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1 | V1.0 Done WIP | NOTE: HTML View WILL make the sheet and images look displaced. Welcome to the GFL Character Analysis. Here you can find each T-doll separated into their respective classes, with in-depth writeups for each. They're located through the tabs on the sheet. In addition, we have created an easy to read Scrap Chart for choosing who to safely scrap, and an upcoming guide on HGRF formations. Both are located in their respective tabs. This guide is currently a work-in-progress. You can take a look at our current writeups, but note that we may revise the formatting or content in the future. NOTE: Any skill or stat values are evaluated at their max level values. Please treat the writeups as guidelines to give you a basic understanding of what each doll can do and their optimal roles. In the end, our writeups are still vulnerable to bias and may not represent the whole picture behind each doll. However, we will try to keep the information accurate and relevant. This is not a tier list, so there will be no rankings for dolls in their respective sections. The way they are organized has no correlation with their strength. We are only sorting them by rarity. As of v1.0, the sheet currently contains all of the EN dolls currently released (aside from a few 2*s). We are currently adding more dolls, please note that they are not currently in EN. If you cannot recognize them, chances are they are not in the EN version. | ||||||||||
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12 | Contributors: Catbomb, S15RK, WCrate, Jinjin, Asetotti, Iorek, Kris, Crab, Myrrors, Vanilla,T2Morrow, Groza Discord NOTE: If something needs to be IMMEDIATELY fixed/corrected please ping Catbomb or S15RK | |||||||||||
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15 | CHANGELOG | |||||||||||
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17 | Notes | Date | AR | SMG | RF | HG | MG | SG | ||||
18 | new ownership | 10/15/18 | ||||||||||
19 | Submit in the google forms above to let me know which dolls I need to write up on, I don't play EN so I don't know who you guys have | 9/24/18 | RO635 | PKP | ||||||||
20 | I know I've said this a million times but this time for real, we're resuming work | 8/27/18 | ||||||||||
21 | Resuming work. Images updated. Credit: Moegirl wiki we back bois | 6/19/18 | ||||||||||
22 | We've been pretty lazy these past few days with no updates, sorry guys! Progress will resume in a few days hopefully. | 6/3/18 | ||||||||||
23 | 5/31/18 | |||||||||||
24 | Pretty much all dolls (except collab dolls) have been added to the sheet. Still need to input stats | 5/30/18 | ||||||||||
25 | 5/29/18 | |||||||||||
26 | 5/28/18 | REVISED 6P62 (AP ammo) | REVISED SR-3MP (yes, it's long) | REVISED M99, Type 56-Semi, Super SASS | ||||||||
27 | 5/27/18 | REVISED Sten MK II, EVO 3 | REVISED Springfield, PSG-1 | |||||||||
28 | Past AR writeups are planned to be rewritten to fit quality standards with the rest of the sheet. Stay tuned. We will also be editing a few current writeups to fit quality standards as well. More dolls have been added! Writeups in progress | 5/26/18 | ADDED AR70 | ADDED SR-3MP, PP-19, RO635, MT-9 REVISED Z-62, G36C, Type 79 | ADDED OTs-44, G28 | ADDED Type 59, PSM, Five-seveN REVISED NZ75, SPP-1 | ADDED Writeups on previously added dolls | ADDED M1887, KSG, M590, M37, M500, KS-23, RMB-93 | ||||
29 | 5/25/18 | |||||||||||
30 | 5/24/18 | ADDED More writeups on previously added dolls | FIXED Minor error on durations | |||||||||
31 | 5/23/18 | ADDED More 3* writeups on previous dolls added | ||||||||||
32 | UPDATE Updates will be slowed down for a few days due to circumstances. Don't worry, we'll be back to working on the sheet in time. | 5/22/18 | ADDED Writeups on previous dolls added | ADDED Some writeups on newly added dolls, not finished yet | ||||||||
33 | Stats added for recently added dolls Slight wording changes throughout the sheets for consistency and quality, nothing major | 5/21/18 | REVISED Viability for early game has been adjusted. Handguns ARE usable early game, but their full potential is in later levels. | |||||||||
34 | A Viability guide has been added at the top of each page to explain what each icon means! Sorry it took a while. Kar98K has been removed from the scrap list for consistency | 5/20/18 | ADDED Consistency edits | |||||||||
