fundmental stats and tiles but meh skill and a few nitpicks here and there but nothing major. Good for those without options, thanks to her tiles, but otherwise optional. | EXTRA THICC | ||||||||||||||||||||||||||||||||||
411 | Accesories | has references to HL2 | |||||||||||||||||||||||||||||||||||||
412 | DMG | ACC | EVA | ROF | HP | (crowbar) and Jerry Miculek | |||||||||||||||||||||||||||||||||
413 | 33 | 11 | 9 | 32 | 1375 | (speed-loader) | |||||||||||||||||||||||||||||||||
414 | |||||||||||||||||||||||||||||||||||||||
415 | Buffs MG Damage by 20% | ||||||||||||||||||||||||||||||||||||||
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418 | Damage Focus SG: Increase damage by 120% and temporarily increases targets to 5 for 8s (does not stack with slug ammo). | ||||||||||||||||||||||||||||||||||||||
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421 | |||||||||||||||||||||||||||||||||||||||
422 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
423 | Skill CD | 16s | Also Best Girl - Zero | ||||||||||||||||||||||||||||||||||||
424 | M1014 (NO. 165) ★★★★ | T-Doll Equipment | Armor | 21 | ○ High base HP ○ Good tile buff and coverage | ○ Long initial CD ○ Lower armor buff multiplier than competitors ○ Bad tile placement | "This victory, it could also be a part of enemy's plan. You mustn't be off-guard." | angel with a shotgun' | |||||||||||||||||||||||||||||||
425 | Magazine | Clip | 4 | M1014 is a unique SG in that she's the only shotgun to feature a skill where you buff both armor and damage at the same time. She trades in a mix of damage and armor buff for a longer initial cd and lower multipliers for both buffs. In terms of stats she features an ok amount of armor and a good health pool. Base damage is pretty average has an average clip size of 4. Nothing too special but nothing bad either, just pretty good stats on average. Her skill is what's confusing as the CD on it's own is very long and has the same issue as SPAS-12 and Type 97S but compounded by 2 more seconds as their skill doesn't instantly burst enemies down making them take longer than someone like M37 to effectively do the same output. Her armor 30% simply isn't all that impressive especially when your Armor value is at an average 21. The damage buff is pretty small, especially considering her base damage is lower than the likes of SPAS-12 and she doesn't gain extra targets to hit. Her tile buff is nice but her placement is rough as she'll be in a position where she'll let mobs pass to your MGs, hardly the most efficient placement in the world but swapping her to tile 6 (middle tile) gives up a free tile buff which is hardly ideal either. The skill is overall mediocre at best due to the jack of all trades mentality which leads her skill to be hardly practical for either job. While not as practical as Type 97S or SPAS-12 just due to tile buff and position, her stats suffices optional. | an acrophobic angel..... | ||||||||||||||||||||||||||||||||||
426 | Accesories | she's too damn cute~ | |||||||||||||||||||||||||||||||||||||
427 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
428 | 31 | 12 | 11 | 32 | 1375 | ||||||||||||||||||||||||||||||||||
429 | |||||||||||||||||||||||||||||||||||||||
430 | Buffs MG Damage by 20% | ||||||||||||||||||||||||||||||||||||||
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432 | |||||||||||||||||||||||||||||||||||||||
433 | Stress Allusion: Increase damage by 50% and increase armor by 30% for 8s | ||||||||||||||||||||||||||||||||||||||
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436 | |||||||||||||||||||||||||||||||||||||||
437 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
438 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
439 | USAS-12 (NO. 189) ★★★★ | T-Doll Equipment | Armor | 22 | ○ High RoF that is buffed to near RoF cap at start of battle ○ High clip size that is buffed further with said steroid | ○ Bad tile coverage ○ Rather low damage and accuracy stats for an offensive SG ○ More reliant on equips for being a DPS SG | "Doesn't look bad~ Well then, let's leave it as is!" | ||||||||||||||||||||||||||||||||
440 | Magazine | Clip | 5 | For those who do not know, SGs have a ROF cap of 60, so don't try to stack ROF on USAS since she will be hitting very close to cap with her skill alone. USAS here is our first true DPS SG. She doesn't rely on a single burst like M37, nor some extreme situations like self-buff SGs. She has all the damage right from the start of the fight, and her DPS is very good for a SG. As a byproduct, she also knockbacks a lot more often due to the large clip size and RoF from her skill. Of course this comes with its downsides. USAS, like all DPS T-dolls, relies on her dummies for damage, and as a tank, she is among the first to take damage. She also relies on accuracy unlike M37 and Saiga, whose skills have a 100% hit rate. Good gears are definitely needed to improve her role as she relies entirely on regular shooting. In the case of buff tiles, USAS is also among the unforunate ones with a single tile, making her less desirable if buffs are something you need in your team, although she herself can contribute enough damage in 2MG team to match the missing buff on one MG. It is recommended to equip her with ITI if she isn't paired with a RoF buffer (PKP). The large accuracy bonus is appreciated and the smaller RoF penalty (-1 ROF) lets her unload her clip faster than when equipping EOT (-4 ROF). Optional. | Illya, is that you? | ||||||||||||||||||||||||||||||||||
441 | Accesories | ||||||||||||||||||||||||||||||||||||||
442 | DMG | ACC | EVA | ROF | HP | "Mahou Shoujo Shotgun" | |||||||||||||||||||||||||||||||||
443 | 29 | 11 | 10 | 37 | 1300 | ||||||||||||||||||||||||||||||||||
444 | |||||||||||||||||||||||||||||||||||||||
445 | Buffs MG Damage by 15% Accuracy by 20% | ||||||||||||||||||||||||||||||||||||||
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448 | Frenzied Assault: Increase self rate of fire by 60% and rounds by 4 for 8s, but increase the first reload time after the current salvo by 1s. | ||||||||||||||||||||||||||||||||||||||
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450 | |||||||||||||||||||||||||||||||||||||||
451 | |||||||||||||||||||||||||||||||||||||||
452 | Initial CD | 1s | |||||||||||||||||||||||||||||||||||||
453 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
454 | Liberator (NO. 283) ★★★★ | T-Doll Equipment | Armor | 21 | ○ Good tile coverage | ○ Low base HP ○ Long cooldown and ineffective skill | |||||||||||||||||||||||||||||||||
455 | Magazine | Clip | 5 | Liberator is a 4★ shotgun that really doesn't do anything exceptional apart from being a meat shield. A shotgun's purpose is usually to tank damage, and Liberator has a low base armour value of 21. In addition to that, her health is also among the lowest in the class (at 1155). This combination ensures that while she can do fine for low danger enemies, she is easily outclassed by shotguns that have better attributes in either stats. Her skill deals 4 shots at 0.5x multiplier to enemies. This is effectively 2x damage if taken combined, however moderate armour will reduce this significantly due to the multi-hit nature and the inability for shotguns to have sufficiently high firepower/penetration normally. It also suffers from a long cooldown. She is optional, and should be put aside should better shotguns land in your collection (for example, the Career Quest shotgun rewards SPAS12 and M500). | |||||||||||||||||||||||||||||||||||
456 | Accesories | ||||||||||||||||||||||||||||||||||||||
457 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
458 | 36 | 12 | 15 | 30 | 1155 | ||||||||||||||||||||||||||||||||||
459 | |||||||||||||||||||||||||||||||||||||||
460 | Buffs MG Damage by 10% Accuracy by 25% | ||||||||||||||||||||||||||||||||||||||
461 | |||||||||||||||||||||||||||||||||||||||
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463 | Suppressive Impact: While the skill is active, each normal attack does 4 instances of 0.5x damage, lasting for 8s. | ||||||||||||||||||||||||||||||||||||||
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466 | |||||||||||||||||||||||||||||||||||||||
467 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
468 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
469 | Defender (NO. 302) ★★★★ | T-Doll Equipment | Armor | 18 | - Big damage (would you expect any less from 8 bullets in one shot with her multiplier?) - Armor tiles for secondary support - Near-instant reloads to proc reload-based skills - Best damaged art in the game | - Low base armor - Low base HP - Struggles with most activities SGs are used for | |||||||||||||||||||||||||||||||||
470 | Magazine | Clip | 8 | Defender single-handedly makes all DPS shotguns bow to her power. Slamming 8 shots per attack results in some of the highest single-target DPS among any doll. With objectively poor defenses, she does not see use as an "SG". Her offensive stats however make her a solid pair to a defensive maintank SG, whilst further boosting the maintanks stats with armor tiles. Her passive skill is what gets people excited to use her. She fires all 8 shots from her clip at once into a single target, and has a set 2 second reload time. The closer to the enemy, the more damage is dealt, up to x2.5 damage. This attack can be dodged if not using her SPEQs skill, it can crit, and each shot out of 8 is considered as an independent attack for all cases except knockback. As these shots are affected by evasion and can crit, both accuracy and critical damage are important for her damage per shot. This leads her to similar considerations as MGs; VFLs against no evasion, ITI against substantial evasion, and despite MGs inability to do so, Defender should equip PEQs at night to restore night accuracy. A single shot with a 2 second reload will not be affected by RoF, thus being a dump stat for her. Only a slight consideration, as RoF shouldn't be worried about on MGSG teams, but her inability to shoot faster neuters her ability against swarm enemies. Furthermore, her attacks being 8 shots of average damage instead of a single shot of 8x damage means she does not perform nearly as well against armor as she does against soft targets. Her guaranteed reload after every attack can be used in combination with reload-reliant skills; notably RMB's MOD skill providing damage reduction to self when anyone on the team reloads. Defender's attacks can be used to quickly hit the cap for this skill, allowing it to provide maximum damage reduction quickly, and consistently keeping it topped up. Defender's DPS ability is unparalleled, but her defensive abilities are too subpar to suggest as viable. Defender sits in a Niche position for her DPS and support ability. | |||||||||||||||||||||||||||||||||||
471 | Accesories | ||||||||||||||||||||||||||||||||||||||
472 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
473 | 38 | 13 | 17 | 27 | 1235 | ||||||||||||||||||||||||||||||||||
474 | |||||||||||||||||||||||||||||||||||||||
475 | Buffs MG and SG Damage by 10% Armor by 10% | ||||||||||||||||||||||||||||||||||||||
476 | |||||||||||||||||||||||||||||||||||||||
477 | |||||||||||||||||||||||||||||||||||||||
478 | Blossoming Fang: Every attack expends all ammunition and deals 8 instances of damage to the nearest target (knockback chance will only be checked 1 time, damage does not stack with Slug or Birdshot ammo). Damage falls off the further away the target is and increases the closer it is, to a maximum of 2.5x damage. Reload time is also decreased by 2s. (When "20-gauge Custom Slug Rounds” are equipped, the active skill is modified: After the skill is activated, the next attack is a guaranteed hit. CD: 8 seconds) | ||||||||||||||||||||||||||||||||||||||
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491 | Passive | ||||||||||||||||||||||||||||||||||||||
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493 | PM5 (NO. 325) ★★★★ | T-Doll Equipment | Armor | 20 | ○ HG/SMG movement speed due to Passive Skill, great for kiting ○ Versatile strong tiles, can buff MGs with 18% Damage from Position 8/5 | ○ Low base HP ○ Abysmal Armor stat ○ Evasion Skill ○ Skill based on Armor stat, which is abysmally low ○ Low Skill uptime (4/16) | |||||||||||||||||||||||||||||||||
494 | Magazine | Clip | 5 | PM5 is a 4 star SG released along with LTLX, that tried to shine by offering HG-SMG movement speed. As SGs have a low movement speed by nature, this would make her the only SG to be kite-able like an HG-SMG when Calico Mod is not fielded in the team with the Movement Speed portion of her Skill 2 active. While this alone is not enough to make her good, she's also severely hindered by her bad aspects: She has an abysmally low Armor of 20, and the nail in her coffin is her Skill that buffs her only Evasion, based on 80% of her Armor value. While there are SGs that self-buff Evasion, namely KSG, they also self-buff their Armor, unlike PM5. On top of that, her buff is also based on her Armor stat, which means she's further hindered by her low Armor stat of 20, which is lower than the stats of some 3 star SGs, like M500 and HSM10. At a first glance, her movement speed buff might have made her an interesting SG, but unfortunately, she's hindered by her low Armor stat and awful Skill. Thus, she's absolutely not recommended to raise. | |||||||||||||||||||||||||||||||||||
495 | Accesories | ||||||||||||||||||||||||||||||||||||||
496 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
497 | 24 | 12 | 15 | 29 | 1190 | ||||||||||||||||||||||||||||||||||
498 | |||||||||||||||||||||||||||||||||||||||
499 | Buffs MG Damage by 18% | ||||||||||||||||||||||||||||||||||||||
500 | |||||||||||||||||||||||||||||||||||||||
501 | |||||||||||||||||||||||||||||||||||||||
502 | Survival Priority: Active: Gain additional evasion that equals 0.8x the armor value, lasting for 4s. Passive: When moving, gain 9 points of move speed which decrease within 9 seconds. | ||||||||||||||||||||||||||||||||||||||
503 | |||||||||||||||||||||||||||||||||||||||
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507 | |||||||||||||||||||||||||||||||||||||||
508 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
509 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
510 | 512 (NO. 326) ★★★★ | T-Doll Equipment | Armor | 20 | ○ Skill Cooldown reduction on Reload | ○ Awful Armor ○ Short Magazine ○ Is an SG buffer ○ Awful Skill multiplier | |||||||||||||||||||||||||||||||||
511 | Magazine | Clip | 3 | 512 is a 4 star SG released along with LTLX. As if being released with one of the best SGs in the game was not enough to make her pale in comparison, she also has a pitiful Armor stat of 20, where even some 3-star SGs have an Armor value of 21, like M500 pre-mod and HSM10. On top of that, her abysmal Skill only buffs up her Armor based on the amount of SGs in an Echelon. As there never is more than 2 SGs in an Echelon, that means she's self-buffing either 20% or 40% Armor, when KSG buffs 60% and LTLX can buff up to 100%. Lastly, she has a magazine size of 3, when KSG and LTLX, for comparison, have a magazine size of 5. A smal magazine means more time reloading and less time trying to knockback enemies. As there is no need for an SG who buffs SGs, and 512 presents an abysmal Armor stat and a bad Skill, she is absolutely not recommended. | |||||||||||||||||||||||||||||||||||
512 | Accesories | ||||||||||||||||||||||||||||||||||||||
513 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
514 | 37 | 15 | 13 | 31 | 1280 | ||||||||||||||||||||||||||||||||||
515 | |||||||||||||||||||||||||||||||||||||||
516 | Buffs MG, SG Damage by 10% Armor by 10% | ||||||||||||||||||||||||||||||||||||||
517 | |||||||||||||||||||||||||||||||||||||||
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519 | Burning Dimension: Active: Gain 20% armor and evasion for each shotgun Doll in the echelon, lasting for 6s. Passive: When changing magazines, reduce the cooldown of all shotgun Dolls on the same row by 20%. | ||||||||||||||||||||||||||||||||||||||
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525 | |||||||||||||||||||||||||||||||||||||||
526 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
527 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
528 | Nova (NO. 352) ★★★★ | T-Doll Equipment | Armor | 19 | ○ Versatile for both main and secondary taking
○ Incredibly high effective base armour ○ Very powerful support buffs to MGs and SGs ○ Tiles add to armour stacking ○ SMG move speed ○ Animations are very lively | ○ Can only be obtained from Heavy Doll Production
○ Tiles can be awkward for some HG choices ○ Can't give herself HP shields (mitigated by flashbang ammo) ○ Animations are too lively | |||||||||||||||||||||||||||||||||
529 | Magazine | Clip | 7 | Nova (previously known as Supernova) has a skillset that makes her one of the most versatile SGs available. Alternating between frontline tanking ability and backline utility she sees use in a wide range of MGSGs. Her frontline ability increases her self-armor by 30% (to counterract her low base armor) and applies a 12 HP shield every second to any other SG in the front row, stacking to 60 HP total. This shield does not expire, allowing Nova to kite away to reduce self damage taken while providing HP shields to the maintank. The self-armor buff allows her to hold the highest base armor stat (using a maxed gold plate without fairy auras or tiles) at 39 armor. This number is inflated even further when using armor buffs, and is a stat that towers over most other SGs, making her a powerful pick for maintanking alongside secondary tanking. Her backline ability adds a flat 80+ accuracy and 30% crit rate to MGs on the back row. The accuracy is provided after nighttime accuracy debuff, making MGs viable in nighttime circumstances on top of increasing their low base accuracy; removing the main issue MGSGs face against high-evasion targets and substantially increasing the DPS of the team. Her flat 30% crit rate increases MG DPS significantly, allowing them to easily boost crit rate even without crit rate tilebuffs. As her skills rely on position and her tiles promote mid-column initial positioning, her passive movespeed buff ties in perfectly with her abilities. She increases her self movespeed to be on par with SMGs, allowing her to kite very easily; a task not often done by SGs. However, she is not required to stop on the tiles to give the buffs. Both frontline and rearline buffs are immediately provided as soon as Nova steps on the tiles, allowing her to kite between two columns to maintain the buffs. This benefits the frontline to ensure enemies stay targeted on the frontmost maintank while Nova kites half a tile back to avoid being targeted. Nova allows for very versatile MGSG usage, and her myriad of abilities makes her Highly Recommended to any commander who has progressed enough to justify heavy doll crafting. | |||||||||||||||||||||||||||||||||||
530 | Accesories | ||||||||||||||||||||||||||||||||||||||
531 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
532 | 31 | 13 | 16 | 29 | 1320 | ||||||||||||||||||||||||||||||||||
533 | |||||||||||||||||||||||||||||||||||||||
534 | Buffs MG, SG Damage by 10% Armor by 10% | ||||||||||||||||||||||||||||||||||||||
535 | |||||||||||||||||||||||||||||||||||||||
536 | |||||||||||||||||||||||||||||||||||||||
537 | Mission Guarantee: When moving, increases own movement speed by +6 points. Grant buffs to allies based on self position during battle: When in the frontmost column, increases own armour by 30%, while other shotguns in the same column gain a +12 HP shield every second up to a max of 5 stacks; When in the rearmost column, increases own damage by 30%, while machineguns in the same column gain +80 points to their accuracy and 30% increased critical hit rate. | ||||||||||||||||||||||||||||||||||||||
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547 | Passive | ||||||||||||||||||||||||||||||||||||||
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549 | MAG-7 (NO. 353) ★★★★ | T-Doll Equipment | Armor | 20 | ○ Incredible slug interactions ○ Currently the highest FP/Acc stats on an SG | ○ Enemy FP buff can result in more damage taken than necessary ○ Low armor stat | Benefits from Slug | ||||||||||||||||||||||||||||||||
550 | Magazine | Clip | 5 | MAG-7 is everything a DPS shotgun should be. Her defensive capabilities aren't anything special, with low base armor and worse base HP. Offensively however, she has one of the highest base accuracy and FP stats across all SGs. Her passive buffs critical damage by 50% and causes damage to ignore armor when she targets less than 3 enemies. While the intended purpose is likely for strong single-target attacks during her active, she can use slug ammo to force a single target, giving the passive crit damage buff and armor-ignore permanently. Her active targets the frontmost enemy, and provides equal buffs of 50% FP to both her and her enemy, while also reducing damage of all other enemies by 20% for 5 seconds. If slug wasn't already used, the skill immediately causes her to to be single-target for her passive to enable. This can be a very strong buff/debuff combo if the maintank can withstand the buffed frontmost enemy, but can also be detrimental if a strong unit is made even stronger; resulting in your maintank SG being crippled. If the targeted enemy dies (to any damage source) during the active, MAG-7 permanently gains an additional 100 FP. This stacks infinitely, once per skill activation. Slug ammo's *3 FP multiplier triples this additive bonus, resulting in 300 FP per target death. These additive damage increases cannot be raised via FP or crit damage buffs. With a 2 second ICD and 8 second cooldown, MAG-7 can consistently build stacks throughout a fight to build firepower to incredible levels. While the need for a DPS shotgun is Niche, MAG-7 easily sits as the best within this niche, unmatched by any other SG. | |||||||||||||||||||||||||||||||||||
551 | Accesories | ||||||||||||||||||||||||||||||||||||||
552 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
553 | 44 | 15 | 10 | 26 | 1210 | ||||||||||||||||||||||||||||||||||
554 | |||||||||||||||||||||||||||||||||||||||
555 | Buffs MG Damage by 10% Accuracy by 10% | ||||||||||||||||||||||||||||||||||||||
556 | |||||||||||||||||||||||||||||||||||||||
557 | |||||||||||||||||||||||||||||||||||||||
558 | High Noon Pursuit: [Passive]: When there are less than 3 targets, increase self critical hit damage by 50% and ignore enemy Armour. [Active]: Activate Hunting mode. Attack target will lock-on to and attack the nearest enemy unit, and both self and the target will have 50% increased damage for the duration of the skill. The remaining enemy units besides the target will have 20% reduced damage. The skill lasts for 5 seconds. If the target dies during Hunting mode, Hunting mode will end and self gains +100 points to her damage stat (stackable). | ||||||||||||||||||||||||||||||||||||||
559 | |||||||||||||||||||||||||||||||||||||||
560 | |||||||||||||||||||||||||||||||||||||||
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562 | |||||||||||||||||||||||||||||||||||||||
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566 | |||||||||||||||||||||||||||||||||||||||
567 | |||||||||||||||||||||||||||||||||||||||
568 | |||||||||||||||||||||||||||||||||||||||
569 | |||||||||||||||||||||||||||||||||||||||
570 | Initial CD | 2s | |||||||||||||||||||||||||||||||||||||
571 | Skill CD | 8s | |||||||||||||||||||||||||||||||||||||
572 | UTS-15 (NO. 368) ★★★★ | T-Doll Equipment | Armor | 20 | ○ Additive armor | ○ Low base armor | |||||||||||||||||||||||||||||||||
573 | Magazine | Clip | 5 | UTS-15 is a pretty reasonable SG in the current meta. Nothing too broken, but still useful enough to sit comfortably among the rest of them. She passively grants 10 armor to units surrounding her (similar to Nova's tile shape for example) and a slowly stacking additive accuracy up to 30. This alone makes her a very handy secondary SG, with flat additive armor giving a substantial eHP boost to any SG. She additionally grants herself and units in her row (that's shoulder-to-shoulder) 15% damage reduction on a 4s ICD 8/12 uptime; very strong and can often be enough to cause powerful shots to fall under the main SG's armor threshold when combined with her +10 to immune far more shots than normal. As a 4* with a powerful skill such as this, she is Recommended to any commander looking to expand their SG catalogue. | |||||||||||||||||||||||||||||||||||
574 | Accesories | ||||||||||||||||||||||||||||||||||||||
575 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
576 | 40 | 16 | 17 | 27 | 1155 | ||||||||||||||||||||||||||||||||||
577 | |||||||||||||||||||||||||||||||||||||||
578 | Buffs MG Damage by 15% | ||||||||||||||||||||||||||||||||||||||
579 | |||||||||||||||||||||||||||||||||||||||
580 | |||||||||||||||||||||||||||||||||||||||
581 | Blue Star☆Solar: [Passive]: Grant all allies on the 8 adjacent tiles surrounding self +10 points of armor. Additionally, allies in this area will receive +3 points of accuracy every second, up to a max of 30 points. [Active]: Grant self and other dolls in the same column +15% incoming damage reduction for 8 seconds. All allies with max accuracy stacks gain an additional +2 ammo. | ||||||||||||||||||||||||||||||||||||||
582 | |||||||||||||||||||||||||||||||||||||||
583 | |||||||||||||||||||||||||||||||||||||||
584 | |||||||||||||||||||||||||||||||||||||||
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586 | |||||||||||||||||||||||||||||||||||||||
587 | |||||||||||||||||||||||||||||||||||||||
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591 | |||||||||||||||||||||||||||||||||||||||
592 | |||||||||||||||||||||||||||||||||||||||
593 | Initial CD | ||||||||||||||||||||||||||||||||||||||
594 | Skill CD | ||||||||||||||||||||||||||||||||||||||
595 | M1897 (NO. 152) ★★★ | T-Doll Equipment | Armor | 21 | ○ Good tile buff and coverage ○ Able to clean up with Burst Impact ○ Decent tile placement for a 3★ | ○ Low base HP ○ Long initial CD ○ Low multiplier due to low rarity | |||||||||||||||||||||||||||||||||
596 | Magazine | Clip | 4 | Of all the 3★, M1897 is the only SG who can sit at 5 without wasting her tiles. Coupled with a viable skill and the ease of access due to her low rarity, she makes for a decent enough budget option to compete with the free SPAS-12 and Type 97S. For direct comparison, M1897 has her ups and downs. She has decent armor for her rarity (still below average in general), surpassing T97S's low armor of 20. Her HP is lower than both of them, putting her in between the two in term of tankiness, with SPAS-12 being the tankiest. Tile coverage-wise, it can go in either way. M1897 only covers two tiles instead of three, but for many MGSG team, running 2MG is often enough. Her strongest point against the other two is her skill. In comparison to the slow, unreliable self-buff skill, Burst Impact is far more practical with its instant cast, sure-hit knockback. Regardless, M1897 may still run into issue with damage overall, as her skill multiplier is rather low, being a 3★ t-doll. Of course this does not mean her knockback is not there, and even if she cannot finish off the enemy with the damage, she can still injure them, taking out dummy links and pushing them away, buying time for the MGs to reload. As always, due to the long CD of the skill, M1897 is likely to be reloading when the skill is off CD, thus it is best to forced skill activate it (More information can be found in Additional Info). Great as it sounds, she is still a SG, and a hefty price must be paid before you can maybe get her. The free, pre-leveled SG such as SPAS-12 is a much more practical option. Optional. | |||||||||||||||||||||||||||||||||||
597 | Accesories | ||||||||||||||||||||||||||||||||||||||
598 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
599 | 35 | 11 | 11 | 26 | 1265 | ||||||||||||||||||||||||||||||||||
600 | |||||||||||||||||||||||||||||||||||||||
601 | Buffs MG Damage by 18% | ||||||||||||||||||||||||||||||||||||||
602 | |||||||||||||||||||||||||||||||||||||||
603 | |||||||||||||||||||||||||||||||||||||||
604 | Burst Impact: Performs an additional attack, dealing 2x damage and causing knockback effect of 3 units. | ||||||||||||||||||||||||||||||||||||||
605 | |||||||||||||||||||||||||||||||||||||||
606 | |||||||||||||||||||||||||||||||||||||||
607 | |||||||||||||||||||||||||||||||||||||||
608 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
609 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
610 | M1897 (MOD 3) ★★★★ | T-Doll Equipment | Armor | 21 | ○ Output against squishy hordes is unparalleled given the correct team composition. | ○ Heavily limited in terms of usefulness as she works great against certain nodes and performs less than spectacular in general use. | |||||||||||||||||||||||||||||||||
611 | Magazine | Clip | 4 | The meme shotgun damage upgrade. This MOD is mainly used as a meme. While it does what it does superbly, it requires a specific team composition that requires specific enemies (slow) and so it is entirely dependent on the environment and is not useful at all for general content. Her skill is what makes her special. Any reloads will grant her a special ammo called a Flechette which causes her next attack to deal 20 separate instances of 1x damage. Apart from being meme worthy, this is good against hordes. Unfortunately it doesn't knockback but you gotta have balance somewhere. This won't be telling you what dolls you can use to heavily abuse this skill (hint M1895 MOD performs a reload). M1897 is an entirely skippable MOD if you don't want to use her. Her damage output is significantly absolutely mega-deluxe improved, but her use case is still far from general. | |||||||||||||||||||||||||||||||||||
612 | Accesories | ||||||||||||||||||||||||||||||||||||||
613 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
614 | 35 | 11 | 11 | 26 | 1265 | ||||||||||||||||||||||||||||||||||
615 | (+2) | (+2) | (+0) | (+0) | (+90) | ||||||||||||||||||||||||||||||||||
616 | |||||||||||||||||||||||||||||||||||||||
617 | Buffs MG Accuracy by 50% Damage by 10% | ||||||||||||||||||||||||||||||||||||||
618 | |||||||||||||||||||||||||||||||||||||||
619 | |||||||||||||||||||||||||||||||||||||||
620 | Explosive cleaning: Every time a unit reloads on the battlefield, M1897 gains a flechette round. If flechette rounds are available, they are expended before normal rounds. Every flechette round inflicts 1 attack, dealing 20 instances of 1x damage that does not cause knockback. The multiple instances of damage are randomly assigned to enemies within attack range. The damage dealt to the same enemy unit is reduced by 30% with each instance, but without dropping below 10% of the original damage. | ||||||||||||||||||||||||||||||||||||||
621 | |||||||||||||||||||||||||||||||||||||||
622 | |||||||||||||||||||||||||||||||||||||||
623 | |||||||||||||||||||||||||||||||||||||||
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625 | |||||||||||||||||||||||||||||||||||||||
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628 | |||||||||||||||||||||||||||||||||||||||
629 | |||||||||||||||||||||||||||||||||||||||
630 | |||||||||||||||||||||||||||||||||||||||
631 | |||||||||||||||||||||||||||||||||||||||
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633 | |||||||||||||||||||||||||||||||||||||||
634 | |||||||||||||||||||||||||||||||||||||||
635 | Passive | ||||||||||||||||||||||||||||||||||||||
636 | |||||||||||||||||||||||||||||||||||||||
637 | M500 (NO. 154) ★★★ | T-Doll Equipment | Armor | 21 | ○ Good tile buff and coverage ○ Doesn't scream like IDW | ○ Long initial CD ○ Bad tile placement | "Good job! Everyone did well~" | ||||||||||||||||||||||||||||||||
638 | Magazine | Clip | 4 | It's the better IDW you've always asked for. M500 is another secondary tank among many secondary tanks SG. With the lack of need for two SGs in EN, it is not a very ideal to run M500 as a single tank as you would have to forfeit one of the two tiles she buffs. Her stats are fairly decent for a 3★, balancing out between HP and armor. Her tile buff is her strongest point, however she could not capitalize it very well as she cannot go to the main tank position without halving its potential. Protection Focus, while not the worst skill, is still very impractical due to the very long initial CD it comes with. She might as well never activate one. Optional. | |||||||||||||||||||||||||||||||||||
639 | Accesories | "IDW Shotgun" | |||||||||||||||||||||||||||||||||||||
640 | DMG | ACC | EVA | ROF | HP | "Grown-up IDW" | |||||||||||||||||||||||||||||||||
641 | 31 | 11 | 10 | 29 | 1320 | "Better IDW" | |||||||||||||||||||||||||||||||||
642 | "Hotter IDW" | ||||||||||||||||||||||||||||||||||||||
643 | Buffs MG Damage by 18% | ||||||||||||||||||||||||||||||||||||||
644 | still better than IDW, ofc | ||||||||||||||||||||||||||||||||||||||
645 | |||||||||||||||||||||||||||||||||||||||
646 | Protection Focus: Increase self armor by 60% for 6s. | ||||||||||||||||||||||||||||||||||||||
647 | |||||||||||||||||||||||||||||||||||||||
648 | |||||||||||||||||||||||||||||||||||||||
649 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
650 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
651 | M500 (MOD 3) ★★★★ | T-Doll Equipment | Armor | 22 | ○ Shield ability is easily abused by most setups. ○ Tile coverage might look bad, but it encourages another ally to be placed in the same column to help facilitate the skill. | ○ It's IDW but shotgun. | |||||||||||||||||||||||||||||||||
652 | Magazine | Clip | 4 | IDWDANYA (but SG) is the first shotgun to receive a Mod in EN, and one that makes her go zero to hero in her class in a similar manner to VAL Mod. M500Mod gets a much needed armor stat increase (21 to 22), putting her on par with her biggest competitor SAT8 and most 4 and 5 star SGs, meaning she now has decent armor stat. Her tiles also buff now 10% Accuracy for MGs, which is a waste to some extent, as MGs tend to fight 0 armour enemies. She gets an HP buff, maxing at 1355 on Mod III, which is a high HP stat among Shotguns. Lastly, she gets a passive mod skill. What makes her go from zero to hero is her Skill 2; by receiving an DMG/Crit Rate/RoF/EVA/ACC/Armour buff from any source (allies, fairy skills and fairy talents) she will give herself and any allies in her column a 25 HP shield that can stack up 3 times, as long as she has allies there. That means that with Python or NagantMod+Fervor setups, M500Mod can achieve permanent shield uptime, as Python can continously reflect buffs to M500Mod, and NagantMod+Fervor can ensure M500Mod is buffed in between her Skill 1 usage. The only downside of her skill is the strict requirement of having an ally in her column, which means that in 1 SG MGSG setups she won't activate her skill, or if she is alone. As later content either requires 2 SGs (such as fights against Pyxis) or will likely have M500Mod and another ally stall enemies, such as Gladiators and Uhlans, this requirement is not as detrimental as it initially seems; Commanders should still mind it when fielding M500Mod however. M500Mod can be adequately fielded in 2SG MGSG setups, A special note should go to M500Mod paired with SAT8, as they can alternate shielding both of them. M500Mod shines when paired with Python, as she guarantees consistent shielding for M500Mod and her partner, be it a HG or SG. This is especially useful in drawn out fights, which are seen in Mirror Stage extensively. NagantMod+Fervor setup can also provide consistent activation of her shield skill. Due to being a cheap doll to raise, as she is a career reward that comes 60x3, and a 3 star Mod, a skill that extend her survivability and her partner's, and being able to constantly shield both, with the right setup, for drawn out fights, M500Mod is highly recommended. As her SPEQ gives Critical Damage, Accuracy, and a RoF demerit, she can be safely levelled to Mod II. | |||||||||||||||||||||||||||||||||||
653 | Accesories | ||||||||||||||||||||||||||||||||||||||
654 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
655 | 33 | 12 | 11 | 30 | 1355 | ||||||||||||||||||||||||||||||||||
656 | (+2) | (+1) | (+1) | (+1) | (+35) | ||||||||||||||||||||||||||||||||||
657 | |||||||||||||||||||||||||||||||||||||||
658 | Buffs MG Damage by 18% Accuracy by 10% | ||||||||||||||||||||||||||||||||||||||
659 | |||||||||||||||||||||||||||||||||||||||
660 | |||||||||||||||||||||||||||||||||||||||
661 | Hunting Instinct: When she receives a damage/rate of fire/accuracy/critical chance/armor buff from a skill (includes fairy skills) and there are other friendly units in the same column, grant those units and herself a 25-point shield that lasts 5s. Stacks up to 3 times. | ||||||||||||||||||||||||||||||||||||||
662 | |||||||||||||||||||||||||||||||||||||||
663 | |||||||||||||||||||||||||||||||||||||||
664 | |||||||||||||||||||||||||||||||||||||||
665 | |||||||||||||||||||||||||||||||||||||||
666 | |||||||||||||||||||||||||||||||||||||||
667 | |||||||||||||||||||||||||||||||||||||||
668 | |||||||||||||||||||||||||||||||||||||||
669 | |||||||||||||||||||||||||||||||||||||||
670 | |||||||||||||||||||||||||||||||||||||||
671 | |||||||||||||||||||||||||||||||||||||||
672 | |||||||||||||||||||||||||||||||||||||||
673 | |||||||||||||||||||||||||||||||||||||||
674 | Passive | ||||||||||||||||||||||||||||||||||||||
675 | |||||||||||||||||||||||||||||||||||||||
676 | KS-23 (NO. 158) ★★★ | T-Doll Equipment | Armor | 21 | ○ High base HP ○ Massive FP for a SG | ○ Long initial CD ○ Impractical self-buff skill ○ Low clip size ○ Bad tile coverage and placement | "Let's enjoy the feast more!" | ||||||||||||||||||||||||||||||||
677 | Magazine | Clip | 3 | KS-23 is an offensive SG with massive FP and HP. KS-23 plays a rather interesting role of being a damage-centric SG. WIth the highest FP of 40, she has the potential to deal a lot of damage especially with her skill buff on. Sadly it is a hard role for a SG to take. MGs eclipse pretty much every gun type in term of damage, so her damage would not be very notable. Damage focus is not practical on SGs due to its lengthy cooldown that forces the SG to pop on 2nd volley. On paper, KS-23 can deal a lot of damage when her skill is up. But in practice, it is rare for her to ever pop it, and when she does, there are often not enough targets for her to shoot with the increase in number of targets. Optional. | |||||||||||||||||||||||||||||||||||
678 | Accesories | ||||||||||||||||||||||||||||||||||||||
679 | DMG | ACC | EVA | ROF | HP | "Shark" | |||||||||||||||||||||||||||||||||
680 | 40 | 9 | 10 | 25 | 1375 | ||||||||||||||||||||||||||||||||||
681 | |||||||||||||||||||||||||||||||||||||||
682 | Buffs MG Damage by 12%, Accuracy by 30% | ||||||||||||||||||||||||||||||||||||||
683 | |||||||||||||||||||||||||||||||||||||||
684 | |||||||||||||||||||||||||||||||||||||||
685 | Damage Focus SG: Increase damage by 120% and temporarily increases targets to 5 for 8s (does not stack with slug ammo). | ||||||||||||||||||||||||||||||||||||||
686 | |||||||||||||||||||||||||||||||||||||||
687 | |||||||||||||||||||||||||||||||||||||||
688 | |||||||||||||||||||||||||||||||||||||||
689 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
690 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