35 | Created a new section: guides for HGRF squads. We have some new additions! Comments coming soon. | 5/19/18 | ADDED G11, OTs-14, Type 95, Type 97, ARX-160 | ADDED Z-62, G36C, EVO 3, Type 79 | ADDED Type 56-Semi, PSG-1, Super SASS, M99 | REVISED Renamed Defensive Buffers to Utility Buffers ADDED Serdyukov, SPP-1, P99, NZ75 | ADDED Mk48 | |||||
36 | Viabilities completed for current dolls in sheet | 5/18/18 | ||||||||||
37 | Some viabilities have been updated Safe scrap chart added to help you choose who to retire for cores. Adapted from the main GFL guide for easier reading. v1.01! Just added some relevant 2* dolls to the sheet. Not all of them. | 5/17/18 | ADDED Relevant 2* comments | ADDED "Relevant" 2* comments | ADDED Relevant 2* comments | REVISED Percentages should be MULTIPLICATIVE, not additive sorry guys Thanks asetotti ADDED Relevant 2* comments | ADDED Relevant 2* comments | |||||
38 | Added some recommendations v1.0 Release! All EN dolls have been finished! (except 2*s) Synergies column has been replaced with Viability column to give an idea of what stages are useful for each doll. | 5/16/18 | ADDED Relevant 2* dolls | ADDED Relevant 2* dolls | ADDED Relevant 2* dolls | ADDED Relevant 2* dolls | ADDED Rest of the MGs Relevant 2* dolls | |||||
39 | 5/15/18 | ADDED Rest of the handgun comments | ADDED Some MG comments | |||||||||
40 | 5/14/18 | ADDED Rest of rifle comments | ADDED Some handgun comments | |||||||||
41 | Column headings have been frozen to allow easier reading. | 5/13/18 | ADDED 4* Comments | ADDED Strengths/Drawbacks Tile buffs Characteristics | ||||||||
42 | Equipment stat guide has been added. | 5/12/18 | ADDED Revised comments | ADDED Comments | ADDED Kar98K, WA2000 Comments | ADDED Role Guides WORK IN PROGRESS Tile/Doll Synergy Strengths/Drawbacks | ADDED Role Guides WORK IN PROGRESS Tile/Doll Synergy Strengths/Drawbacks Characteristics Tile buffs | ADDED Overview Role Guides | ||||
43 | Role guides have been added, optimal equipment has been improved to look better. | 5/11/18 | ADDED Comments, Strengths/Drawbacks Tile synergy WORK IN PROGRESS Doll Synergy | ADDED Role Guides Suomi, Thompson, and Vector comments Strengths/Drawbacks Tile Synergy WORK IN PROGRESS Doll Synergy | ADDED Strengths/Drawbacks Role Guides Tile synergy WORK IN PROGRESS Doll Synergy | |||||||
44 | Page headings have been improved. | 5/10/18 | ADDED Doll Overview, Optimal Equipment | ADDED Doll Overview, Optimal Equipment | ADDED Doll Overview, Optimal Equipment | ADDED Doll Overview, Optimal Equipment | ADDED Doll Overview, Optimal Equipment | Content pending | ||||
45 | 5/9/18 | ADDED Dolls, skill & tile information | ADDED Dolls, skill & tile information | ADDED Dolls, skill & tile information | ADDED Dolls, skill & tile information | ADDED Dolls | Page created. | |||||
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A | B | C | D | E | F | G | H | I | J | K | L | M | |
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1 | Picture | Rarity | Name | Role | Characteristics | Buff Tiles | Tile Synergy | Viability | Strengths | Drawbacks | Usage | Comments | Notes |
2 | ASSAULT RIFLES | VIABILITY GUIDE | |||||||||||
3 | Versatile DPS T-dolls. Assault rifles form the backbone of ARSMG teams. Assault rifles are the most reliable DPS class of T-dolls. They deliver solid DPS conistently out of the box without the drawbacks of other DPS classes. (RFs have low fire rate, MGs are limited by ammo count, other dolls require teams built around them). Focus on buffing them with Firepower and Critical Rate. They are the only class that can equip High Velocity Ammunition, granting them flat firepower without any tradeoff which goes great with their rate of fire. | ✔ - Effective ⬤ - Niche use/Suboptimal/Outscaled/Mediocre 🗙 - Not recommended/Difficult to use/Ineffective | |||||||||||
4 | Role Guide | Optimal Equipment | |||||||||||
5 | Grenade AR _____________ These dolls launch explosive grenades with their skill, dealing heavy burst damage within an area. They are effective against large crowds. | DPS _____________ These dolls have self-buffs to increase their own DPS. Their damage is consistent and dependable. | Night DPS _____________ These dolls have skills that get stronger during midnight. The tradeoff is their weaker stats and daytime skill. | Critical Scope _____________ ++Critical Rate | High Velocity Ammo _____________ ++Firepower | X-Type Exoskeleton _____________ +Evasion | |||||||