691 | RMB-93 (NO. 159) ★★★ | T-Doll Equipment | Armor | 22 | ○ Good armor for a 3★ ○ Able to clean up with Burst Impact | ○ Low base HP ○ Long initial CD ○ Bad tile coverage and placement | "Ehehe!~ Everyone pretty much put effort into the battle, I also enjoyed it~" | ||||||||||||||||||||||||||||||||
692 | Magazine | Clip | 4 | Among 3★s, RMB-93 is not bad at all. Despite having the lowest health pool, her high armor stats of 22 (highest of all 3★s and is on par with other, better SGs) makes up for it. Her knockback skill is useful, capable of finishing off the left-overs, or buying time for the MGs to reload. However, her tile formation is very inconvenient, either forcing her into a 2 SGs team, or forfeiting her buff completely to be a single tank. Optional. | |||||||||||||||||||||||||||||||||||
693 | Accesories | ||||||||||||||||||||||||||||||||||||||
694 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
695 | 30 | 11 | 13 | 28 | 1210 | ||||||||||||||||||||||||||||||||||
696 | |||||||||||||||||||||||||||||||||||||||
697 | Buffs MG Damage by 12%, Accuracy by 30% | "Virgin Killer Sweater" | |||||||||||||||||||||||||||||||||||||
698 | |||||||||||||||||||||||||||||||||||||||
699 | |||||||||||||||||||||||||||||||||||||||
700 | Burst Impact: Performs an additional attack, dealing 2x damage and causing knockback effect of 3 units (Mod 1 and inflicting 10% vulnerability that lasts 8 seconds). | ||||||||||||||||||||||||||||||||||||||
701 | |||||||||||||||||||||||||||||||||||||||
702 | |||||||||||||||||||||||||||||||||||||||
703 | |||||||||||||||||||||||||||||||||||||||
704 | |||||||||||||||||||||||||||||||||||||||
705 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
706 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
707 | RMB-93 (MOD 3) ★★★★ | T-Doll Equipment | Armor | 23 | ○ Good armor ○ Extra movespeed from SPEQ ○ Flat damage reduction | ○ Skill 2 uptime reliant on Defender ○ Mediocre max HP ○ Poor tile layout | |||||||||||||||||||||||||||||||||
708 | Magazine | Clip | 4 | RMB-93 Mod is a strong defensive SG. Her base armor is high, and when combined with her mod special equipment it can reach 35, equivalent to KSG. Her newfound skill 2 also helps. When any other ally reloads, RMB-93 Mod stores a stack. When she isn't moving, RMB-93 Mod uses these stacks which reduce any damage she takes by 4 after armor reduction. They last for 8 seconds and can stack up to 3 times. Combined with flash ammo equipment, the total amount of damage RMB-93 can reduce is 15 from all sources. This extra damage reduction works as even more effective armor and lets RMB-93 Mod ignore certain attacks like lasers from rodeleros. In order to keep all 3 stacks of RMB-93's skill 2 permanently up, and considering her own reloads don't count, she is best paired with a team/unit that reloads very often. Defender and Dana Zane reload after every shot at a faster rate than her stacks can decay, drawing out RMB-93's full potential on their own. The extra movespeed on RMB-93 Mod's special equipment makes her much better at kiting and positioning. Due to this and the extra armor, Mod 3 is definitely an option, but not always a requirement for winning fights. Mod 2 is also an acceptable stopping point if what's being fought doesn't need kiting or that extra armor. For her generally good armor and consistent flat damage reduction, RMB-93 Mod is recommended. | |||||||||||||||||||||||||||||||||||
709 | Accessories | ||||||||||||||||||||||||||||||||||||||
710 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
711 | 33 | 13 | 14 | 29 | 1240 | ||||||||||||||||||||||||||||||||||
712 | (+3) | (+2) | (+1) | (+1) | (+30) | ||||||||||||||||||||||||||||||||||
713 | |||||||||||||||||||||||||||||||||||||||
714 | Buffs MG Damage by 12% Accuracy by 40% | ||||||||||||||||||||||||||||||||||||||
715 | |||||||||||||||||||||||||||||||||||||||
716 | |||||||||||||||||||||||||||||||||||||||
717 | Pendulum Fortress: When an ally in the echelon reloads, damage taken is reduced by 4, lasting 8 seconds and stacking up to 3 times. | ||||||||||||||||||||||||||||||||||||||
718 | |||||||||||||||||||||||||||||||||||||||
719 | |||||||||||||||||||||||||||||||||||||||
720 | |||||||||||||||||||||||||||||||||||||||
721 | |||||||||||||||||||||||||||||||||||||||
722 | Passive | ||||||||||||||||||||||||||||||||||||||
723 | |||||||||||||||||||||||||||||||||||||||
724 | NS2000 (NO. 190) ★★★ | T-doll Equipment | Armor | 20 | ○ Good tile buff and coverage ○ Able to clean up with Burst Impact | ○ Low armor ○ Low base HP ○ Long initial CD ○ Bad tile placement | "Ehehe, with this victory, have I set a new record?" | ||||||||||||||||||||||||||||||||
725 | Magazine | Clip | 5 | Unlike the defensive built Neko M500, the Choco Usagi NS2000 is built for "delay tactics". NS2000 is another 3★ secondary SG with decent tiles and good coverage for 15% FP. Packing a clip size of 5, she can delay mobs better than most of her counterparts with her knockback skill, buying precious seconds for your MGs to finish off the enemies or reload their clip. Her HP and armor are below average, on par with Super-Shorty's, but her skill compensates for the lower HP and armor values, while Super-Shorty has only a mediocre skill to support herself in battle. However, given her squishy nature, she cannot handle hard-hitting foes very well. Optional. | |||||||||||||||||||||||||||||||||||
726 | Accesories | ||||||||||||||||||||||||||||||||||||||
727 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
728 | 33 | 12 | 11 | 27 | 1265 | ||||||||||||||||||||||||||||||||||
729 | |||||||||||||||||||||||||||||||||||||||
730 | Buffs MG Damage by 15% | "Choco Bunny Girl" | |||||||||||||||||||||||||||||||||||||
731 | |||||||||||||||||||||||||||||||||||||||
732 | |||||||||||||||||||||||||||||||||||||||
733 | Burst Impact: Performs an additional attack, dealing 2x damage and causing knockback effect of 3 units. | ||||||||||||||||||||||||||||||||||||||
734 | |||||||||||||||||||||||||||||||||||||||
735 | |||||||||||||||||||||||||||||||||||||||
736 | |||||||||||||||||||||||||||||||||||||||
737 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
738 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
739 | Six12 (NO. 278) ★★★ | T-Doll Equipment | Armor | 20 | ○ Able to clean up with Burst Impact ○ Decent tile placement for a 3★ | ○ Low armor ○ Low base HP ○ Long initial CD ○ Limited event login reward doll | |||||||||||||||||||||||||||||||||
740 | Magazine | Clip | 4 | Rejoice, for it's the first shotgun offered as a login reward! No longer do you jump through RNG hoops to craft one (although you should have shotguns from career quests at that point). Six12 is not anything outstanding. Her base stats are on the lower end of all shotgun stats, but will get the job done adequately for the early-mid difficulty stages. Her skill is a generic Burst Impact skill seen on other offensive skill shotguns. It provides a guaranteed knockback rather than relying on chance. While the multiplier is decent, remember it is based on a shotgun's FP stat so it isn't much to write home about. It is also highly unlikely that a shotgun will be able to use their skill, and the skill's initial cooldown of 8 seconds reinforces the fact that her skill might as well not exist for all intents and purposes of MGSG teams. Six12 is optional to keep and raise. Players should have pre-levelled shotguns from career quests (like SPAS-12 and M500) that Six12 should not be the primary option for shotguns. She is not recommended if a player has more than adequate amounts of shotgun choices in their armoury. | |||||||||||||||||||||||||||||||||||
741 | Accesories | ||||||||||||||||||||||||||||||||||||||
742 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
743 | 34 | 13 | 13 | 30 | 1210 | ||||||||||||||||||||||||||||||||||
744 | |||||||||||||||||||||||||||||||||||||||
745 | Buffs MG Damage by 10% Accuracy by 20% | "Choco Bunny Girl" | |||||||||||||||||||||||||||||||||||||
746 | |||||||||||||||||||||||||||||||||||||||
747 | |||||||||||||||||||||||||||||||||||||||
748 | Burst Impact: Performs an additional attack, dealing 2x damage and causing knockback effect of 3 units. | ||||||||||||||||||||||||||||||||||||||
749 | |||||||||||||||||||||||||||||||||||||||
750 | |||||||||||||||||||||||||||||||||||||||
751 | |||||||||||||||||||||||||||||||||||||||
752 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
753 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
754 | HSM10 (NO. 299) ★★★ | T-Doll Equipment | Armor | 21 | ○ Skill boosts survival ○ Good tile placement for a 3★ if put on tile 6. | ○ Low armor ○ Long initial cooldown ○ Limited event login reward doll | |||||||||||||||||||||||||||||||||
755 | Magazine | Clip | 4 | The 2nd shotgun to be offered as a login reward. There isn't anything particularly special about her other than her class, though being a shotgun alone is enough to merit some mention. Her skill is a downgraded version of what KSG has, a useful defensive skill held back by a long ICD and cooldown. That said, for a 3★ shotgun she's actually a pretty good offering, with decent armor and a solid tile layout with good buffs. Most of the 3★ shotguns tend to have tile layouts that only make sense in a 2 SG formation, so she actually comes out a fair bit ahead of her competitors. Optional. HSM10 is good for her rarity, and more shotguns are always welcomed if only due to the difficulty of obtaining them, but if you already have a surplus of higher rarity shotguns you're unlikely to need what is effectively another budget option. | |||||||||||||||||||||||||||||||||||
756 | Accesories | ||||||||||||||||||||||||||||||||||||||
757 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
758 | 34 | 13 | 12 | 27 | 1235 | ||||||||||||||||||||||||||||||||||
759 | |||||||||||||||||||||||||||||||||||||||
760 | Buffs MG Damage by 15% | "Choco Bunny Girl" | |||||||||||||||||||||||||||||||||||||
761 | |||||||||||||||||||||||||||||||||||||||
762 | |||||||||||||||||||||||||||||||||||||||
763 | Survival Instinct: Increase evasion by 50% and armor by 45% for 6s. | ||||||||||||||||||||||||||||||||||||||
764 | |||||||||||||||||||||||||||||||||||||||
765 | |||||||||||||||||||||||||||||||||||||||
766 | |||||||||||||||||||||||||||||||||||||||
767 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
768 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
769 | TS12 (NO. 321) ★★★ | T-Doll Equipment | Armor | 21 | ○ No reload time for next two salvos ○ Good tile placement for a 3★ if put on tile 6. | ○ Low armor
○ Low base HP ○ Long initial cooldown ○ Limited event login reward doll | |||||||||||||||||||||||||||||||||
770 | Magazine | Clip | 4 | The third Tavor (other two being TAR-21, a 4 star AR, and X95, a 5 star SMG) and third login SG to grace us, being a login SG is no longer something to be proud of. Much like other 3 star SGs, like NS2000 and HSM10, TS12 also packs a decent tile buff of 15% Damage. She shares the same tile formation as Six12, the same HP of 1210, the same Damage stat of 34. They're also offensive SGs, though TS12 has a shorter initial cooldown of only 5s, on top of having a slightly better base Armor of 21. In short, she is a better Six12. Unfortunately, being better than mediocre is not the same as being good. TS12 still suffers from a low Armor stat and also suffers from being an offensive doll in a defensive class. Lastly, she also suffers competition from SPAS-12 and M500, both of which are awarded as career rewards and can sufficiently perform in any situations that may require SGs, during early to mid-game, until Commanders acquire better SGs, like M500 Mod or S.A.T.8. In short, TS12 is the runt of the litter among the Tavor sisters. TL;DR: TS12 is Optional at best. While free SGs are always welcome, there's little reason for a Commander to use TS12 instead of SPAS and M500 during early to mid-game, or field better, defensive SGs in late-game content. | |||||||||||||||||||||||||||||||||||
771 | Accesories | ||||||||||||||||||||||||||||||||||||||
772 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
773 | 34 | 13 | 11 | 30 | 1210 | ||||||||||||||||||||||||||||||||||
774 | |||||||||||||||||||||||||||||||||||||||
775 | Buffs MG Damage by 15% | "Choco Bunny Girl" | |||||||||||||||||||||||||||||||||||||
776 | |||||||||||||||||||||||||||||||||||||||
777 | |||||||||||||||||||||||||||||||||||||||
778 | Revolving Magazine: Remove reload time for the next two magazines after the skill is activated. Attacks made after the first reload deal 90% increased damage while attacks made after the second reload have 150% increased accuracy. | ||||||||||||||||||||||||||||||||||||||
779 | |||||||||||||||||||||||||||||||||||||||
780 | |||||||||||||||||||||||||||||||||||||||
781 | |||||||||||||||||||||||||||||||||||||||
782 | |||||||||||||||||||||||||||||||||||||||
783 | |||||||||||||||||||||||||||||||||||||||
784 | |||||||||||||||||||||||||||||||||||||||
785 | Initial CD | 5s | |||||||||||||||||||||||||||||||||||||
786 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
787 | Elphelt (NO. 1002) ★ | T-Doll Equipment | Armor | 23 | ○ High base HP ○ High armor ○ Good tile buff and coverage ○ Powerful skill if activated | ○ Very long initial CD ○ Effectively takes 12s for full skill effect ○ Limited collab doll (GGBB Collab) | "Will you turn around for a moment?~" | ○ No longer available in EN | DUEL | ||||||||||||||||||||||||||||||
788 | Magazine | Clip | 5 | As one of the Valentines, Elphelt has always been a strong female Gear in the Guilty Gear universe, both in lore and gameplay. Utilizing her shotgun, Ms. Travailler, she proves herself to be a formidable fighter too in the GFL-verse. With 1375 health and 23 armor, Elphelt is without a doubt one of the tankiest SGs out there. Her armor is just one below KSG's and her health gets close to SAT8's. Elphelt rounds out her impressive arsenal with good tile buffs and placement, allowing her to stay as the single SG in MGSG. Her skill, while impressive and unique, has an issue however. The initial cooldown of her skill is very high at 10s. This is made worse due to the fact that her skill has two phases, with the first part being a single shot and the second being án AoE attack. Both parts take animation time to finish, making the full skill duration 12s in reality. There will be fights where she sadly doesn't even pop off her skill and when she does, it may just be the first part that gets to see the light of day. Despite said weakness, Elphelt's base stats and tile coverage alone easily makes her a fine option in MGSG. echelon. Recommended. | 1 | ||||||||||||||||||||||||||||||||||
789 | Accesories | LET'S ROCK | |||||||||||||||||||||||||||||||||||||
790 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
791 | 36 | 13 | 9 | 28 | 1375 | ||||||||||||||||||||||||||||||||||
792 | Elphelt: Omae wa mou | ||||||||||||||||||||||||||||||||||||||
793 | Buffs MG Damage by 15%, Accuracy by 15% | Husbando | |||||||||||||||||||||||||||||||||||||
794 | Me: NANI?! | ||||||||||||||||||||||||||||||||||||||
795 | |||||||||||||||||||||||||||||||||||||||
796 | Genoverse: Inflicts 8.0x of Elphelt's damage and locks on to the target before launching a missile that deals 12.0x Elphelt's damage to enemies within 1.5 unit radius. | "You promised. Now sign | |||||||||||||||||||||||||||||||||||||
797 | the marriage certificate!" | ||||||||||||||||||||||||||||||||||||||
798 | |||||||||||||||||||||||||||||||||||||||
799 | |||||||||||||||||||||||||||||||||||||||
800 | |||||||||||||||||||||||||||||||||||||||
801 | Initial CD | 10s | |||||||||||||||||||||||||||||||||||||
802 | Skill CD | 16s | Dizzy when | ||||||||||||||||||||||||||||||||||||
803 | Dana Zane (NO. 1022) ★ | T-Doll Equipment | Armor | 22 | ○ High base HP ○ Excellent tile buff and coverage ○ Guaranteed knockback on skill | ○ Limited collab doll (VA11-Hall-A) ○ Can only target 1 enemy ○ Only 1 clip size ○ Skill doesn't do much damage ○ Shield is nice and all but requires Jill to solely buff SGs | [No CV yet] | ○ Special Equipment: Prosthetic Arm (+6 DMG +11 ARMOR -2 EVA) (Collab Exclusive) | Boss | ||||||||||||||||||||||||||||||
804 | Magazine | Clip | 1 | Best Boss has arrived! Get ready your wings and beer for she's bout to suplex you out of this ring! Dana's a pretty straightforward SG. With a decent armor value and amazing tiles, she's literally just there to soak up damage and buff your MGs. Unfortunately, her own personal performance is often not as desirable. Dana suffers from having 1 clip size, forcing her to reload after every shot. Her passive unfortunately does not help her out as much by limiting her to single targetting. SGs do not only rely on their inherent tankiness and skill to soak up damage, but they also rely on their normal attacks for knockbacks. By targeting only one at a time coupled with the reload in between shot, she cannot knock anything back but the single enemy she targets, and only do so every 2 seconds at a low chance. While her skill can compensate this somewhat with its AoE guaranteed knockbacks, the application is limited due to being an AoE, and hitting the wrong area could mean the skill would go to waste. Its multiplier is low and does not have the same bursting potential of Burst Impact nor Elphelt's Genoverse, resulting in poor offensive capability. Although Dana has an option (Jill) to greatly improve these areas, it is a very specific set-up that is situational (2nd volley) and sacrifices offensive capability of other dolls. Overall, Dana is optional. The tile buff and her accessiblity for those who participated during the collab make her a decent pick if you lack good SGs. If you don't need anything from a SG other than to soak damage and give your MGs great tiles, Dana will do the job just fine. | Red Comet | ||||||||||||||||||||||||||||||||||
805 | Accesories | ||||||||||||||||||||||||||||||||||||||
806 | DMG | ACC | EVA | ROF | HP | so many wrestling | |||||||||||||||||||||||||||||||||
807 | 38 | 15 | 13 | 26 | 1345 | references... | |||||||||||||||||||||||||||||||||
808 | |||||||||||||||||||||||||||||||||||||||
809 | Buffs MG Damage 15% Accuracy 15% | ||||||||||||||||||||||||||||||||||||||
810 | |||||||||||||||||||||||||||||||||||||||
811 | |||||||||||||||||||||||||||||||||||||||
812 | Crimson Geyser: Jump up and pound the ground to create a big explosion, dealing 0.6x damage to enemies within a radius of 2 yards and knocking them back. Every point of armor increases the damage by 1%. Normal attack: Launch an exploding rocket punch that deals 1.8x damage to a single target with a 10% knockback chance (does not stack with slug ammo). Favorite Drink: When buffed by a Big Beer, gain 0.5 point of shield HP per point of armor. | ||||||||||||||||||||||||||||||||||||||
813 | |||||||||||||||||||||||||||||||||||||||
814 | |||||||||||||||||||||||||||||||||||||||
815 | |||||||||||||||||||||||||||||||||||||||
816 | |||||||||||||||||||||||||||||||||||||||
817 | |||||||||||||||||||||||||||||||||||||||
818 | |||||||||||||||||||||||||||||||||||||||
819 | |||||||||||||||||||||||||||||||||||||||
820 | |||||||||||||||||||||||||||||||||||||||
821 | dat abs | ||||||||||||||||||||||||||||||||||||||
822 | |||||||||||||||||||||||||||||||||||||||
823 | baguette stronk | ||||||||||||||||||||||||||||||||||||||
824 | Initial CD | 8s | another rocket punch? | ||||||||||||||||||||||||||||||||||||
825 | Skill CD | 18s | |||||||||||||||||||||||||||||||||||||
826 | Triela (NO. 1025) ★ | T-Doll Equipment | Armor | 21 | ○ Deals relatively high damage for an SG ○ Good tile buff and coverage | ○ Limited collab doll (Gunslinger Girls) ○ Subpar armor | Triela's melee | ||||||||||||||||||||||||||||||||
827 | Magazine | Clip | 4 | As an SG, Triela has an armor value of 21, less than the 22 armor average for high-rarity SG. This makes her a less-than-ideal tank.
Triela's skill “Puppet Tricks” has a passive component that lets her melee enemies for double damage at 50% increased Rate of Fire, if any enemy unit gets within 2 units range of her. This significantly increases her damage output as an SG, especially since Triela's melee attacks do not consume ammo. The active component of Triela's skill further increases her damage by 80% and grants some movement speed, which can help Triela get in range of enemies to activate her passive. Therefore there is the potential for Triela to be one of the best DPS SG out there, but since SG base stats are inherently less than other classes, Triela will have a hard time reaching the same DPS levels as standard AR/RF units. Especially the poor accuracy hindering her to deal damage to even enemies with low evasion. Also note that her bayonet won't activate if she is equipped with slugs, so you cannot buff her FP via this route. Overall, Triela is a decent SG despite her relatively weak armor, and certainly an upgrade over the freebie SG T97S. New players can train her if they plan to make their first SGMG team, but overall she is optional. | |||||||||||||||||||||||||||||||||||
828 | Accesories | ||||||||||||||||||||||||||||||||||||||
829 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
830 | 37 | 12 | 12 | 26 | 1265 | ||||||||||||||||||||||||||||||||||
831 | |||||||||||||||||||||||||||||||||||||||
832 | Buffs MG Damage 10% Accuracy 15% | ||||||||||||||||||||||||||||||||||||||
833 | |||||||||||||||||||||||||||||||||||||||
834 | |||||||||||||||||||||||||||||||||||||||
835 | Puppet Trick: Passive: When there is an enemy unit within a 2 unit distance, switch to using a bayonet to deal 2x damage to the nearest target. In this state, no ammo is consumed and rate of fire increases by 50% (this passive will not take effect when Slug ammo is equipped). If there are no enemy units within a 2 unit distance, increase maximum hit targets by 1. Active: Increase damage by 80% and movement speed by 6 points for 8s. | ||||||||||||||||||||||||||||||||||||||
836 | |||||||||||||||||||||||||||||||||||||||
837 | |||||||||||||||||||||||||||||||||||||||
838 | |||||||||||||||||||||||||||||||||||||||
839 | |||||||||||||||||||||||||||||||||||||||
840 | |||||||||||||||||||||||||||||||||||||||
841 | |||||||||||||||||||||||||||||||||||||||
842 | |||||||||||||||||||||||||||||||||||||||
843 | |||||||||||||||||||||||||||||||||||||||
844 | |||||||||||||||||||||||||||||||||||||||
845 | |||||||||||||||||||||||||||||||||||||||
846 | |||||||||||||||||||||||||||||||||||||||
847 | Initial CD | 8s | |||||||||||||||||||||||||||||||||||||
848 | Skill CD | 16s | |||||||||||||||||||||||||||||||||||||
849 | Minos (NO. 1034) ★ | T-Doll Equipment | Armor | 22 | ○ Deals relatively high damage for an SG ○ Good tile buff and coverage ○ high Shield value | ○ Limited collab doll (Gunslinger Girls) ○ DPS shotgun | |||||||||||||||||||||||||||||||||
850 | Magazine | Clip | 4 | Minos is an exclusive collaboration unit from the Dropkick On My Devil! event. She is unable to be acquired elsewhere. As a shotgun, right off the bat, she should not be treated as disposable fodder by any new commanders. Shotguns are extremely rare products from Heavy Doll Production and sometimes you're going to need more than the free shotguns from Career Quests! Her base armour is 22 which is okay and is enough for most content. Minos gains a shield everytime she reloads, and this shield has a value equal to 5% of her maximum health. Unfortunately this doesn't stack so make use of this increase in tankiness when you can! Minos skill is unfortunately one of the ones that try to do damage, but as a shotgun you really just want her to tank some bullets and call it a day. Don't let the big numbers on the skill deceive you, 50 times firepower and percentage health damage doesn't go well together on a shotgun of all things. Shotguns have low firepower and so this damage is mostly a tickle to high health enemies. In addition, only the MF (main frame) of the doll will do the charge, dealing one instance of damage and as such will not be piercing through multiple dummy links. Minos is highly recommended to acquire. As for raising her, she is recommended unless you have better tanking shotguns, after which raising her is optional. | |||||||||||||||||||||||||||||||||||
851 | Accesories | ||||||||||||||||||||||||||||||||||||||
852 | DMG | ACC | EVA | ROF | HP | ||||||||||||||||||||||||||||||||||
853 | 39 | 12 | 11 | 24 | 1430 | ||||||||||||||||||||||||||||||||||
854 | |||||||||||||||||||||||||||||||||||||||
855 | Buffs MG Damage 10% Accuracy 15% | ||||||||||||||||||||||||||||||||||||||
856 | |||||||||||||||||||||||||||||||||||||||
857 | |||||||||||||||||||||||||||||||||||||||
858 | Demonic Punch: Charge forward and daze enemies for 5 seconds, dealing 8x damage that does not scale with Dummy-Links and an additional instance of damage that equals 20% of her targets' maximum HP (not exceeding 50x of Minos' damage stat). After each reload, Minos regenerates shield points that equals 5% of her maximum HP. Shield regeneration does not stack. | ||||||||||||||||||||||||||||||||||||||
859 | |||||||||||||||||||||||||||||||||||||||
860 | |||||||||||||||||||||||||||||||||||||||
861 | |||||||||||||||||||||||||||||||||||||||
862 | |||||||||||||||||||||||||||||||||||||||
863 | |||||||||||||||||||||||||||||||||||||||
864 | |||||||||||||||||||||||||||||||||||||||
865 | |||||||||||||||||||||||||||||||||||||||
866 | |||||||||||||||||||||||||||||||||||||||
867 | |||||||||||||||||||||||||||||||||||||||
868 | |||||||||||||||||||||||||||||||||||||||
869 | |||||||||||||||||||||||||||||||||||||||
870 | Initial CD | 6s | |||||||||||||||||||||||||||||||||||||
871 | Skill CD | 12s |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | ||
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1 | Name | Statistics | Analysis | Notes | Reccomendations | ||||||||||||||
2 | Courtesy of BigStupidJellyfish | Recent
Edits | Created "Fairies" page, using BSJ analyses (May 19, 2022) | Optimised HEC logistics | General fairy analysis notes | ||||||||||||||
3 | |||||||||||||||||||
4 | |||||||||||||||||||
5 | |||||||||||||||||||
6 | Defense (NO. 5) 2/.5/2/1 | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
7 | DMG | CDMG | ACC | EVA | ARM. | 80% EVA isn't terrible, but there's very little else Defense offers aura-wise. Its current skill is essentially a straight downgrade from Shield, which is easier to get. It will have its skill reworked with the 2.09 client, but it seems unlikely to be enough to make this worth pursuing. | |||||||||||||
8 | 22 | - | - | 80 | 20 | ||||||||||||||
9 | Temporary Protection [current version]: For one turn, reduce the damage taken by all units within the Echelon by 30% for 20 seconds in all battles. | ||||||||||||||||||
10 | |||||||||||||||||||
11 | |||||||||||||||||||
12 | |||||||||||||||||||
13 | |||||||||||||||||||
14 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
15 | Skill Cost | 5 | |||||||||||||||||
16 | Reinforcement (NO. 10) 2/.5/2/1 | Recommended talent: Fervor>Damage II>Damage I. Raise 0 copies. | |||||||||||||||||
17 | DMG | CDMG | ACC | EVA | ARM. | Reinforcement comes with a sub-par aura but a unique skill, being able to heal damage. There's a problem, though - Shield protects an effective 1 link's worth of damage, on all your dolls, every battle, with a stronger offensive aura. It's funny as a way to be cheap with SG repairs on 12-4E, but there's no real application for this fairy outside that. | |||||||||||||
18 | 12 | 15 | 0 | 88 | 12 | ||||||||||||||
19 | T-Doll Reinforcement: Reinforce the T-Doll with the lowest HP % in the Echelon with one dummy and increase the Echelon's evasion by 10% for 20 seconds in all battles for one turn. | ||||||||||||||||||
20 | |||||||||||||||||||
21 | |||||||||||||||||||
22 | |||||||||||||||||||
23 | |||||||||||||||||||
24 | |||||||||||||||||||
25 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
26 | Skill Cost | 2 | |||||||||||||||||
27 | Parachute (NO. 11) 2/.5/2/1 | Para raising strategies | Recommended talent: Fervor>Damage II>Damage I. Aim/Critical II/Armor II are potentially viable options on duplicates for ranking/min-maxing. Raise 1-12 copies. | ||||||||||||||||
28 | DMG | CDMG | ACC | EVA | ARM. | It's really hard to overstate the power of the parachute fairy. In normal combat, it has an even stronger aura than Command and will double many echelon's DPS after factoring in the talent. While the stat penalty is harsh, being able to teleport anywhere on the map allows for all sorts of cheese. In ranking, the action points saved and mobility provided by parachute offer incredible scoring potential. The very best ranking strategies can make use of 6-12 parachutes, and often need multiples at high rarity to handle challenging debuffed fights. Of course, for more casual gameplay, the requirement is much lower - I'd recommend keeping 1-4 in that case. Raising duplicate Parachute fairies is perhaps the biggest endgame resource/time-sink out there. While expensive, there's no proper substitute. | |||||||||||||
29 | 36 | 40 | - | 32 | 8 | ||||||||||||||
30 | Heliport Liberation: The Echelon can parachute to any Heliport on the map, but the Echelon will have its damage, accuracy, evasion, armor, and crit rate reduced by 40% for two turns. | ||||||||||||||||||
31 | |||||||||||||||||||
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36 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
37 | Skill Cost | 5 | |||||||||||||||||
38 | Landmine (NO. 12) .5/2/2/1 | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies (only skill needed). | |||||||||||||||||
39 | DMG | CDMG | ACC | EVA | ARM. | The very hardest enemies tend to be encountered in ranking. Dealing out-of-combat damage like this reduces their CE, which in turn reduces the points you get. Landmine has no real usecase. | |||||||||||||
40 | 25 | - | 44 | 85 | - | ||||||||||||||
41 | Mines Frontline: Bury a mine in an adjacent empty node that lasts for two turns. Enemies who step on the mine will receive damage equal to 50% of their current HP. Ineffective against bosses. | ||||||||||||||||||
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47 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
48 | Skill Cost | 5 | |||||||||||||||||
49 | Rocket (NO. 13) .5/2/2/1 | Recommended talent: Fervor>Damage II>Damage I. Raise 1 copy (only skill needed). | |||||||||||||||||
50 | DMG | CDMG | ACC | EVA | ARM. | While Rocket's aura is odd, it can take a similar role to Construction/Landmine and doesn't need to engage in direct combat. Its reworked skill no longer reduces enemy CE/points, making it potentially viable in ranking events for assisting against particularly tricky enemies (AP/routing permitting). | |||||||||||||
51 | - | 35 | 44 | - | 22 | ||||||||||||||
52 | Battlefield Reaper:
Deploy a rocket launcher on a designated node. The launcher lasts 3 rounds and can provide battle support 3 times. Friendly echelons within a range of 2 nodes will receive RPG support: Every 5 seconds, deal guaranteed AoE damage to enemies within a 2-unit radius that equals 15% of their current HP. This damage ignores armor and does not scale with Dummy-Links. It is capped at 30000 and is not fatal. | ||||||||||||||||||
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63 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
64 | Skill Cost | 2 | |||||||||||||||||
65 | Construction (NO. 14) .5/2/2/1 | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies (only skill needed). | |||||||||||||||||
66 | DMG | CDMG | ACC | EVA | ARM. | While part of an expensive pool, increasing rarity is optional for this fairy. It works as a support, where you can place a fortress next to some dangerous enemy and swap in your combat team. AP requirements, and the limitations it puts on the team using it, make Construction relatively niche. But you may want to have one on hand just in case you need to kill a particularly troublesome deathstack and are short a little damage. | |||||||||||||
67 | 15 | 20 | 50 | 40 | 10 | ||||||||||||||
68 | Emergency Fortress: Build an immovable fortress at this node. Any allies standing on this node within three turns will gain 30% damage, accuracy, evasion, armor, and crit rate if enemies run into them. | ||||||||||||||||||
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74 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
75 | Skill Cost | 5 | |||||||||||||||||
76 | Combo (NO. 23) .5/2/2/1 | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
77 | DMG | CDMG | ACC | EVA | ARM. | Combo goes all-in on offense, in a spectacular fashion. If you can set up two easier battles first, no other fairy can compete for sheer damage. Being an expensive-recipe fairy, however, the cost of getting one fully raised is tremendous. Its applications in ranking maps tend to be limited, and you'll likely have to come up with a strategy yourself due to the low number of players with one on hand. | |||||||||||||
78 | 30 | 15 | 85 | - | - | ||||||||||||||
79 | Secret of Continuation: In the current round, this echelon gains one stack of Combo before each battle, up to a maximum of three stacks. Each stack lasts for one round. Combo effect: When battle begins, raise all allies' damage by 15% and their accuracy by 30% for 20s. | ||||||||||||||||||
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86 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
87 | Skill Cost | 2 | |||||||||||||||||
88 | Warrior (NO. 1) 500x4 | Recommended talent: Fervor>Damage II>Damage I. Raise 1 copy. Skill leveling is required to be useful. | |||||||||||||||||
89 | DMG | CDMG | ACC | EVA | ARM. | Warrior is pretty much the definitive DPS combat fairy. It has a weak aura, but produces excellent numbers when combined with its active skill (especially if you can use some more accuracy). More useful at low rarities when its skill can carry - Command/Para do about as well for DPS later, and Taunt/Beach/Shield have more utility. | |||||||||||||
90 | 25 | - | 80 | 40 | 10 | ||||||||||||||
91 | Combat Efficiency: In the next battle, increase the Echelon's damage by 20% and rate of fire by 10% for 20 seconds. | ||||||||||||||||||
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95 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
96 | Skill Cost | 1 | |||||||||||||||||
97 | Fury (NO. 2) 500x4 | Recommended talent: Fervor>Damage II>Damage I. May consider Critical II for Bleeding Jane fun, in exchange for making it useless elsewhere. Raise 0-1 copies. | |||||||||||||||||
98 | DMG | CDMG | ACC | EVA | ARM. | Fury ultimately falls into a similar range as a number of other 500x4 fairies: decent DPS aura, okay skill, but nothing exceptional. | |||||||||||||
99 | 15 | 40 | - | 40 | 10 | ||||||||||||||
100 | Power Overwhelming: In the next battle, increase the Echelon's accuracy by 50% and critical rate by 25% for 20 seconds. | ||||||||||||||||||
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104 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
105 | Skill Cost | 1 | |||||||||||||||||
106 | Armor (NO. 3) 500x4 | Flash analysis | Recommended talent: Armor II>Fervor>Damage II>Damage I. Raise 1 copy. | ||||||||||||||||
107 | DMG | CDMG | ACC | EVA | ARM. | It's hard to miss what the Armor fairy is all about. With the highest armor aura in the game and a skill boosting it even further, this is the go-to pick for extreme armor stacking. Armor II talent is recommended to make hitting thresholds easier. Her DPS aura is not great, working out to a 39% DPS boost in typical MGSG echelons. But if your tanks are immortal due to that armor buff & flash shells, does that really matter? | |||||||||||||
108 | 22 | 22 | - | - | 25 | ||||||||||||||
109 | Riot Control: In the next battle, increase the armor of all SGs in the Echelon by 50% for 20 seconds. | ||||||||||||||||||
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113 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
114 | Skill Cost | 3 | |||||||||||||||||
115 | Shield (NO. 4) 500x4 | hello varz | Recommended talent: Fervor>Damage II>Damage I. Raise 1 copy. | ||||||||||||||||
116 | DMG | CDMG | ACC | EVA | ARM. | Originally a disappointing ARSMG-oriented fairy, Shield's skill rework has made it one of the best 500x4 fairies around. With its active skill, you get competitive DPS and one of the strongest echelon-wide shields available. | |||||||||||||
117 | 20 | - | 60 | 80 | - | ||||||||||||||
118 | Energy Shield: At the start of the battle, grant all friendly T-Dolls a shield with a value that equals 100% of the unit's single-Dummy HP, lasting 20 seconds. When protected by the shield, units deal 20% more damage and take 30% less damage. | ||||||||||||||||||
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125 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
126 | Skill Cost | 2 | |||||||||||||||||
127 | Taunt (NO. 7) 500x4 | Recommended talent: Fervor>Damage II>Damage I. Raise 1-2 copies. | |||||||||||||||||