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7 | ARs | ||||||||||||
8 | HK416 (416) | Grenade AR | 15x Grenade | □ □ □ □ ■ ■ □ □ □ SMGs 40% Firepower | Firepower tiles Fire rate tiles Critical tiles | Early game: ✔ Midgame: ✔ Endgame: ⬤ | Highest grenade damage in the game • 15x damage Good FP • 51 FP Good fire rate • 76 Fire Rate Strong tile buffs Has special equipment | Very long initial cooldown • 8 seconds No self-buff Poor tile coverage | Against grouped enemies | HK416 is tied with FAL for the highest grenade damage in the game, the difference being her damage comes out all at once. To back up her really long cooldown, she has good base stats for dps. Her tile buff is also good for its really high firepower value. Pairing her with an offensive SMG that can buff her back is recommended. Her problem is that she's directly comparable to SOPMOD II, who on paper seems worse with a weaker grenade, but HK's grenade usually overkills, and anything with enough hp to be killed by a HK grenade but not a SOPMOD grenade is rare and probably shouldn't be killed with a grenade AR in the first place. In addition, SOPMOD can equip two auxillary equipment, giving her an immediate advantage in non-grenade DPS, on top of the fact that SOPMOD has better base stats than HK to begin with. With all things considered, HK seems to come out slightly under. Also, as with all grenade ARs, she comes with the downside that there aren't many situations where you would prefer her over a dps AR - however, out of the grenade ARs, she's a solid choice. For a grenade AR, she's recommended. But self-buffers are more versatile and consistent. | |||
9 | G41 (Gr G41) | DPS | 75% Firepower | □ □ ■ □ ■ □ □ □ ■ SMGs 50% Accuracy 10% Evasion | Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Strong firepower buff • 75% FP Short initial cooldown • 4 seconds Good FP • 50 FP Good fire rate • 77 Fire Rate | No fire rate buff Mediocre skill uptime • 10/16 seconds Mediocre tile coverage | General Use | The Textbook AR. Jack of all trades, Master of none. To start off, her stat spread. Her stats are spread out evenly, with stats neither ridiculously high, yet still better than most. The next is her buff tiles - evasion and accuracy, two stats that all smgs will benefit from, but no smg outside of SR-3MP particularly needs accuracy. On top of this, her buff zones face stretch out diagonally from her, missing the tile in front of her. This means that although she'll buff at least one smg at all times, she'll never buff both. Finally, her skill - a flat 75% firepower up 4 seconds in. This is as basic as a skill can be - although it's great, it doesn't have any of the flair that the skills of other ARs have. G41's strength and weakness both lie in the fact that everything about her is standard. On the bright side, this means that she doesn't have a specific downside, compared to specialized ARs - you can put her in any ARSMG squad, and see similar results every time. However, her almost mundaneness is also what prevents her from being considered truly top tier - in exchange for overall usage, she lacks the flair that the top ARs have. Recommended. | H O M E T E | ||
10 | FAL | Grenade AR | Triple 5x Grenade | □ □ ■ □ ■ ■ □ □ ■ SMGs 20% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Shorter than usual grenade cooldown • 6 seconds High FP • 57 FP Tied for highest grenade damage in the game • 15x damage total Good tile coverage | No self-buff Mediocre fire rate • 72 Fire Rate | Against grouped enemies | Directly comparable to HK416 is FAL, another grenade AR. FAL's stats are very similar to HK - she has more firepower, while losing out on fire rate. However, FAL is a significantly better grenade AR. She's tied with 416 for the highest grenade damage in the game, but she is significantly better because her grenade is spread out into three bursts instead of one large burst, paired with a lower cooldown. Not only does this take away the RNG-esque element of grenade aiming, this also helps avoid overkill, which HK's grenade is a large victim of. For a grenade AR, she's recommended, but self-buffers are more versatile and consistent | |||
11 | G11 | DPS | Triple Shot | □ □ □ □ ■ ■ □ □ □ SMGs 30% Firepower 10% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Extremely high fire rate • 95 Fire Rate Excellent skill Good tile buffs | Low FP • 43 FP Poor skill uptime • 4.5/16 seconds Long initial cooldown • 6 seconds Poor tile coverage | General Use | Caseless H&K G11 Memes G11, until AN-94's release, reigned supreme as the highest DPS AR in the game. Now, she's no longer top, but by no means is she bad. Looking at her stats, she's not very good. She has decent accuracy at best, very low firepower, and the only thing that validates her is her insanely high RoF. Her buff tiles are decent, but not many SMGs actually care about the 30% FP buff that she provides. The main thing that makes G11 good is her skill - For 4.5 seconds, G11 fires three times every time she shoots once. This basically triples her DPS, shooting her way above most ARs. There are, however, some things that need to be considered while using G11. First and foremost, she has low FP.. This means two things - first, for the six seconds before her skill activates, her damage output is lacking, Second of all, as she has low FP, she has a hard time against enemies with higher armor, being completely countered by them. Another thing to consider is G11's short skill sustain of 4.5 seconds. Compared to other dolls, the longer the battle drags on, the worse G11's performance is. Even so, through all these things, G11 is an amazing choice for any echelon. | |||
12 | OTs-14 | Night DPS | 200% Night Firepower 70% Day Firepower | □ □ ■ □ ■ ■ □ □ ■ SMGs 25% Fire Rate 65% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Strongest night firepower skill Decent initial cooldown • 5 seconds Good fire rate • 75 Fire Rate Good tile coverage | Mediocre FP • 49 FP Poor skill uptime • 6/16 seconds | General Use Midnight armored enemies | The Night Queen OTs-14 reigns supreme as the ultimate night AR, with the largest night firepower multiplier of any AR doll, and decent stats to back it up. Examining her stats, 49 FP is a decent middle-range value that can be used to effectively in any firepower skill. There isn't anything wrong with it other than the usual "it could always be a little higher". OTs-14 doesn't slack off on her fire rate either; 75 fire rate is a good value along the higher range of fire rate among other ARs. Overall, she has balanced baseline stats for doing DPS, and they're much better compared to the imbalances seen in AS VAL and 9A-91. What separates OTs-14 from any other doll in the game during midnight is her skill. A 200% firepower boost is no joke; it's the strongest midnight firepower buff currently in the game. At midnight, OTs-14 can reach 147 FP from just her base stats and skill, turning her into an AR with RF-class firepower. 9A-91, her closest competitor, can only put out 117 FP from her base stats. Even during the day, OTs-14 has a respectable modifier, considering her base firepower of 49. It's enough to boost her to 83 FP during the day. Combined with her good fire rate, OTs-14 can actually even lead over most other ARs below and at her rarity despite being night-focused. Highly recommended. | |||
13 | Type 95 | DPS | 50% Firepower | □ □ □ □ ■ □ □ □ ■ SMGs 10% Firepower 18% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Very short initial cooldown • 2 seconds Great skill uptime • 15/16 seconds High FP • 55 FP Decent tile buffs | Poor tile coverage Mediocre fire rate • 71 Fire Rate | General Use | When it comes to initial cooldown, Type 95 is the fastest AR in the game, matched only by her sister, Type 97. In addition to a quick initial cooldown, Type 95 has decent stats. 55 FP is a good value, sitting within the higher range of AR firepower, and it synergizes well with her firepower boost. On the other hand, Type 95's fire rate is borderline mediocre, just barely reaching past 70 fire rate. Type 95 shoots a bit slower than other ARs, but at least her FP is good. What makes Type 95 special is her initial cooldown of 2 seconds, beating out even ARs who have 4 second initial cooldown. This means that she can activate her boost very quickly into a battle which is excellent for short battles. In addition, her good skill uptime means that she can keep the skill active almost permanently, making it effective for longer battles as well. The cost of these excellent skill characteristics is the mediocre boost power. 50% firepower is even lower than FNC's boost of 60%. At 55 FP, Type 95 can reach 82 FP once her base stats are boosted which is just 1 point higher than FNC's boosted firepower of 81. Nonetheless, the high duration and uptime of Type 95's skill makes it more effective. However, in the end, this is a comparison against FNC, a 3*. Against the likes of G41, T95 loses as soon as G41's skill is popped, even sooner with more FP buffs added on. In terms of tiles, Type 95 is decent. Her alignment means that usually you will be buffing the main tank with her tiles which makes the evasion buff useful, but the firepower buff less so. Recommended. | |||