128 | DMG | CDMG | ACC | EVA | ARM. | Taunt has a decent aura spread, but its real strength comes from the dummy it creates. Certain enemies can shred even 1600 HP in seconds, but in many other cases it can stall out enemies for quite a while. Paradeus enemies are particularly susceptible to this, as many of their attacks depend on their targets having multiple links to multiply their damage. | |||||||||||||
129 | 18 | 25 | 58 | 28 | 8 | ||||||||||||||
130 | Taunt Target: In the next battle, deploy a target dummy to attract enemy fire. The dummy will have 1600 HP. | ||||||||||||||||||
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134 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
135 | Skill Cost | 3 | |||||||||||||||||
136 | Sniper (NO. 7) 500x4 | Detailed Sniper rework analysis | Recommended talent: Fervor>>>Damage II>Damage I. Raise 1 copy. | ||||||||||||||||
137 | DMG | CDMG | ACC | EVA | ARM. | Previously known as one of the worst fairies in the game, Sniper's skill was also reworked and now works reasonably well. It does very little in normal fights, but against boss-type enemies it can put out respectable amounts of damage all on its own. If your dolls are prevented from dealing damage properly due to fight mechanics, it can be extraordinary. Its aura is commonly criticized, but works out to be fairly average as long as your echelon can crit and can use at least some accuracy. | |||||||||||||
138 | - | 36 | 88 | 28 | 8 | ||||||||||||||
139 | Sniper Command: Every 3 seconds, fire a sniper shot at the enemy unit with the highest HP, dealing damage that equals 15% of their maximum HP and inflicting 20% vulnerability on them, lasting for 5 seconds. Damage dealt to units below 50% health is doubled. Baseline sniper shot damage is capped at 20000. | ||||||||||||||||||
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147 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
148 | Skill Cost | 1 | |||||||||||||||||
149 | Artillery (NO. 8) 500x4 | Recommended talent: Damage II=Fervor>Damage I. Raise 1 copy, don't level its skill. | |||||||||||||||||
150 | DMG | CDMG | ACC | EVA | ARM. | This mortar shell takes ~7.5 seconds to arrive, and has some major targeting problems. To avoid disappointment, assume it'll deal no damage. Despite this setback, Artillery has an impressive aura with the highest straight FP buff in the game. While there are a number of crit-oriented fairies that give better overall DPS numbers in most echelons, it's a solid pick for skillshot/grenade/farming-type echelons. | |||||||||||||
151 | 55 | - | - | 56 | 6 | ||||||||||||||
152 | Riot Control:
In the next battle, launch a mortar shell that deals 1200 damage to enemies within a radius of 2.5. | ||||||||||||||||||
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156 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
157 | Skill Cost | 3 | |||||||||||||||||
158 | Airstrike (NO. 9) 500x4 | Recommended talent: Damage II>Fervor>Damage I. Raise 0-1 copies. | |||||||||||||||||
159 | DMG | CDMG | ACC | EVA | ARM. | This airstrike takes ~3.4 seconds to impact, has no damage variance, ignores armor, and is multiplied by enemy links. Once a powerful option to eliminate ≤500 HP/link Jaeger backlines, Airstrike has largely been powercrept by HOCs. Its stat bonuses are subpar, and it struggles to knock off even a single link against many tougher modern enemies. Airstrike mainly sees use now as a way to dump fairy commands on 8-1N, which requires no investment beyond SL2. | |||||||||||||
160 | 30 | - | 50 | 40 | 10 | ||||||||||||||
161 | Fatal Airstrike:
In the next battle, call in an airstrike when the battle starts, dealing 500 damage to all enemies. | ||||||||||||||||||
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165 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
166 | Skill Cost | 3 | |||||||||||||||||
167 | Command (NO. 15) 500x4 | Recommended talent: Fervor>Damage II>Damage I. However, it's not worth calibrating your Damage I copy until it's 5 stars, if ever. Raise 1 copy. | |||||||||||||||||
168 | DMG | CDMG | ACC | EVA | ARM. | Given to all players on their first fairy craft with Damage I, Command is one of the best and most accessible combat fairies. Its combination of crit & straight damage produces excellent numbers in almost all echelons. Its skill is entirely optional, though - fairies cost a lot of data, and it provides no combat advantage. Airstrike can be used to convert fairy commands into XP at a much lower (SL2) cost. | |||||||||||||
169 | 36 | 36 | - | 32 | 8 | ||||||||||||||
170 | Super EXP:
Increase the EXP gained by the Echelon in the next battle by 25% (ineffective in EXP Simulation). | ||||||||||||||||||
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174 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
175 | Skill Cost | 1 | |||||||||||||||||
176 | Rescue (NO. 16) 500x4 | Recommended talent: Damage II>Fervor>Damage I. Raise 1 copy. | |||||||||||||||||
177 | DMG | CDMG | ACC | EVA | ARM. | Most players will tell you that it's "powered by faith," but Rescue does have a measurable impact on core farming. The gain in farming limited dolls is a bit harder to detect, but it's not like there's much else to do with fairy commands. Rescue's aura is nothing interesting, but it is passable for farming. Note that this skill does not work on SPEQs. Still, training data is limited and you can also get more cores by grinding more. I don't recommend leveling Rescue's skill unless you are overflowing on data. | |||||||||||||
178 | 32 | - | 80 | 64 | - | ||||||||||||||
179 | Efficient Rescue: Increase the chance of obtaining a rare T-Doll in the next battle by a huge amount. | ||||||||||||||||||
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183 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
184 | Skill Cost | 1 | |||||||||||||||||
185 | Illumination (NO. 17) 500x4 | Recommended talent: Fervor>Damage II>Damage I. Raise 1 copy with low priority, possibly more if night rankings ever return. | |||||||||||||||||
186 | DMG | CDMG | ACC | EVA | ARM. | Illumination is mostly used for its vision range increase. This stacks on top of the 1 vision range HGs give, so it lets you see up to 3 nodes away. While handy, especially for parachuting, night rankings seem to be a thing of the past. The Night Vision chip for coalition echelons also cuts into Illu's niche slightly. | |||||||||||||
187 | - | 38 | 90 | 32 | 8 | ||||||||||||||
188 | Night Illumination: During Night battles, increase the vision range of the Echelon by 2 nodes and the Echelon's accuracy by 30% for 20 seconds in all battles for two turns. | ||||||||||||||||||
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193 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
194 | Skill Cost | 5 | |||||||||||||||||
195 | Barrier (NO. 24) 500x4 | Recommended talent: Armor II=Fervor>Damage II>Damage I. Raise 0 copies. | |||||||||||||||||
196 | DMG | CDMG | ACC | EVA | ARM. | Barrier is easily the worst fairy of the 500x4 pool. Its armor aura is worse than Armor's, its offensive stats are basically nonexistent, and Shield Fairy/M500 mod/Flash shells provide better mitigation than its active skill. | |||||||||||||
197 | - | - | 72 | 32 | 22 | ||||||||||||||
198 | Armor Fortification: In the next battle, put up a barrier for all armored allies. Each barrier can absorb damage up to 150% of the unit's armor. | ||||||||||||||||||
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202 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
203 | Skill Cost | 3 | |||||||||||||||||
204 | Twin (NO. 25) 500x4 | Recommended talent: Fervor>Damage II>Damage I. Raise 1 copy. | |||||||||||||||||
205 | DMG | CDMG | ACC | EVA | ARM. | Twin is effectively a sidegrade to Taunt - its aura is substantially weaker, but its two dummies counter a somewhat different set of enemies. Note that either clone dying causes the other to die as well, so enemy positioning can make a big difference. The clone's damage is (a) fixed and (b) small, so I wouldn't put any value on that. | |||||||||||||
206 | 18 | - | 60 | 48 | 12 | ||||||||||||||
207 | Double Protection: In the next battle, summon 2 symbiotic Fairy clones with 750 HP. A Shield Fairy clone has 20 armor and deals 150 DMG every two seconds to enemies within a radius of 2 units of the nearest enemy. A Missile Fairy clone has 30 EVA and deals 450 DMG every two seconds to the furthest enemy. | ||||||||||||||||||
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216 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
217 | Skill Cost | 3 | |||||||||||||||||
218 | Golden (NO. 18) Ranking | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
219 | DMG | CDMG | ACC | EVA | ARM. | With a purely decorative skill, Golden fairy must rely on its aura to be useful. Thankfully, it comes with a reasonable amount of everything and puts out decent numbers. | |||||||||||||
220 | 20 | 25 | 62 | 50 | 12 | ||||||||||||||
221 | Golden Law:
Revelations of destiny shall fill you with determination. | ||||||||||||||||||
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225 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
226 | Skill Cost | 0 | |||||||||||||||||
227 | Cooking (NO. 19) Ranking | Recommended talent: Fervor>Damage II>Damage I. Raise 0 copies. | |||||||||||||||||
228 | DMG | CDMG | ACC | EVA | ARM. | A poor aura and an underwhelming random effect make Cooking Fairy completely outclassed by standard options. If you desperately need ROF - Warrior does that, every time. | |||||||||||||
229 | 10 | 10 | 20 | 80 | 20 | ||||||||||||||
230 | Chow Time!:
Randomly apply one effect to your Echelon for 30 seconds in the next battle: increase damage by 20%/increase rate of fire by 20%/increase accuracy by 30%/increase evasion by 25%. | ||||||||||||||||||
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236 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
237 | Skill Cost | 1 | |||||||||||||||||
238 | Fireworks (NO. 20) Ranking | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
239 | DMG | CDMG | ACC | EVA | ARM. | Fireworks has an aura similar to Rescue, but adds a combat-relevant skill offering even more accuracy. Night battles are few and far between, and surehit options like AS Val mod and M200 make this not super helpful. | |||||||||||||
240 | 32 | - | 75 | 32 | 8 | ||||||||||||||
241 | Summer-End Fireworks:
Color this small piece of the sky and the future red! Increase the echelon's accuracy by 80% for 10 seconds in the next battle. | ||||||||||||||||||
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245 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
246 | Skill Cost | 3 | |||||||||||||||||
247 | Zodiac (NO. 21) Ranking | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
248 | DMG | CDMG | ACC | EVA | ARM. | While the stun effect hypothetically could come up for some red bean defusal scenario, Zodiac is mostly notable for having a decent offensive aura and solid armor tiles. This still isn't something needed every day, and its damage stats are only marginally better than Armor's, so it's a low priority. | |||||||||||||
249 | 25 | 25 | - | 20 | 20 | ||||||||||||||
250 | Firecracker:
In the next battle, ignite firecrackers to stun the target for 2 seconds and deal 50 damage per second to enemies within a radius of 4 of the target for 5 seconds. | ||||||||||||||||||
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254 | Initial CD: 15s Skill CD: 16s | Category | |||||||||||||||||
255 | Skill Cost | ||||||||||||||||||
256 | Beach (NO. 22) Ranking | Recommended talent: Fervor>Damage II>Damage I. Aim is an option for a dupe. Raise 1-2 copies. | |||||||||||||||||
257 | DMG | CDMG | ACC | EVA | ARM. | While commonly referred to as a 0s-ICD debuff, this effect starts at ~2.5s and lasts until ~7.5s. Either way, Beach fairy is one of the best combat fairies. Its command/para-like aura is incredible for DPS, and buying an extra second or two for skills to kick in can be invaluable. Beach was almost mandatory for the infamous Polarized Light deathstacks, and overall sees significant use in competitive content. | |||||||||||||
258 | 32 | 32 | - | 40 | - | ||||||||||||||
259 | Slothful Tide:
At the start of battle, summon the tides of summer to push back the enemy, while also reducing all enemies' move speeds by 25% and their ROF by 25%, with a duration of 5 seconds. | ||||||||||||||||||
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265 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
266 | Skill Cost | 1 | |||||||||||||||||
267 | Auspicious (NO. 27) Ranking | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
268 | DMG | CDMG | ACC | EVA | ARM. | While a 30% FP debuff sounds okay, its 5-second duration seriously limits its applications. At best this is an unconventional support option to help your team run up to Dreamer a little faster. Still, Auspicious has a decent spread of stats, and could be considered a slightly worse Golden fairy. Acceptable to raise as your first 5-star fairy for newer players when PL ran, but its long-term use is questionable. | |||||||||||||
269 | 18 | 22 | 66 | 88 | - | ||||||||||||||
270 | Reciprocation: Place a peach within 2 nodes. This peach lasts for 2 turns and can be eaten by both sides. If an enemy touches it, their firepower is reduced by 30%, lasting for 5 seconds. If a friendly unit touches it, their move speed in the next battle is increased by 6, lasting for 10 seconds. | ||||||||||||||||||
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278 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
279 | Skill Cost | 1 | |||||||||||||||||
280 | Sand Dancer (NO. 28) Ranking | Recommended talent: Fervor>>>Damage II>Damage I. Raise 1-2 copies. | |||||||||||||||||
281 | DMG | CDMG | ACC | EVA | ARM. | Desert Fairy reads as if someone read RO635's mod skill and asked "how could we make this even more broken?" If you're looking at a long fight that needs a really durable tank, bring this fairy. It will see use in a number of ranking events post-DR. | |||||||||||||
282 | 30 | 16 | 30 | 60 | - | ||||||||||||||
283 | Confusing Sands:
Creates a sandstorm on the specified map location. The sandstorm decreases friendly and enemy move speeds by 30% (does not stack with Slothful Tide's [Beach Fairy] slowing effect), attack speed by 20% and decreases accuracy by 10% every 5 seconds, to a maximum of 5 stacks. The sandstorm remains on the battlefield for 2 turns. Echelons with an attached Sand Dancer Fairy reduce the negative effects of the sandstorm by 100% and the echelon leader gains 20% damage intake reduction. | ||||||||||||||||||
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296 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
297 | Skill Cost | 5 | |||||||||||||||||
298 | Cheer (NO. 29) Ranking | In combat simulations/Theater, you get the self-shielding effect. | Recommended talent: Fervor=Damage II>Damage I. Raise 0-1 copies. | ||||||||||||||||
299 | DMG | CDMG | ACC | EVA | ARM. | Most fights in GFL are offensive - so expect to see the second mode a lot. I'd only expect the amp to come up if you have a team dedicated to heliport camping or something.
The duration of its first mode is a little shorter than the standard 20 seconds from combat fairies, but a 40% damage amp is hard to ignore. It is impacted by armor, but you shouldn't send ARSMGs for that anyways. And, more importantly, this benefits your HOCs. 2B14 just got much scarier. If the fight lasts beyond 15 seconds, surviving enemies get a 5-second shield. Cheer may not do as well in boss battles or other prolonged fights. How much the extra DPS from the damage amp counterbalances this will vary by encounter. As seems to be the case with many fairies, the reworked Shield Fairy makes the second component of Cheer's skill far less interesting. The shield is weaker, and while the FP buff can be stronger, it takes 12 seconds to kick in and only lasts for 8 afterwards. Just use Shield. | |||||||||||||
300 | 36 | - | 75 | 20 | 18 | ||||||||||||||
301 | Ardent Cheers: If the next battle takes place on a friendly-controlled node, place a 40% vulnerability debuff on all enemy units at the start of the battle for 15 seconds. When the debuff expires, all enemy units gain a shield with HP that equals 40% of a Dummy-Link's health, lasting for 5 seconds. If the next battle takes place on a non-friendly-controlled node, grant all friendly units a shield with HP that equals 50% of a Dummy-Link's health, lasting for 12 seconds. When the shields expire, increase all friendly units' damage according to the ratio of the shield's remaining HP to the Dummy-Link's health (capped at 50%), lasting for 8 seconds. | ||||||||||||||||||
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317 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
318 | Skill Cost | 1 | |||||||||||||||||
319 | Witch (NO. 30) Ranking | Recommended talent: Fervor>Damage II>Damage I. Raise 1-2 copies. Feel free to pause your Warrior/Fury/Airstrike development to raise some of these instead. | |||||||||||||||||
320 | DMG | CDMG | ACC | EVA | ARM. | Witch comes with one of the most impressive auras ever seen on a fairy. Para technically still can have an edge on rifles when you really don't need much accuracy, but otherwise it's your best DPS option. On top of that, it has a combat skill without restrictions that deals extra damage. In testing this works out to an extra 1-10% more damage (and an even smaller improvement in clear times). Not a lot, but that's on top of its already beautiful aura.
Witch still doesn't let you teleport around the map, nor does it offer regenerating protection for each battle (like Taunt/Twin/Shield do). But it stands far above the standard combat fairies with an incredible aura and decent skill. | |||||||||||||
321 | 45 | 24 | 60 | 60 | 0 | ||||||||||||||
322 | Black Potion: At the start of the next battle, deal 150 points of damage that ignores armor and evasion to all enemy units and apply Corrosion, inflicting corrosion damage that equals 10% of the target's lost HP every 3 seconds. Corrosion damage ignores armor, evasion and shield, but is capped at 9999 and is not lethal. | ||||||||||||||||||
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331 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
332 | Skill Cost | 1 | |||||||||||||||||
333 | Trap (NO. 31) Ranking | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
334 | DMG | CDMG | ACC | EVA | ARM. | Trap is pretty much a landmine fairy that does less damage in exchange for immobilizing what walks into it. Enemy CE = points in ranking, and considering the lack of usecases Ouroboros has found, there doesn't seem to be much point to this one. Its offensive aura is okay, but when combined with the complete lack of defensive stats, Trap isn't very appealing for combat either. | |||||||||||||
335 | 27 | 22 | 54 | - | - | ||||||||||||||
336 | Create a trap that lasts for 1 turn on an empty space within 2 nodes. Enemy units entering the trap are dealt damage equal to 15% of their current HP and cannot move for 1 turn. Boss units will not take damage. | ||||||||||||||||||
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345 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
346 | Skill Cost | 2 | |||||||||||||||||
347 | Suee (NO. 1004) DJMax | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies (only needs skill). | |||||||||||||||||
348 | DMG | CDMG | ACC | EVA | ARM. | Suee is effectively a Construction fairy with a worse aura and lower multipliers, but different placement and the ability to be used offensively. She saw use in Polarized Light ranking, but action point economy and a weak aura make it difficult to fit in most ranking teams. | |||||||||||||
349 | - | 30 | - | 70 | 18 | ||||||||||||||
350 | I Want You:
Scatter flowers on an adjacent node that is unoccupied by the enemy. Allies will gain 20% damage, accuracy, evasion, armor, and crit rate when battling on this node for the next two turns. | ||||||||||||||||||
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356 | Initial CD: 15s Skill CD: 16s | Category | Strategy | ||||||||||||||||
357 | Skill Cost | 3 | |||||||||||||||||
358 | Sehra & Nina (NO. 1005) DJMax | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
359 | DMG | CDMG | ACC | EVA | ARM. | Between this and Anna Graem, I feel like a lot of fairies get compared to Warrior. Sehra & Nina is another combat fairy with a DPS-boosting skill, with relatively decent numbers and an accuracy debuff as the cherry on top. It's sometimes referred to as an option for KSVK, but you're probably better off using stronger fairies (Beach, Para), stronger dolls (Type88, General Liu), or better enablers (HP-35, M950A mod, HOCs). | |||||||||||||
360 | 15 | 25 | 40 | 50 | - | ||||||||||||||
361 | Ladymade Star:
In the next battle, increase the Echelon's damage by 20% and decrease all enemies' accuracy by 10% for 20 seconds. | ||||||||||||||||||
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365 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
366 | Skill Cost | 1 | |||||||||||||||||
367 | Preiya & Camilla (NO. 1006) DJMax | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | |||||||||||||||||
368 | DMG | CDMG | ACC | EVA | ARM. | Preiya & Camilia spawn a single red tile in the back two columns, and a single yellow tile in the front two columns. This variance makes it difficult to reliably get the offensive buffs, leaving you with its average aura. Even in M4 exodia-style echelons, where you can more easily reposition your sole DPS, the crit/accuracy components are less valuable. | |||||||||||||
369 | 22 | 22 | 50 | 10 | 10 | ||||||||||||||
370 | Oblivion:
In the next battle for 30 seconds, allies standing on the special red tiles will gain 30% damage and accuracy but lose 20% evasion and armor, and allies standing on the special yellow tiles will gain 30% evasion and armor but lose 20% damage and accuracy. | ||||||||||||||||||
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377 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
378 | Skill Cost | 1 | |||||||||||||||||
379 | Anna Graem (NO. 1007) VA-11 Hall-A | Detailed Anna analysis | Recommended talent: Fervor>Damage II>Damage I. Raise 0-1 copies. | ||||||||||||||||
380 | DMG | CDMG | ACC | EVA | ARM. | Often said to be a Warrior sidegrade (trading ROF for EVA), Anna Graem is an acceptable combat fairy. She's mostly notable for being trivial to raise to 3* with the buyable dupes, and it's relatively easy to finish the job after that to get a 5* fairy with guaranteed talent procs. Otherwise, don't expect anything crazy. | |||||||||||||
381 | 25 | - | 30 | 65 | 8 | ||||||||||||||
382 | Nano Ghost: In the next battle, T-Dolls in the front column gain 30% evasion but lose 20% damage while other T-Dolls gain 20% damage but lose 30% evasion for 20 seconds. | ||||||||||||||||||
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387 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
388 | Skill Cost | 1 | |||||||||||||||||
389 | Kouji (NO. 8) My Devil's Frontline | Recommended talent: Fervor>Damage II>Damage I. Raise 0 copies. | |||||||||||||||||
390 | DMG | CDMG | ACC | EVA | ARM. | Kouji's aura is weak, and its active skill is only usable on MGSG echelons - the ROF debuff doesn't affect their firing speed, and vulnerability applies after armor. Vulnerability on enemies could be nice to help your HOCs, but that comes at major expense to your echelon's power (and you can just use HP-35). Kouji has no real use. | |||||||||||||
391 | 18 | - | 28 | 65 | 17 | ||||||||||||||
392 | Phantasma in the Snow: At the start of the battle, reduce rate of fire by 30% and place a 30% vulnerability debuff on all allies and enemies until the end of the battle. When an enemy unit loses Dummy-Links, their damage is reduced by 10% for 15 seconds, stacking up to 3 times. | ||||||||||||||||||
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399 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
400 | Skill Cost | 1 | |||||||||||||||||
401 | Prototype (NO. 26) Shop/Campaign | Skill training is free and immediately completed; use this to abuse skill training achievements | Recommended talent: Fervor>Damage II>Damage I. Raise 0 copies, but make sure not to miss them whenever they're handed out. | ||||||||||||||||
402 | DMG | CDMG | ACC | EVA | ARM. | Prototype fairies are intended to help you enhance other fairies, always offering 100 development XP (or 150 if talents match). If your fairies are all low-rarity and you have no event fairy you can rush to 5 stars, they're also decent for their guaranteed talent proc. But their miniscule aura ultimately makes them something to quickly set aside and feed to your parachutes. Important: do not feed these to any common pool (500x4) fairies! Those should only be raised with dupes of themselves. | |||||||||||||
403 | 10 | - | 10 | 10 | 10 | ||||||||||||||
404 | Panic Termination:
My honor and dreams, I entrust them all to you. | ||||||||||||||||||
405 | |||||||||||||||||||
406 | |||||||||||||||||||
407 | |||||||||||||||||||
408 | Initial CD: 15s Skill CD: 16s | Category | Combat | ||||||||||||||||
409 | Skill Cost | 0 |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | |
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1 | Category (HG/AR/SMG/RF/MG/SG/EQ/Fairy/General) | Date Ctrl+; (semicolon) to enter the current date. | Details | Merge | ||||||||||||||||||||
2 | SG | Mar 30, 2019 | Update on M590. Added SPAS-12, M1014 | Update on M590. Added SPAS-12, M1014 (Mar 30, 2019) | ||||||||||||||||||||
3 | SG | Sep 2, 2019 | Update on Dana Zane, AA-12, SPAS-12, Type 97S | Update on Dana Zane, AA-12, SPAS-12, Type 97S (Sep 02, 2019) | ||||||||||||||||||||
4 | MG | Oct 7, 2019 | Update on Alma | Update on Alma (Oct 07, 2019) | ||||||||||||||||||||
5 | MG | Oct 25, 2019 | Added HK21 | Added HK21 (Oct 25, 2019) | ||||||||||||||||||||
6 | EQ | Oct 25, 2019 | Added ZFG42, SIG-510 Fire Selector, It BM59 Heavy Barrel | Added ZFG42, SIG-510 Fire Selector, It BM59 Heavy Barrel (Oct 25, 2019) | ||||||||||||||||||||
7 | EQ | Oct 25, 2019 | Added OSS Supressor, PPK Suppressor, 20GA Deer Shot | Added OSS Supressor, PPK Suppressor, 20GA Deer Shot (Oct 25, 2019) | ||||||||||||||||||||
8 | EQ | Nov 9, 2019 | Added PM 5-25×56, Lightweight Rail System, Legacy Arsenal | Added PM 5-25×56, Lightweight Rail System, Legacy Arsenal (Nov 09, 2019) | ||||||||||||||||||||
9 | SG | Dec 5, 2019 | Added FP-6, Saiga-12, M1897 | Added FP-6, Saiga-12, M1897 (Dec 05, 2019) | ||||||||||||||||||||
10 | EQ | Dec 18, 2019 | Added Am RFB Quad Rail, Folding Stock | Added Am RFB Quad Rail, Folding Stock (Dec 18, 2019) | ||||||||||||||||||||
11 | SG | Feb 17, 2020 | Added M870 | Added M870 (Feb 17, 2020) | ||||||||||||||||||||
12 | SMG | Feb 20, 2020 | Added AK-74U | Added AK-74U (Feb 20, 2020) | ||||||||||||||||||||
13 | SMG | Feb 27, 2020 | Added IDW MOD | Added IDW MOD (Feb 27, 2020) | ||||||||||||||||||||
14 | AR | Mar 19, 2020 | Added ADS | Added ADS (Mar 19, 2020) | ||||||||||||||||||||
15 | EQ | Mar 20, 2020 | Added Performance+ Cartridge, 20mm HEI | Added Performance+ Cartridge, 20mm HEI (Mar 20, 2020) | ||||||||||||||||||||
16 | SMG | Mar 29, 2020 | Added T77 | Added T77 (Mar 29, 2020) | ||||||||||||||||||||
17 | AR | Mar 29, 2020 | Update on RFB | Update on RFB (Mar 29, 2020) | ||||||||||||||||||||
18 | EQ | Mar 29, 2020 | Added BPR4 & SRM6, Hi-Performance Tactical Hair Accessory | Added BPR4 & SRM6, Hi-Performance Tactical Hair Accessory (Mar 29, 2020) | ||||||||||||||||||||
19 | SMG | Apr 13, 2020 | Added JS 9 | Added JS 9 (Apr 13, 2020) | ||||||||||||||||||||
20 | AR | Apr 21, 2020 | Added Model L | Added Model L (Apr 21, 2020) | ||||||||||||||||||||
21 | MG | Jun 25, 2020 | Added MG36, Chauchat | Added MG36, Chauchat (Jun 25, 2020) | ||||||||||||||||||||
22 | MG | May 25, 2020 | Added Bren MOD | Added Bren MOD (May 25, 2020) | ||||||||||||||||||||
23 | HG | Jun 25, 2020 | Added PA-15 | Added PA-15 (Jun 25, 2020) | ||||||||||||||||||||
24 | RF | May 29, 2020 | Update on Stella Hoshii | Update on Stella Hoshii (May 29, 2020) | ||||||||||||||||||||
25 | HG | May 30, 2020 | Update on Jill | Update on Jill (May 30, 2020) | ||||||||||||||||||||
26 | RF | May 31, 2020 | Update on Mosin Nagant | Update on Mosin Nagant (May 31, 2020) | ||||||||||||||||||||
27 | AR | Jun 2, 2020 | Added G3 MOD | Added G3 MOD (Jun 02, 2020) | ||||||||||||||||||||
28 | RF | Jun 16, 2020 | Update on M200 | Update on M200 (Jun 16, 2020) | ||||||||||||||||||||
29 | HG | Jun 22, 2020 | Added TEC-9 | Added TEC-9 (Jun 22, 2020) | ||||||||||||||||||||
30 | RF | Jun 23, 2020 | Added Scout | Added Scout (Jun 23, 2020) | ||||||||||||||||||||
31 | HG | Jun 23, 2020 | Update on Nagant Revolver | Update on Nagant Revolver (Jun 23, 2020) | ||||||||||||||||||||
32 | AR | Jun 24, 2020 | Added EM-2 | Added EM-2 (Jun 24, 2020) | ||||||||||||||||||||
33 | EQ | Jul 1, 2020 | Added SAA Long Barrel, Bren L4 Barrel Kit, Fire Selector, Gr G3 Barrel Kit | Added SAA Long Barrel, Bren L4 Barrel Kit, Fire Selector, Gr G3 Barrel Kit (Jul 01, 2020) | ||||||||||||||||||||
34 | EQ | Jul 1, 2020 | Added Stechkin Buttstock, ART2, 9x39mm SPP | Added Stechkin Buttstock, ART2, 9x39mm SPP (Jul 01, 2020) | ||||||||||||||||||||
35 | HG | Jul 8, 2020 | Added HS2000 and P22 | Added HS2000 and P22 (Jul 08, 2020) | ||||||||||||||||||||
36 | MG | Jul 9, 2020 | Added Lewis, UKM-2000, M1918 MOD | Added Lewis, UKM-2000, M1918 MOD (Jul 09, 2020) | ||||||||||||||||||||
37 | RF | Jul 9, 2020 | Added KSVK | Added KSVK (Jul 09, 2020) | ||||||||||||||||||||
38 | SMG | Jul 10, 2020 | Added X95 | Added X95 (Jul 10, 2020) | ||||||||||||||||||||
39 | AR | Jul 11, 2020 | Added Magal | Added Magal (Jul 11, 2020) | ||||||||||||||||||||
40 | HG | Aug 21, 2020 | Added Calico MOD. Update on Welrod, Makarov, 5-7, PPK, Jill | Added Calico MOD. Update on Welrod, Makarov, 5-7, PPK, Jill (Aug 21, 2020) | ||||||||||||||||||||
41 | AR | Aug 21, 2020 | Added AS Val MOD. Update on Groza, 9A-91, G11 | Added AS Val MOD. Update on Groza, 9A-91, G11 (Aug 21, 2020) | ||||||||||||||||||||
42 | SMG | Aug 21, 2020 | Update on Vityaz | Update on Vityaz (Aug 21, 2020) | ||||||||||||||||||||
43 | HG | Aug 22, 2020 | Update on Px4 | Update on Px4 (Aug 22, 2020) | ||||||||||||||||||||
44 | AR | Aug 23, 2020 | Update on L85A1, F2000, SIG-510 | Update on L85A1, F2000, SIG-510 (Aug 23, 2020) | ||||||||||||||||||||
45 | RF | Aug 24, 2020 | Update on SVD, Mk12, Springfield | Update on SVD, Mk12, Springfield (Aug 24, 2020) | ||||||||||||||||||||
46 | HG | Aug 24, 2020 | Update on Bren Ten | Update on Bren Ten (Aug 24, 2020) | ||||||||||||||||||||
47 | SMG | Aug 26, 2020 | Added MP41, Type64 MOD | Added MP41, Type64 MOD (Aug 26, 2020) | ||||||||||||||||||||
48 | SMG | Aug 28, 2020 | Update on Type64 MOD | Update on Type64 MOD (Aug 28, 2020) | ||||||||||||||||||||
49 | RF | Aug 30, 2020 | Update on K31 | Update on K31 (Aug 30, 2020) | ||||||||||||||||||||
50 | AR | Aug 30, 2020 | Update on Zas M21 | Update on Zas M21 (Aug 30, 2020) | ||||||||||||||||||||
51 | SMG | Sep 3, 2020 | Added KAC-PDW | Added KAC-PDW (Sep 03, 2020) | ||||||||||||||||||||
52 | AR | Sep 3, 2020 | Added CR-21 | Added CR-21 (Sep 03, 2020) | ||||||||||||||||||||
53 | HG | Sep 3, 2020 | Added VP70 | Added VP70 (Sep 03, 2020) | ||||||||||||||||||||
54 | AR | Sep 6, 2020 | Added SIG-556. Update on Ribeyrolles | Added SIG-556. Update on Ribeyrolles (Sep 06, 2020) | ||||||||||||||||||||
55 | RF | Sep 6, 2020 | Added T-CMS | Added T-CMS (Sep 06, 2020) | ||||||||||||||||||||
56 | HG | Sep 6, 2020 | Added C-93. Update on CZ75 | Added C-93. Update on CZ75 (Sep 06, 2020) | ||||||||||||||||||||
57 | General | Sep 6, 2020 | Minor changes to M200, Chauchat, G36, Carcano M1891, OTs-39, SR-3MP, Z62, SPP-1, Type59, SAA, A91, Shipka, Type88 Hanyang, Lee Enfield | Minor changes to M200, Chauchat, G36, Carcano M1891, OTs-39, SR-3MP, Z62, SPP-1, Type59, SAA, A91, Shipka, Type88 Hanyang, Lee Enfield (Sep 06, 2020) | ||||||||||||||||||||
58 | SMG | Sep 8, 2020 | Update on PPS-43 | Update on PPS-43 (Sep 08, 2020) | ||||||||||||||||||||
59 | HG | Sep 28, 2020 | Update on Python | Update on Python (Sep 28, 2020) | ||||||||||||||||||||
60 | General | Sep 28, 2020 | Minor changes to Mk23, CZ75, NZ57, M1911 MOD, GSh-18, Grizzly, Sei | Minor changes to Mk23, CZ75, NZ57, M1911 MOD, GSh-18, Grizzly, Sei (Sep 28, 2020) | ||||||||||||||||||||
61 | SMG | Oct 3, 2020 | Update on M38, m45 | Update on M38, m45 (Oct 03, 2020) | ||||||||||||||||||||
62 | HG | Oct 3, 2020 | Update on P7, Tokarev, P30, Thunder | Update on P7, Tokarev, P30, Thunder (Oct 03, 2020) | ||||||||||||||||||||
63 | MG | Oct 23, 2020 | Added K3 | Added K3 (Oct 23, 2020) | ||||||||||||||||||||
64 | SMG | Oct 28, 2020 | Edited M38 | Edited M38 (Oct 28, 2020) | ||||||||||||||||||||
65 | SMG | Oct 29, 2020 | Added PM-06 | Added PM-06 (Oct 29, 2020) | ||||||||||||||||||||
66 | HG | Nov 27, 2020 | Added Desert Eagle | Added Desert Eagle (Nov 27, 2020) | ||||||||||||||||||||
67 | RF | Nov 27, 2020 | Added SSG3000, Hanyang Type 88 MOD | Added SSG3000, Hanyang Type 88 MOD (Nov 27, 2020) | ||||||||||||||||||||
68 | SMG | Nov 27, 2020 | Added MP5 MOD, UMP9 MOD | Added MP5 MOD, UMP9 MOD (Nov 27, 2020) | ||||||||||||||||||||
69 | AR | Nov 27, 2020 | Added 416 MOD, ACR, INSAS | Added 416 MOD, ACR, INSAS (Nov 27, 2020) | ||||||||||||||||||||
70 | MG | Nov 27, 2020 | Added M1895 CB, Kord | Added M1895 CB, Kord (Nov 27, 2020) | ||||||||||||||||||||
71 | SG | Nov 27, 2020 | Added Six12 | Added Six12 (Nov 27, 2020) | ||||||||||||||||||||
72 | RF | Nov 30, 2020 | Edited Hanyang Type 88 MOD | Edited Hanyang Type 88 MOD (Nov 30, 2020) | ||||||||||||||||||||
73 | RF | Dec 9, 2020 | Added Zas M76 | Added Zas M76 (Dec 09, 2020) | ||||||||||||||||||||
74 | SG | Dec 9, 2020 | Added CAWS, DP-12, Liberator | Added CAWS, DP-12, Liberator (Dec 09, 2020) | ||||||||||||||||||||
75 | General | Jan 13, 2021 | Added KSVK MOD, LWMMG MOD, SV-98 MOD, and 43M | Added KSVK MOD, LWMMG MOD, SV-98 MOD, and 43M (Jan 13, 2021) | ||||||||||||||||||||
76 | SMG | Jan 27, 2021 | Added MAT-49 | Added MAT-49 (Jan 27, 2021) | ||||||||||||||||||||
77 | General | Feb 2, 2021 | Added Agent 416, and Agent Vector | Added Agent 416, and Agent Vector (Feb 02, 2021) | ||||||||||||||||||||
78 | AR | Mar 7, 2021 | Added VEPR | Added VEPR (Mar 07, 2021) | ||||||||||||||||||||