14 | Type 97 | DPS | 50% Fire Rate | □ □ ■ □ ■ □ □ □ □ SMGs 10% Fire Rate 18% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Very short initial cooldown • 2 seconds Great skill uptime • 15/16 seconds Good FP • 54 FP Decent tile buffs | Poor tile coverage Mediocre fire rate • 72 Fire Rate | General Use | Type 97 mirrors her sister in both stats and skill characteristics, but she focuses on fire rate instead of firepower. There is little difference between Type 95 and 97 in stats. The only real difference is that Type 97 has 1 more fire rate in exchange for 1 less firepower. It is a minor difference, but with 1 more fire rate Type 97 can shoot earlier and slightly faster than Type 95 can while retaining similar damage. Because of this, Type 97 has the advantage. Rather than capitalizing on her good firepower, Type 97 opts for improving her mediocre fire rate of 72. Under boost, her fire rate can reach 108 on its own, which is exactly enough to cap her fire rate to 13 frames. This leaves little room for more fire rate buffs, as the next improvement would be 12 frames at 116 fire rate (A later patch equalized all AR maximum frames to 12, something previously exclusive to AR-15 MOD 3). How do the sisters skills compare? Well, each skill has their own merits. Type 97 can shoot faster while maintaining a similar level of DPS to Type 95. Even under boost, she can keep up with Type 95's damage while firing more shots, and over time (starting around ~8 seconds) she actually begins to lead over Type 95 in total damage. This is against unarmored enemies of course. Fire rate buffers tend to run into trouble when fighting armor because outside of buffs and equipment they have no other way to raise their FP. Don't think that Type 95 is inferior however, their DPS is still very similar. In comparison, Type 95's firepower boost is advantageous when fighting against armor and she is more tolerant of fire rate buffs since she doesn't cap fire rate like Type 97 does. In terms of scaling, Type 95 has bigger potential. Luckily, their tile alignment also means that you don't need to choose one over the other and can use both in a single team. Due to her tiles, Type 95 fits better into the main DPS position (7 on keypad) which is where the majority of buffs are concentrated while Type 97 sits in off DPS (1 on keypad) which usually isn't covered by the off-tank's tiles in an P-formation. The tiles of Type 97 are similar to her sister, just mirrored and instead giving a fire rate buff instead of firepower. With the alignment, usually the main tank will be affected which is good for the evasion portion of the tiles, but not so for the fire rate. SMGs already have high fire rates anyways. Recommended. | |||
15 | RFB | DPS | 80% Firepower 40% Accuracy Backline Targeting | □ □ ■ □ ■ ■ □ □ ■ SMGs 30% Accuracy 18% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Good tile coverage Decent tile buffs Very high FP • 69 FP | Mediocre skill uptime • 8/16 seconds Long initial cooldown • 6 seconds Very low fire rate • 54 Fire Rate | General Use Backline AR | RFB serves as a pseudo-RF in AR teams. First of all, RFB's stats are all kinds of skewed. While she has insanely high accuracy for an AR and very high FP, she has abysmal RoF, which drags her DPS way down. Her tile buffs are decent, as they provide an extra 18% evasion for tanks. The real gimmick of RFB lies on her skill, however - it boosts her FP by 80% and accuracy by 40%, but it also makes her target the backline.With her skill, RFB's firepower can go up to 160 by herself in a normal scenario - combined with her inherently low rate of fire and ability to target the backline first, RFB is practically an RF in disguise. So, is this a good thing? Well, RFB does see use in many scenarios, such as against the popular Guard + Jaegar combination. In addition, her high accuracy allows her to have an easier time against high evasion enemies, such as Scouts. These two