79 | SG | Mar 7, 2021 | Added HSM10 | Added HSM10 (Mar 07, 2021) | ||||||||||||||||||||
80 | General | Mar 19, 2021 | Added AK Alfa, Tabuk, ZB-26 | Added AK Alfa, Tabuk, ZB-26 (Mar 19, 2021) | ||||||||||||||||||||
81 | General | Mar 31, 2021 | Added Stechkin MOD, C96 MOD, STEN MOD, | Added Stechkin MOD, C96 MOD, STEN MOD, (Mar 31, 2021) | ||||||||||||||||||||
82 | General | Mar 31, 2021 | Added StG MOD. | Added StG MOD. (Mar 31, 2021) | ||||||||||||||||||||
83 | General | Apr 27, 2021 | Added SL8, CF-05, M82, Webley, RPK-16, AK-15 | Added SL8, CF-05, M82, Webley, RPK-16, AK-15 (Apr 27, 2021) | ||||||||||||||||||||
84 | MG | May 3, 2021 | Added CAR | Added CAR (May 03, 2021) | ||||||||||||||||||||
85 | General | May 7, 2021 | Updated minor errors on CF-05 and Webley | Updated minor errors on CF-05 and Webley (May 07, 2021) | ||||||||||||||||||||
86 | General | May 25, 2021 | Added WKp, R5 | Added WKp, R5 (May 25, 2021) | ||||||||||||||||||||
87 | General | Jun 16, 2021 | Added SAF, Howa Type 89, HP-35, StG-940 | Added SAF, Howa Type 89, HP-35, StG-940 (Jun 16, 2021) | ||||||||||||||||||||
88 | SMG | Jun 29, 2021 | Added Lusa | Added Lusa (Jun 29, 2021) | ||||||||||||||||||||
89 | General | Jul 13, 2021 | Added M500 MOD, GSh-18 MOD, M38 MOD | Added M500 MOD, GSh-18 MOD, M38 MOD (Jul 13, 2021) | ||||||||||||||||||||
90 | RF | Sep 28, 2021 | Added GM6 Lynx, LTLX, M6 ASW, PM5, 512 | Added GM6 Lynx, LTLX, M6 ASW, PM5, 512 (Sep 28, 2021) | ||||||||||||||||||||
91 | General | Oct 6, 2021 | Added TKB-408, QSB-91 | Added TKB-408, QSB-91 (Oct 06, 2021) | ||||||||||||||||||||
92 | RF | Oct 19, 2021 | Added De Lisle, SVCh | Added De Lisle, SVCh (Oct 19, 2021) | ||||||||||||||||||||
93 | General | Nov 22, 2021 | Added Pekola, Medusa, Yurine, Minos, Jashin, and C14. | Added Pekola, Medusa, Yurine, Minos, Jashin, and C14. (Nov 22, 2021) | ||||||||||||||||||||
94 | General | Nov 25, 2021 | Added Galil MOD, M1897 MOD, PP-19 MOD. | Added Galil MOD, M1897 MOD, PP-19 MOD. (Nov 25, 2021) | ||||||||||||||||||||
95 | General | Apr 4, 2022 | Began temporary corrections to ARs influenced by Chip meta shifts, Introduction of "Unanalysed" page. | Began temporary corrections to ARs influenced by Chip meta shifts, Introduction of "Unanalysed" page. (Apr 04, 2022) | ||||||||||||||||||||
96 | General | Apr 9, 2022 | Edits to recommendation status of dolls affected by meta shifts. | Edits to recommendation status of dolls affected by meta shifts. (Apr 09, 2022) | ||||||||||||||||||||
97 | SG | Apr 9, 2022 | Edited Saiga-12 | Edited Saiga-12 (Apr 09, 2022) | ||||||||||||||||||||
98 | MG | Apr 9, 2022 | Edited MG5, RPK-16, PK, Mk48, M2HB, M1919 A4 | Edited MG5, RPK-16, PK, Mk48, M2HB, M1919 A4 (Apr 09, 2022) | ||||||||||||||||||||
99 | AR | Apr 9, 2022 | Edited G11, AK-12, ACR, SIG-556, Howa Type 89 | Edited G11, AK-12, ACR, SIG-556, Howa Type 89 (Apr 09, 2022) | ||||||||||||||||||||
100 | SMG | Apr 9, 2022 | Edited Vector, Micro Uzi, Micro Uzi MOD, PP-19 | Edited Vector, Micro Uzi, Micro Uzi MOD, PP-19 (Apr 09, 2022) | ||||||||||||||||||||
101 | Fairy | May 19, 2022 | Created "Fairies" page, using BSJ analyses | Created "Fairies" page, using BSJ analyses (May 19, 2022) | ||||||||||||||||||||
102 | General | May 24, 2022 | Analysed the "Unanalysed" dolls, unanalysed the June roadmap dolls. | Analysed the "Unanalysed" dolls, unanalysed the June roadmap dolls. (May 24, 2022) | ||||||||||||||||||||
103 | HG | May 24, 2022 | Added Rex Zero 1 | Added Rex Zero 1 (May 24, 2022) | ||||||||||||||||||||
104 | SMG | May 24, 2022 | Added AUG Para, AR-57, PPD-40 | Added AUG Para, AR-57, PPD-40 (May 24, 2022) | ||||||||||||||||||||
105 | RF | May 24, 2022 | Added VSK-94, General Liu, Mondragon | Added VSK-94, General Liu, Mondragon (May 24, 2022) | ||||||||||||||||||||
106 | AR | May 24, 2022 | Added S-ACR, VHS, FX-05, SIG MCX | Added S-ACR, VHS, FX-05, SIG MCX (May 24, 2022) | ||||||||||||||||||||
107 | MG | May 24, 2022 | Added PM1910, RPK-203 | Added PM1910, RPK-203 (May 24, 2022) | ||||||||||||||||||||
108 | SG | May 24, 2022 | Added FO-12, M26-MASS, Nova, MAG-7 | Added FO-12, M26-MASS, Nova, MAG-7 (May 24, 2022) | ||||||||||||||||||||
109 | RF | Jun 8, 2022 | Added HS.50 | Added HS.50 (Jun 08, 2022) | ||||||||||||||||||||
110 | SMG | Jun 8, 2022 | Added SR-2 | Added SR-2 (Jun 08, 2022) | ||||||||||||||||||||
111 | HG | Jun 8, 2022 | Added CZ 100 | Added CZ 100 (Jun 08, 2022) | ||||||||||||||||||||
112 | AR | Jun 8, 2022 | Added AK-74M | Added AK-74M (Jun 08, 2022) | ||||||||||||||||||||
113 | SG | Jun 21, 2022 | Added Defender | Added Defender (Jun 21, 2022) | ||||||||||||||||||||
114 | SMG | Jun 25, 2022 | Added RO635 MOD | Added RO635 MOD (Jun 25, 2022) | ||||||||||||||||||||
115 | AR | Jun 25, 2022 | Added G11 MOD | Added G11 MOD (Jun 25, 2022) | ||||||||||||||||||||
116 | RF | Jun 28, 2022 | Added Super SASS MOD | Added Super SASS MOD (Jun 28, 2022) | ||||||||||||||||||||
117 | SG | Jun 28, 2022 | Added Type 97S MOD | Added Type 97S MOD (Jun 28, 2022) | ||||||||||||||||||||
118 | HG | Jul 26, 2022 | Added Welrod MOD | Added Welrod MOD (Jul 26, 2022) | ||||||||||||||||||||
119 | RF | Jul 28, 2022 | Added Type 56R MOD | Added Type 56R MOD (Jul 28, 2022) | ||||||||||||||||||||
120 | MG | Jul 29, 2022 | Added Type 80 MOD | Added Type 80 MOD (Jul 29, 2022) | ||||||||||||||||||||
121 | SMG | Jul 29, 2022 | Added F1 MOD | Added F1 MOD (Jul 29, 2022) | ||||||||||||||||||||
122 | AR | Aug 4, 2022 | Added Fedorov | Added Fedorov (Aug 04, 2022) | ||||||||||||||||||||
123 | RF | Aug 4, 2022 | Added Model 99 | Added Model 99 (Aug 04, 2022) | ||||||||||||||||||||
124 | SMG | Aug 4, 2022 | Added VP1915 | Added VP1915 (Aug 04, 2022) | ||||||||||||||||||||
125 | HG | Aug 4, 2022 | Added Derringer, Kolibri | Added Derringer, Kolibri (Aug 04, 2022) | ||||||||||||||||||||
126 | HG | Sep 10, 2022 | Added ZiP .22 | Added ZiP .22 (Sep 10, 2022) | ||||||||||||||||||||
127 | AR | Sep 10, 2022 | Added SCR | Added SCR (Sep 10, 2022) | ||||||||||||||||||||
128 | SMG | Sep 10, 2022 | Added Vigneron M2 | Added Vigneron M2 (Sep 10, 2022) | ||||||||||||||||||||
129 | SMG | Oct 27, 2022 | Added MPK, MPL | Added MPK, MPL (Oct 27, 2022) | ||||||||||||||||||||
130 | AR | Oct 27, 2022 | Added A-545 | Added A-545 (Oct 27, 2022) | ||||||||||||||||||||
131 | AR | Dec 6, 2022 | Added APC556 | Added APC556 (Dec 06, 2022) | ||||||||||||||||||||
132 | SMG | Dec 6, 2022 | Added SP9 | Added SP9 (Dec 06, 2022) | ||||||||||||||||||||
133 | MG | Dec 6, 2022 | Added MG338 | Added MG338 (Dec 06, 2022) | ||||||||||||||||||||
134 | SG | Dec 7, 2022 | Added RMB-93 MOD | Added RMB-93 MOD (Dec 07, 2022) | ||||||||||||||||||||
135 | HG | Dec 30, 2022 | Added Makarov MOD | Added Makarov MOD (Dec 30, 2022) | ||||||||||||||||||||
136 | RF | Dec 31, 2022 | Added XM3 MOD | Added XM3 MOD (Dec 31, 2022) | ||||||||||||||||||||
137 | AR | Jan 1, 2023 | Added KH2002 and FARA 83 | Added KH2002 and FARA 83 (Jan 01, 2023) | ||||||||||||||||||||
138 | MG | Jan 1, 2023 | Added MG4 MOD | Added MG4 MOD (Jan 01, 2023) | ||||||||||||||||||||
139 | General | Feb 7, 2023 | Added all remaining dolls to Unanalysed | Added all remaining dolls to Unanalysed (Feb 07, 2023) | ||||||||||||||||||||
140 | General | Jul 9, 2023 | Analysed all non-ZLS dolls on EN | Analysed all non-ZLS dolls on EN (Jul 09, 2023) | ||||||||||||||||||||
141 | HG | Jul 9, 2023 | Added Rhino, PPQ, Colt Walker | Added Rhino, PPQ, Colt Walker (Jul 09, 2023) | ||||||||||||||||||||
142 | SMG | Jul 9, 2023 | Added Sterling, Erma | Added Sterling, Erma (Jul 09, 2023) | ||||||||||||||||||||
143 | AR | Jul 9, 2023 | Added QBZ-191, SCAR-L | Added QBZ-191, SCAR-L (Jul 09, 2023) | ||||||||||||||||||||
144 | RF | Jul 9, 2023 | Added TF-Q, SCAR-H | Added TF-Q, SCAR-H (Jul 09, 2023) | ||||||||||||||||||||
145 | MG | Jul 9, 2023 | Added LS26 | Added LS26 (Jul 09, 2023) | ||||||||||||||||||||
146 | SG | Jul 9, 2023 | Added SPAS-15, MK3A1, UTS-15 | Added SPAS-15, MK3A1, UTS-15 (Jul 09, 2023) | ||||||||||||||||||||
147 | General | Jan 20, 2024 | Analysed all non-ZLS dolls post-SS | Analysed all non-ZLS dolls post-SS (Jan 20, 2024) | ||||||||||||||||||||
148 | HG | Jan 20, 2024 | Added M327, P290, P10C, VP9 | Added M327, P290, P10C, VP9 (Jan 20, 2024) | ||||||||||||||||||||
149 | SMG | Jan 20, 2024 | Added APC9K, Jatimatic | Added APC9K, Jatimatic (Jan 20, 2024) | ||||||||||||||||||||
150 | AR | Jan 20, 2024 | Added AR-18, CMR-30, MSBS, VRB | Added AR-18, CMR-30, MSBS, VRB (Jan 20, 2024) | ||||||||||||||||||||
151 | RF | Jan 20, 2024 | Added M110, Saiga 308 | Added M110, Saiga 308 (Jan 20, 2024) | ||||||||||||||||||||
152 | MG | Jan 20, 2024 | Added M240L, LAMG | Added M240L, LAMG (Jan 20, 2024) | ||||||||||||||||||||
153 | SG | Jan 20, 2024 | Added TPS | Added TPS (Jan 20, 2024) | ||||||||||||||||||||
154 | General | Jan 20, 2024 | Added non-EN dolls to Unanalysed | Added non-EN dolls to Unanalysed (Jan 20, 2024) | ||||||||||||||||||||
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730 | ||||||||||||||||||||||||
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737 | ||||||||||||||||||||||||
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740 | ||||||||||||||||||||||||
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750 | ||||||||||||||||||||||||
751 | ||||||||||||||||||||||||
752 | ||||||||||||||||||||||||
753 | ||||||||||||||||||||||||
754 | ||||||||||||||||||||||||
755 | ||||||||||||||||||||||||
756 | ||||||||||||||||||||||||
757 | ||||||||||||||||||||||||
758 | ||||||||||||||||||||||||
759 | ||||||||||||||||||||||||
760 | ||||||||||||||||||||||||
761 | ||||||||||||||||||||||||
762 | ||||||||||||||||||||||||
763 | ||||||||||||||||||||||||
764 | ||||||||||||||||||||||||
765 | ||||||||||||||||||||||||
766 | ||||||||||||||||||||||||
767 | ||||||||||||||||||||||||
768 | ||||||||||||||||||||||||
769 | ||||||||||||||||||||||||
770 | ||||||||||||||||||||||||
771 | ||||||||||||||||||||||||
772 | ||||||||||||||||||||||||
773 | ||||||||||||||||||||||||
774 | ||||||||||||||||||||||||
775 | ||||||||||||||||||||||||
776 | ||||||||||||||||||||||||
777 | ||||||||||||||||||||||||
778 | ||||||||||||||||||||||||
779 | ||||||||||||||||||||||||
780 | ||||||||||||||||||||||||
781 | ||||||||||||||||||||||||
782 | ||||||||||||||||||||||||
783 | ||||||||||||||||||||||||
784 | ||||||||||||||||||||||||
785 | ||||||||||||||||||||||||
786 | ||||||||||||||||||||||||
787 | ||||||||||||||||||||||||
788 | ||||||||||||||||||||||||
789 | ||||||||||||||||||||||||
790 | ||||||||||||||||||||||||
791 | ||||||||||||||||||||||||
792 | ||||||||||||||||||||||||
793 | ||||||||||||||||||||||||
794 | ||||||||||||||||||||||||
795 | ||||||||||||||||||||||||
796 | ||||||||||||||||||||||||
797 | ||||||||||||||||||||||||
798 | ||||||||||||||||||||||||
799 | ||||||||||||||||||||||||
800 | ||||||||||||||||||||||||
801 | ||||||||||||||||||||||||
802 | ||||||||||||||||||||||||
803 | ||||||||||||||||||||||||
804 | ||||||||||||||||||||||||
805 | ||||||||||||||||||||||||
806 | ||||||||||||||||||||||||
807 | ||||||||||||||||||||||||
808 | ||||||||||||||||||||||||
809 | ||||||||||||||||||||||||
810 | ||||||||||||||||||||||||
811 | ||||||||||||||||||||||||
812 | ||||||||||||||||||||||||
813 | ||||||||||||||||||||||||
814 | ||||||||||||||||||||||||
815 | ||||||||||||||||||||||||
816 | ||||||||||||||||||||||||
817 | ||||||||||||||||||||||||
818 | ||||||||||||||||||||||||
819 | ||||||||||||||||||||||||
820 | ||||||||||||||||||||||||
821 | ||||||||||||||||||||||||
822 | ||||||||||||||||||||||||
823 | ||||||||||||||||||||||||
824 | ||||||||||||||||||||||||
825 | ||||||||||||||||||||||||
826 | ||||||||||||||||||||||||
827 | ||||||||||||||||||||||||
828 | ||||||||||||||||||||||||
829 | ||||||||||||||||||||||||
830 | ||||||||||||||||||||||||
831 | ||||||||||||||||||||||||
832 | ||||||||||||||||||||||||
833 | ||||||||||||||||||||||||
834 | ||||||||||||||||||||||||
835 | ||||||||||||||||||||||||
836 | ||||||||||||||||||||||||
837 | ||||||||||||||||||||||||
838 | ||||||||||||||||||||||||
839 | ||||||||||||||||||||||||
840 | ||||||||||||||||||||||||
841 | ||||||||||||||||||||||||
842 | ||||||||||||||||||||||||
843 | ||||||||||||||||||||||||
844 | ||||||||||||||||||||||||
845 | ||||||||||||||||||||||||
846 | ||||||||||||||||||||||||
847 | ||||||||||||||||||||||||
848 | ||||||||||||||||||||||||
849 | ||||||||||||||||||||||||
850 | ||||||||||||||||||||||||
851 | ||||||||||||||||||||||||
852 | ||||||||||||||||||||||||
853 | ||||||||||||||||||||||||
854 | ||||||||||||||||||||||||
855 | ||||||||||||||||||||||||
856 | ||||||||||||||||||||||||
857 | ||||||||||||||||||||||||
858 | ||||||||||||||||||||||||
859 | ||||||||||||||||||||||||
860 | ||||||||||||||||||||||||
861 | ||||||||||||||||||||||||
862 | ||||||||||||||||||||||||
863 | ||||||||||||||||||||||||
864 | ||||||||||||||||||||||||
865 | ||||||||||||||||||||||||
866 | ||||||||||||||||||||||||
867 | ||||||||||||||||||||||||
868 | ||||||||||||||||||||||||
869 | ||||||||||||||||||||||||
870 | ||||||||||||||||||||||||
871 | ||||||||||||||||||||||||
872 | ||||||||||||||||||||||||
873 | ||||||||||||||||||||||||
874 | ||||||||||||||||||||||||
875 | ||||||||||||||||||||||||
876 | ||||||||||||||||||||||||
877 | ||||||||||||||||||||||||
878 | ||||||||||||||||||||||||
879 | ||||||||||||||||||||||||
880 | ||||||||||||||||||||||||
881 | ||||||||||||||||||||||||
882 | ||||||||||||||||||||||||
883 | ||||||||||||||||||||||||
884 | ||||||||||||||||||||||||
885 | ||||||||||||||||||||||||
886 | ||||||||||||||||||||||||
887 | ||||||||||||||||||||||||
888 | ||||||||||||||||||||||||
889 | ||||||||||||||||||||||||
890 | ||||||||||||||||||||||||
891 | ||||||||||||||||||||||||
892 | ||||||||||||||||||||||||
893 | ||||||||||||||||||||||||
894 | ||||||||||||||||||||||||
895 | ||||||||||||||||||||||||
896 | ||||||||||||||||||||||||
897 | ||||||||||||||||||||||||
898 | ||||||||||||||||||||||||
899 | ||||||||||||||||||||||||
900 | ||||||||||||||||||||||||
901 | ||||||||||||||||||||||||
902 | ||||||||||||||||||||||||
903 | ||||||||||||||||||||||||
904 | ||||||||||||||||||||||||
905 | ||||||||||||||||||||||||
906 | ||||||||||||||||||||||||
907 | ||||||||||||||||||||||||
908 | ||||||||||||||||||||||||
909 | ||||||||||||||||||||||||
910 | ||||||||||||||||||||||||
911 | ||||||||||||||||||||||||
912 | ||||||||||||||||||||||||
913 | ||||||||||||||||||||||||
914 | ||||||||||||||||||||||||
915 | ||||||||||||||||||||||||
916 | ||||||||||||||||||||||||
917 | ||||||||||||||||||||||||
918 | ||||||||||||||||||||||||
919 | ||||||||||||||||||||||||
920 | ||||||||||||||||||||||||
921 | ||||||||||||||||||||||||
922 | ||||||||||||||||||||||||
923 | ||||||||||||||||||||||||
924 | ||||||||||||||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | |
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1 | Attention! Check the Note section before you scrap | Use CTRL+F to find the doll *The analyses are hyperlinked to their name | |||||||||||||||||||||
2 | |||||||||||||||||||||||
3 | |||||||||||||||||||||||
4 | |||||||||||||||||||||||
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10 | HG | ||||||||||||||||||||||
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21 | M9 | Tokarev | P08 | C96 | Type 92 | Astra Revolver | G17 | P7 | P99 | PSM | Jericho | CZ52 | MP-443 | MP-448 | VP70 | ||||||||
22 | Note | ○ C96 will receive a MOD in the future, but it does not save her nor the flare skill itself | |||||||||||||||||||||
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44 | |||||||||||||||||||||||
45 | FMG-9 | PP-90 | Gr MP5 | STEN Mkll | Micro Uzi | MT-9 | EVO 3 | Shipka | F1 | UMP40 | M12 | TMP | SCW | T77 | MP41 | Cx4 Storm | |||||||
46 | Note | ○ The copy you receive in the early game is already leveled making it efficient to run her temporarily before benching her to logistic and expedition duty ○ Consider keeping that copy because of her powerful MOD upgrade for harder content. | ○ While Uzi has a decent MOD, you can safely scrap her early on and recover or farm/craft new copies later when you want to invest in her MOD
○ ^ Ignore this advice if you don't want to raise Skorpion early-game only for her to become sidelined. | ||||||||||||||||||||
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72 | M1 Garand | M1A1 | Springfield | M21 | Mosin-Nagant | PTRD | SV-98 | Type 88 Hanyang | PSG-1 | Super SASS | SSG 69 | OTs-44 | Type 56-Semi | Type 81R | PzB39 | SPR A3G | M1 Gepard | XM3 | SM-1 | OBR | Falcon | Zas M76 | |
73 | Note | ○ The copy you receive in the early game is already leveled, making it efficient to run her temporarily before benching her to logistic and expedition duty | ○ Mosin Nagant has a decent MOD, you can safely scrap then recover her later when you want to invest in her MOD, or keep a copy that you can level/link over time | ○ Hanyang receives a powerful MOD in the future, so you can either scrap then recover her later, or invest in t-doll slots and keep a copy that you can level/link over time | ○ Hanyang T56R receives a powerful MOD in the future, so you can either scrap then recover her later, or invest in t-doll slots and keep a copy that you can level/link over time | ○ Hanyang Gepard receives a powerful MOD in the future, so you can either scrap then recover her later, or invest in t-doll slots and keep a copy that you can level/link over time | ○ Hanyang XM3 receives a powerful MOD in the future, so you can either scrap then recover her later, or invest in t-doll slots and keep a copy that you can level/link over time | ||||||||||||||||