scenarios, however, are more efficiently taken care of by other dolls - Scouts are easily taken out by grenade SMGs, while it becomes more efficient to kill Guard + Jaegar combinations through a pure bruteforce approach with an ARSMG. RFB's skill also takes 6 seconds to activate, which means it won't see much uptime in a typical battle. However, early on, typical battles may last longer than 8-9 seconds, and it may be hard to brute force past a Guard + Jaegar combo with a ragtag echelon. Then, RFB shines, with her high sustain of 8s along with her high FP, which is can boost the DPS of ARs a lot early on. Recommended for early on, but not necessarily far into the game. | You can also use her to cheese the 4x scouts in floor 95 of defense drills | ||
16 | ART556 | DPS | 85% Firepower 25% Fire Rate | □ □ ■ □ ■ □ □ □ ■ SMGs 50% Accuracy 15% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Decent tile buffs Good FP • 53 FP | Mediocre tile coverage Poor skill uptime • 5/16 seconds Long initial cooldown • 6 seconds Low fire rate • 69 Fire Rate | General Use | ||||
17 | T91 | Night DPS | 120% Night Firepower 50% Night Critical Rate 50% Day Firepower 25% Day Critical Rate | □ ■ ■ □ □ □ □ □ ■ SMGs 20% Firepower 12% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Good tile buffs Good FP • 51 FP Good fire rate • 76 Fire Rate Decent initial cooldown • 5 seconds | Mediocre tile coverage Mediocre skill uptime • 8/16 seconds | Midnight armored enemies | T91 tries to be good at everything, but ends up being good at nothing. To start off, T91's stats are average at best - while most dolls have skewed stats, T91's stats are completely evenly distributed. While this may seem good on paper, this means that her stats are also distributed to tanking-based stats, making her offensive sttats lower than other dolls on average. Her buff tiles are bizarre - although her 12% evasion up is decent, she can at best buff one tank. Her skill seems good on paper, but her crit rate up is mostly wasted, as any AR with a max VFL along with one crit rate tile already practically caps on crit rate. As for FP aspect of her skill, she lacks behind 9A-91, who is easier to level and deals higher damage. In factm T91 barely deals more damage than her 3* counterpart, T65. Although T91's not a really, really bad doll by herself, she just completely falls behind so many night ARs tha it's not worth leveling her at a cost of 105 cores, when an alternative can be leveled for much cheaper. | |||
18 | Zas M21 | Grenade AR | 3x Grenade 3+ Targets Hit: 15% Increased Damage Taken Debuff to enemies hit Else: 60% Firepower | □ □ ■ □ ■ □ □ □ ■ SMGs 12% Fire Rate 15% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Decent tile buffs High FP • 55 FP Short initial cooldown • 4 seconds | Mediocre tile coverage Mediocre fire rate • 74 Fire Rate Mediocre skill uptime (Firepower buff) • 8/16 seconds Short skill duration (Damage debuff) • 3 seconds | Zas dragging Agaisnt grouped enemies | ||||
19 | AK-12 | DPS | 35% Firepower 35% Accuracy 35% Fire Rate 35% Critical Rate | □ □ ■ □ □ ■ □ ■ ■ SMGs 25% Firepower 15% Fire Rate | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Good tile coverage Good tile buffs Good skill uptime • 5/8 seconds High FP • 56 FP Good fire rate • 78 Fire Rate | Long initial cooldown • 6 seconds | General Use | ||||
20 | AN-94 | DPS | Passive: Double Shot on first shot Active: Double Shot | □ ■ ■ □ □ ■ □ □ ■ SMGs 55% Accuracy 16% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | High FP • 55 FP Good fire rate • 76 Fire Rate Decent tile buffs Good tile coverage Passive skill Good skill uptime • 5/8 seconds | Long initial cooldown • 6 seconds | General Use | ||||
21 | K2 | DPS | Passive: Burst Fire Triple Shot (52% Damage per shot) Barrel Heat by 1° per attack Overheats at 15°, decrease damage and accuracy by 2% each degree Active: Single Fire 40% Evasion and Move Speed Debuff (Self) Barrel Cooling by 1° per attack Subsequent attacks increase damage by 5% each | □ □ ■ □ ■ □ □ □ ■ SMGs 25% Firepower 50% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Good FP • 50 FP Good fire rate • 78 Fire Rate Passive skill Good tile buffs | Mediocre tile coverage Long initial cooldown (Active) • 8 seconds | General Use | T2Morrow'll get to fuck...errr...hold this gun for 22 months soon... | |||