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96 | AK-47 | AS Val | StG44 | Type 56-1 | Fr FAMAS | OTs-12 | CZ-805 | ARX-160 | 6P62 | ASh-12.7 | AR70 | XM8 | SAR-21 | Type 03 | Model L | Magal | VEPR | ||||||
97 | Note | ○ AS Val has a very powerful MOD for lategame. Since t-doll recovering exists, it is safe to scrap her and recover later, but it is also fine to invest in t-doll slots and keep a copy that you can level/link over time until you can afford her MOD | ○ OTs-12 is a decent early game AR. The copy you receive in the early game is already leveled so it is efficient to run her temporarily before benching her to logistic and expedition duty | ||||||||||||||||||||
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120 | M60 | M249 SAW | RPD | MG42 | MG3 | Bren | AEK-999 | Ameli | 62 Shiki | K3 | CAR | ||||||||||||
121 | Note | ||||||||||||||||||||||
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133 | SG | So | No | Chi | No | Sa | Da | Me | Jo | Jooooooooooo | |||||||||||||
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144 | Note | Don't Do It | (to be fair 3* sgs nowadays that arent m500 or rmb (mod prep) can be cored safely as we have core masks to guarantee 5*s) | ||||||||||||||||||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
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1 | GFC Staffs | ||||||||||||||
2 | |||||||||||||||
3 | |||||||||||||||
4 | |||||||||||||||
5 | The Council of Analytic | The Council of Creativity | |||||||||||||
6 | |||||||||||||||
7 | 25thNight- | Info | OmegaHymenBuster | Info | Villager Y | Info | |||||||||
8 | Discord Tag: xRecognize#0629 Quote: Destined. | Discord Tag: #7753
Quote: whales, all of you | Discord Tag: Ysas#2223 Quote: - | ||||||||||||
9 | |||||||||||||||
10 | |||||||||||||||
11 | |||||||||||||||
12 | Zero Emperor | Info | Ceia | Info | Tkrbs | Info | |||||||||
13 | Discord Tag: Zero Emperor#6968 Quote: Git Gud | Discord Tag: Ceia#8273 Quote: Girls you want only appear when you've lost all hope. | Discord Tag: tkrbs#9574 Quote: spraying degens one can at a time | ||||||||||||
14 | |||||||||||||||
15 | |||||||||||||||
16 | |||||||||||||||
17 | Arkeyy | Info | Aria (Rin) | Info | |||||||||||
18 | Discord Tag: Arkeyy#1462 Quote: Praise the holy staircase formation | Discord Tag: Quote: p p | |||||||||||||
19 | |||||||||||||||
20 | |||||||||||||||
21 | |||||||||||||||
22 | Kirahuang | Info | emperoripmg | Info | |||||||||||
23 | Discord Tag: kirahuang#8809 Quote: Yeetus | Discord Tag: Salty#4632 Quote: you see kar, you scrap | |||||||||||||
24 | |||||||||||||||
25 | |||||||||||||||
26 | |||||||||||||||
27 | Nifu | Info | Dabby | Info | |||||||||||
28 | Discord Tag: Nifu#8135
Quote: The things I'll do for waifu. | Generic headshot of a cute anime girl who may or may not invoke the wholesome desire within your heart of wanting to protect her as if she were your daughter, shot from a pleasing angle with potentially appealing lighting and effects, cropped to a fitting size to be used as a worthy display image for this cell as well as elsewhere | Discord Tag: Dabina#6075 Quote: Add me on MySpace https://myspace.com And suck my dick | ||||||||||||
29 | |||||||||||||||
30 | |||||||||||||||
31 | |||||||||||||||
32 | Ayker | Info | PyrusBreaker | Info | |||||||||||
33 | Discord Tag: Ayker#0517 Quote: G'day mate, how ya garn? | Discord Tag: PyrusBreaker#9623 Quote: ♿ | |||||||||||||
34 | |||||||||||||||
35 | |||||||||||||||
36 | |||||||||||||||
37 | Lintton | Info | Syakirul | Info | |||||||||||
38 | Discord Tag: Lintton#1129
Quote:How'd a muppet like you pass selection | Discord Tag: Syakirul012#4450
Quote:Wanna have fun? iykwim | |||||||||||||
39 | |||||||||||||||
40 | |||||||||||||||
41 | |||||||||||||||
42 | Batty | Info | Aorta | Info | |||||||||||
43 | Discord Tag: Batty#7049
Quote: Just buy money lmao | Discord Tag: Aorta#5502
Quote: Yuri shall conquer all | |||||||||||||
44 | |||||||||||||||
45 | |||||||||||||||
46 | |||||||||||||||
47 | Hina | Info | Dyablito | Info | |||||||||||
48 | Discord Tag: hina#8787 Quote: saltyfish | Discord Tag: Dyablito.#9999 Quote: PP | |||||||||||||
49 | |||||||||||||||
50 | |||||||||||||||
51 | |||||||||||||||
52 | eTern | Info | Mimigami | Info | |||||||||||
53 | Discord Tag: eTern#4708 Quote: - | Discord Tag: Mimigami#2695 Quote: You'll pay for the guides with your luck | |||||||||||||
54 | |||||||||||||||
55 | |||||||||||||||
56 | |||||||||||||||
57 | Yuko | Info | |||||||||||||
58 | Discord Tag: Yuko#1428 Quote: i dont even work here | ||||||||||||||
59 | |||||||||||||||
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61 |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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7 | Confidential Super Memes | |||||||||||||||||||||||||
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9 | ! DON'T CLICK ON THIS LINK ! | |||||||||||||||||||||||||
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22 | Disclaimer: Might crash your browser. ( Do not open on phone / data ) | |||||||||||||||||||||||||
23 | Proceed at your own risk | |||||||||||||||||||||||||
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618 | ||||||||||||||||||||||||||
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620 | ||||||||||||||||||||||||||
621 | ||||||||||||||||||||||||||
622 | ||||||||||||||||||||||||||
623 | ||||||||||||||||||||||||||
624 | ||||||||||||||||||||||||||
625 | ||||||||||||||||||||||||||
626 | ||||||||||||||||||||||||||
627 | ||||||||||||||||||||||||||
628 | ||||||||||||||||||||||||||
629 | ||||||||||||||||||||||||||
630 | ||||||||||||||||||||||||||
631 | ||||||||||||||||||||||||||
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633 | ||||||||||||||||||||||||||
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661 | ||||||||||||||||||||||||||
662 | ||||||||||||||||||||||||||
663 | ||||||||||||||||||||||||||
664 | ||||||||||||||||||||||||||
665 | ||||||||||||||||||||||||||
666 | ||||||||||||||||||||||||||
667 | ||||||||||||||||||||||||||
668 | ||||||||||||||||||||||||||
669 | ||||||||||||||||||||||||||
670 | ||||||||||||||||||||||||||
671 | ||||||||||||||||||||||||||
672 | ||||||||||||||||||||||||||
673 | ||||||||||||||||||||||||||
674 | ||||||||||||||||||||||||||
675 | ||||||||||||||||||||||||||
676 | ||||||||||||||||||||||||||
677 | ||||||||||||||||||||||||||
678 | ||||||||||||||||||||||||||
679 | ||||||||||||||||||||||||||
680 | ||||||||||||||||||||||||||
681 | ||||||||||||||||||||||||||
682 | ||||||||||||||||||||||||||
683 | ||||||||||||||||||||||||||
684 | ||||||||||||||||||||||||||
685 | ||||||||||||||||||||||||||
686 | ||||||||||||||||||||||||||
687 | ||||||||||||||||||||||||||
688 | ||||||||||||||||||||||||||
689 | ||||||||||||||||||||||||||
690 | ||||||||||||||||||||||||||
691 | ||||||||||||||||||||||||||
692 | ||||||||||||||||||||||||||
693 | ||||||||||||||||||||||||||
694 | ||||||||||||||||||||||||||
695 | ||||||||||||||||||||||||||
696 | ||||||||||||||||||||||||||
697 | ||||||||||||||||||||||||||
698 | ||||||||||||||||||||||||||
699 | ||||||||||||||||||||||||||
700 | ||||||||||||||||||||||||||
701 | ||||||||||||||||||||||||||
702 | ||||||||||||||||||||||||||
703 | ||||||||||||||||||||||||||
704 | ||||||||||||||||||||||||||
705 | ||||||||||||||||||||||||||
706 | ||||||||||||||||||||||||||
707 | ||||||||||||||||||||||||||
708 | ||||||||||||||||||||||||||
709 | ||||||||||||||||||||||||||
710 | ||||||||||||||||||||||||||
711 | ||||||||||||||||||||||||||
712 | ||||||||||||||||||||||||||
713 | ||||||||||||||||||||||||||
714 | ||||||||||||||||||||||||||
715 | ||||||||||||||||||||||||||
716 | ||||||||||||||||||||||||||
717 | ||||||||||||||||||||||||||
718 | ||||||||||||||||||||||||||
719 | ||||||||||||||||||||||||||
720 | ||||||||||||||||||||||||||
721 | ||||||||||||||||||||||||||
722 | ||||||||||||||||||||||||||
723 | ||||||||||||||||||||||||||
724 | ||||||||||||||||||||||||||
725 | ||||||||||||||||||||||||||
726 | ||||||||||||||||||||||||||
727 | ||||||||||||||||||||||||||
728 | ||||||||||||||||||||||||||
729 | ||||||||||||||||||||||||||
730 | ||||||||||||||||||||||||||
731 | ||||||||||||||||||||||||||
732 | ||||||||||||||||||||||||||
733 | ||||||||||||||||||||||||||
734 | ||||||||||||||||||||||||||
735 | ||||||||||||||||||||||||||
736 | ||||||||||||||||||||||||||
737 | ||||||||||||||||||||||||||
738 | ||||||||||||||||||||||||||
739 | ||||||||||||||||||||||||||
740 | ||||||||||||||||||||||||||
741 | ||||||||||||||||||||||||||
742 | ||||||||||||||||||||||||||
743 | ||||||||||||||||||||||||||
744 | ||||||||||||||||||||||||||
745 | ||||||||||||||||||||||||||
746 | ||||||||||||||||||||||||||
747 | ||||||||||||||||||||||||||
748 | ||||||||||||||||||||||||||
749 | ||||||||||||||||||||||||||
750 | ||||||||||||||||||||||||||
751 | ||||||||||||||||||||||||||
752 | ||||||||||||||||||||||||||
753 | ||||||||||||||||||||||||||
754 | ||||||||||||||||||||||||||
755 | ||||||||||||||||||||||||||
756 | ||||||||||||||||||||||||||
757 | ||||||||||||||||||||||||||
758 | ||||||||||||||||||||||||||
759 | ||||||||||||||||||||||||||
760 | ||||||||||||||||||||||||||
761 | ||||||||||||||||||||||||||
762 | ||||||||||||||||||||||||||
763 | ||||||||||||||||||||||||||
764 | ||||||||||||||||||||||||||
765 | ||||||||||||||||||||||||||
766 | ||||||||||||||||||||||||||
767 | ||||||||||||||||||||||||||
768 | ||||||||||||||||||||||||||
769 | ||||||||||||||||||||||||||
770 | ||||||||||||||||||||||||||
771 | ||||||||||||||||||||||||||
772 | ||||||||||||||||||||||||||
773 | ||||||||||||||||||||||||||
774 | ||||||||||||||||||||||||||
775 | ||||||||||||||||||||||||||
776 | ||||||||||||||||||||||||||
777 | ||||||||||||||||||||||||||
778 | ||||||||||||||||||||||||||
779 | ||||||||||||||||||||||||||
780 | ||||||||||||||||||||||||||
781 | ||||||||||||||||||||||||||
782 | ||||||||||||||||||||||||||
783 | ||||||||||||||||||||||||||
784 | ||||||||||||||||||||||||||
785 | ||||||||||||||||||||||||||
786 | ||||||||||||||||||||||||||
787 | ||||||||||||||||||||||||||
788 | ||||||||||||||||||||||||||
789 | ||||||||||||||||||||||||||
790 | ||||||||||||||||||||||||||
791 | ||||||||||||||||||||||||||
792 | ||||||||||||||||||||||||||
793 | ||||||||||||||||||||||||||
794 | ||||||||||||||||||||||||||
795 | ||||||||||||||||||||||||||
796 | ||||||||||||||||||||||||||
797 | ||||||||||||||||||||||||||
798 | ||||||||||||||||||||||||||
799 | ||||||||||||||||||||||||||
800 | ||||||||||||||||||||||||||
801 | ||||||||||||||||||||||||||
802 | ||||||||||||||||||||||||||
803 | ||||||||||||||||||||||||||
804 | ||||||||||||||||||||||||||
805 | ||||||||||||||||||||||||||
806 | ||||||||||||||||||||||||||
807 | ||||||||||||||||||||||||||
808 | ||||||||||||||||||||||||||
809 | ||||||||||||||||||||||||||
810 | ||||||||||||||||||||||||||
811 | ||||||||||||||||||||||||||
812 | ||||||||||||||||||||||||||
813 | ||||||||||||||||||||||||||
814 | ||||||||||||||||||||||||||
815 | ||||||||||||||||||||||||||
816 | ||||||||||||||||||||||||||
817 | ||||||||||||||||||||||||||
818 | ||||||||||||||||||||||||||
819 | ||||||||||||||||||||||||||
820 | ||||||||||||||||||||||||||
821 | ||||||||||||||||||||||||||
822 | ||||||||||||||||||||||||||
823 | ||||||||||||||||||||||||||
824 | ||||||||||||||||||||||||||
825 | ||||||||||||||||||||||||||
826 | ||||||||||||||||||||||||||
827 | ||||||||||||||||||||||||||
828 | ||||||||||||||||||||||||||
829 | ||||||||||||||||||||||||||
830 | ||||||||||||||||||||||||||
831 | ||||||||||||||||||||||||||
832 | ||||||||||||||||||||||||||
833 | ||||||||||||||||||||||||||
834 | ||||||||||||||||||||||||||
835 | ||||||||||||||||||||||||||
836 | ||||||||||||||||||||||||||
837 | ||||||||||||||||||||||||||
838 | ||||||||||||||||||||||||||
839 | ||||||||||||||||||||||||||
840 | ||||||||||||||||||||||||||
841 | ||||||||||||||||||||||||||
842 | ||||||||||||||||||||||||||
843 | ||||||||||||||||||||||||||
844 | ||||||||||||||||||||||||||
845 | ||||||||||||||||||||||||||
846 | ||||||||||||||||||||||||||
847 | ||||||||||||||||||||||||||
848 | ||||||||||||||||||||||||||
849 | ||||||||||||||||||||||||||
850 | ||||||||||||||||||||||||||
851 | ||||||||||||||||||||||||||
852 | ||||||||||||||||||||||||||
853 | ||||||||||||||||||||||||||
854 | ||||||||||||||||||||||||||
855 | ||||||||||||||||||||||||||
856 | ||||||||||||||||||||||||||
857 | ||||||||||||||||||||||||||
858 | ||||||||||||||||||||||||||
859 | ||||||||||||||||||||||||||
860 | ||||||||||||||||||||||||||
861 | ||||||||||||||||||||||||||
862 | ||||||||||||||||||||||||||
863 | ||||||||||||||||||||||||||
864 | ||||||||||||||||||||||||||
865 | ||||||||||||||||||||||||||
866 | ||||||||||||||||||||||||||
867 | ||||||||||||||||||||||||||
868 | ||||||||||||||||||||||||||
869 | ||||||||||||||||||||||||||
870 | ||||||||||||||||||||||||||
871 | ||||||||||||||||||||||||||
872 | ||||||||||||||||||||||||||
873 | ||||||||||||||||||||||||||
874 | ||||||||||||||||||||||||||
875 | ||||||||||||||||||||||||||
876 | ||||||||||||||||||||||||||
877 | ||||||||||||||||||||||||||
878 | ||||||||||||||||||||||||||
879 | ||||||||||||||||||||||||||
880 | ||||||||||||||||||||||||||
881 | ||||||||||||||||||||||||||
882 | ||||||||||||||||||||||||||
883 | ||||||||||||||||||||||||||
884 | ||||||||||||||||||||||||||
885 | ||||||||||||||||||||||||||
886 | ||||||||||||||||||||||||||
887 | ||||||||||||||||||||||||||
888 | ||||||||||||||||||||||||||
889 | ||||||||||||||||||||||||||
890 | ||||||||||||||||||||||||||
891 | ||||||||||||||||||||||||||
892 | ||||||||||||||||||||||||||
893 | ||||||||||||||||||||||||||
894 | ||||||||||||||||||||||||||
895 | ||||||||||||||||||||||||||
896 | ||||||||||||||||||||||||||
897 | ||||||||||||||||||||||||||
898 | ||||||||||||||||||||||||||
899 | ||||||||||||||||||||||||||
900 | ||||||||||||||||||||||||||
901 | ||||||||||||||||||||||||||
902 | ||||||||||||||||||||||||||
903 | ||||||||||||||||||||||||||
904 | ||||||||||||||||||||||||||
905 | ||||||||||||||||||||||||||
906 | ||||||||||||||||||||||||||
907 | ||||||||||||||||||||||||||
908 | ||||||||||||||||||||||||||
909 | ||||||||||||||||||||||||||
910 | ||||||||||||||||||||||||||
911 | ||||||||||||||||||||||||||
912 | ||||||||||||||||||||||||||
913 | ||||||||||||||||||||||||||
914 | ||||||||||||||||||||||||||
915 | ||||||||||||||||||||||||||
916 | ||||||||||||||||||||||||||
917 | ||||||||||||||||||||||||||
918 | ||||||||||||||||||||||||||
919 | ||||||||||||||||||||||||||
920 | ||||||||||||||||||||||||||
921 | ||||||||||||||||||||||||||
922 | ||||||||||||||||||||||||||
923 | ||||||||||||||||||||||||||
924 | ||||||||||||||||||||||||||
925 | ||||||||||||||||||||||||||
926 | ||||||||||||||||||||||||||
927 | ||||||||||||||||||||||||||
928 | ||||||||||||||||||||||||||
929 | ||||||||||||||||||||||||||
930 | ||||||||||||||||||||||||||
931 | ||||||||||||||||||||||||||
932 | ||||||||||||||||||||||||||
933 | ||||||||||||||||||||||||||
934 | ||||||||||||||||||||||||||
935 | ||||||||||||||||||||||||||
936 | ||||||||||||||||||||||||||
937 | ||||||||||||||||||||||||||
938 | ||||||||||||||||||||||||||
939 | ||||||||||||||||||||||||||
940 | ||||||||||||||||||||||||||
941 | ||||||||||||||||||||||||||
942 | ||||||||||||||||||||||||||
943 | ||||||||||||||||||||||||||
944 | ||||||||||||||||||||||||||
945 | ||||||||||||||||||||||||||
946 | ||||||||||||||||||||||||||
947 | ||||||||||||||||||||||||||
948 | ||||||||||||||||||||||||||
949 | ||||||||||||||||||||||||||
950 | ||||||||||||||||||||||||||
951 | ||||||||||||||||||||||||||
952 | ||||||||||||||||||||||||||
953 | ||||||||||||||||||||||||||
954 | ||||||||||||||||||||||||||
955 | ||||||||||||||||||||||||||
956 | ||||||||||||||||||||||||||
957 | ||||||||||||||||||||||||||
958 | ||||||||||||||||||||||||||
959 | ||||||||||||||||||||||||||
960 | ||||||||||||||||||||||||||
961 | ||||||||||||||||||||||||||
962 | ||||||||||||||||||||||||||
963 | ||||||||||||||||||||||||||
964 | ||||||||||||||||||||||||||
965 | ||||||||||||||||||||||||||
966 | ||||||||||||||||||||||||||
967 | ||||||||||||||||||||||||||
968 | ||||||||||||||||||||||||||
969 | ||||||||||||||||||||||||||
970 | ||||||||||||||||||||||||||
971 | ||||||||||||||||||||||||||
972 | ||||||||||||||||||||||||||
973 | ||||||||||||||||||||||||||
974 | ||||||||||||||||||||||||||
975 | ||||||||||||||||||||||||||
976 | ||||||||||||||||||||||||||
977 | ||||||||||||||||||||||||||
978 | ||||||||||||||||||||||||||
979 | ||||||||||||||||||||||||||
980 | ||||||||||||||||||||||||||
981 | ||||||||||||||||||||||||||
982 | ||||||||||||||||||||||||||
983 | ||||||||||||||||||||||||||
984 | ||||||||||||||||||||||||||
985 | ||||||||||||||||||||||||||
986 | ||||||||||||||||||||||||||
987 | ||||||||||||||||||||||||||
988 | ||||||||||||||||||||||||||
989 | ||||||||||||||||||||||||||
990 | ||||||||||||||||||||||||||
991 | ||||||||||||||||||||||||||
992 | ||||||||||||||||||||||||||
993 | ||||||||||||||||||||||||||
994 | ||||||||||||||||||||||||||
995 | ||||||||||||||||||||||||||
996 |