22 | MDR | DPS | 45% Firepower 22% Fire Rate If Doll in front: 40 HP Shield to doll 80% Evasion Buff to doll | □ □ □ □ ■ ■ □ □ ■ SMGs 25% Firepower 65% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | High FP • 56 FP Good fire rate • 76 Fire Rate Short initial cooldown • 4 seconds Good tile buffs | Mediocre skill uptime • 10/16 seconds Mediocre tile coverage | General Use | ||||
23 | M4A1 MOD 3 | DPS (Buffer) | 75% Firepower ≤ 3 Dolls upon activation: 70% Fire Rate Debuff (Self) 600% Firepower Marks targets for 2.5 seconds 100% Base Firepower in splash damage | □ ■ ■ □ ■ ■ □ ■ ■ ARs 20% Firepower 32% Critical Rate | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Good FP • 50 FP High fire rate • 80 Fire Rate Good tile coverage Good tile buffs Short initial cooldown • 4 seconds | Mediocre skill uptime • 10/16 seconds Story T-doll | General Use | ||||
24 | ST AR-15 MOD 3 | DPS | 50% Fire Rate 10% Firepower If target is marked by M4A1: 20% Firepower | □ □ ■ □ ■ ■ □ □ ■ SMGs 10% Fire Rate 15% Evasion | Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Two attachment slots Good FP • 50 FP Good fire rate • 78 Fire Rate Good tile coverage Strong special equipment Good skill uptime • 15/16 seconds Short initial cooldown • 4 seconds | Story T-doll | General Use | ||||
25 | AUG | DPS | 0% Accuracy Debuff (Self) 150 Fire Rate (Forced) | □ ■ ■ □ ■ ■ □ ■ ■ ALL 12% Firepower 20% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | High FP • 55 FP Good fire rate • 75 Fire Rate Short initial cooldown • 4 seconds Good tile coverage Tiles aren't class limited | Poor skill uptime • 7/16 seconds Event limited | General Use | ||||
26 | M16A1 | Tank AR | 4 Second Flashbang | □ ■ ■ □ ■ □ □ ■ ■ SMGs 10% Firepower 12% Evasion | Evasion tiles | Early Game: 🗙 Midgame: 🗙 End Game: ✔ | Can equip armor Decent initial cooldown • 5 seconds Good fire rate • 75 Fire Rate | No self-buff, impractical tanker No attachment slot Story T-doll Impractical tile coverage Very short skill duration • 4 seconds Mediocre FP • 47 FP | Farming 0-2 | M16 may not have the highest DPS nor the most useful skill out of all ARs in this list, but she is the only AR capable of carrying out a tanking role. Unlike other ARs, she can equip armor, something usually restricted to SGs only. Even though she can equip armor, the fact that she doesn't buff ARs on top of her inherently low health and evasion make her an impractical tank in reality. However, she has a vital role in corpse dragging, as against large groups of low-damage enemies her evasion coupled with armor allows her to avoid a brunt of the damage while costing less, which the non-armored smg and high-cost SGs cannot do. Save her for later. | |||
27 | ST AR-15 | DPS | 45% Fire Rate | □ □ ■ □ ■ ■ □ □ ■ SMGs 10% Fire Rate 12% Evasion | Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Strong special equipment Short initial cooldown • 4 seconds Two attachment slots Good fire rate • 77 Fire Rate Great skill uptime • 15/16 seconds Good tile coverage | Story T-doll Mediocre FP • 48 FP | General Use | A 4* AR that mingles with the 5*s. ST AR-15's stats are average, nothing great but nothing bad. However, that's the only thing average about her. To start off, her skill is a flat 45% RoF Up with permanent uptime after 4 seconds. This skill itself isn't anything too special; in fact, since she can cap RoF by herself, this skill has almost no difference to T97's skill, except that T97's skill activates two seconds faster. What sets ST AR-15 apart from other ARs is her ability to equip two auxillary equipment, replacing the normally useless EXO slot. This allows her to use both an EOT and a crit scope, giving her a firepower advantage at the cost of some fire rate. In addition, her special equipment, .300 BLK Ammo, gives 5 more FP than normal AR ammo, further boosting her firepower advantage. AR-15 is a solid AR to level early on because of her availability and cheap linking cost compared to her 5* rivals, but she really begins to shine once you give her the proper equipment. Highly recommended. You should be leveling most of the AR team anyways. | |||
28 | AS VAL | Night DPS | 180% Night Firepower 60% Day Firepower | □ ■ □ □ ■ □ □ □ □ SMGs 25% Firepower 10% Fire Rate | Firepower tiles Fire rate tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Strong night skill • 180% FP Good fire rate • 75 Fire Rate Decent initial cooldown • 5 seconds | Very low FP • 39 FP Unusable tiles Poor skill uptime • 6/16 seconds Poor tile coverage | Midnight armored enemies | AS VAL would have been a good night AR like 9A-91, had she not been cursed with abysmal firepower. She shares the same skill with 9A-91, but the problem is that her FP is way too low to utilize it to the same efficiency of 9A-91 - her only redeeming factor is her half-decent RoF. Unless you're incredibly desperate for a night AR, she's worth 3 cores. Not recommended. | |||
29 | Type 56-1 | Grenade AR | High Explosive Grenade 5x/2x/1x Damage Within 1/2.5/4 Radius of the Grenade | □ □ □ □ ■ ■ □ □ □ SMGs 15% Evasion 10% Critical Rate | Firepower tiles Fire rate tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Good FP • 53 FP | Low fire rate • 69 Fire Rate Gimmicky skill Very long initial cooldown • 8 seconds No self-buff Poor tile coverage | Don't | Just like FAMAS, Type 56-1 suffers from a strange mix of stats that tank her dps. Her skill has a very long, inappropriate cooldown for a gimmick that deals incredibly low damage for an AR nade - at its strongest, it deals a third of the damage that SOPMOD's nade deals. There isn't much else to say about her, other than that she has decent FP. She's worth 3 cores. Not recommended. | |||
30 | G36 (Gr G36) | DPS | 70% Firepower | □ □ □ □ ■ ■ □ □ ■ SMGs 30% Firepower 10% Fire Rate | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Second highest firepower buff • 70% FP Short initial cooldown • 4 seconds Good tile buffs | Mediocre fire rate • 72 Fire Rate Mediocre FP • 47 FP Mediocre skill uptime • 10/16 seconds Mediocre tile coverage | General Use | ARs with firepower buffs are usually versatile, solid T-dolls. G36 also follows this trend. G36's skill is a direct downgrade of G41's skill, with 70% FP up instead of 75%. However, she falls short of G41 in terms of stats - thanks to her stats, she falls a little below G41 in dps. The redeeming factor of G36 is her tiles. Her tiles are ridiculous, buffing 30% FP on top of 10% RoF. This works perfectly with offensive SMGs such as SR3, but are wasted on any SMG that specializes in tanking, which ends up being most SMGs. Recommended. | |||
31 | TAR-21 | DPS | 65% Firepower 25% Fire Rate | □ □ ■ □ ■ □ □ □ ■ SMGs 18% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Good skill buffs Good fire rate • 79 Fire Rate | Long initial cooldown • 6 seconds Mediocre FP • 49 FP Poor skill uptime • 5/16 seconds Mediocre tile coverage | General Use | TAR-21 is a little different than your standard firepower AR. Trading in 5% firepower for 25% fire rate, she can deliver a lot of damage in a short period of time. Of course, this is balanced by her equally short skill duration and longer initial cooldown. Her fire rate buff is not high enough to push her to fire rate cap, leaving room for some buffs. She also has pretty good, usable base stats when she's not putting down her burst. Recommended. | |||
32 | FAMAS (FMS) | Grenade AR | High Explosive Grenade 5x/2x/1x Damage Within 1/2.5/4 Radius of the Grenade | □ □ □ □ ■ □ □ □ ■ SMGs 25% Firepower 60% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | High fire rate • 81 Fire Rate Good tile buffs | Low FP • 44 FP Weak skill No self-buff Very long initial cooldown • 8 seconds Poor tile coverage | Don't | FAMAS, just like her real life counterpart, has a ridiculous amount of fire rate. Sadly, that's the only thing good about her - her skill is as mediocre as it gets, and it goes from bad to worse when coupled with her low FP. She's worth 3 cores. Not Recommended. | |||
33 | 9A-91 | Night DPS | 180% Night Firepower 60% Day Firepower | □ □ ■ □ ■ □ □ □ ■ SMGs 10% Fire Rate 15% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Strong night skill • 180% FP Good fire rate • 78 Fire Rate Decent initial cooldown • 5 seconds | Low FP • 42 FP Poor skill uptime • 6/16 seconds | Midnight armored enemies | Princess of the Night Taking one look at her stats, 9A doesn't seem very impressive. Her base firepower is 42, which is 8 points behind G41. Her buff tiles are similar, at 10% RoF on top of 15% evasion. Her skill in day battes cap at 60% FP, making her even worse than G36. However, everything changes when it becomes night. At night, her skill boost becomes tripled, boosting her FP by 180%. This makes her infinitely versatile at night - not only can she hold her place against normal enemies, her much higher firepower can also shred through armored enemies. With her, most early game night maps become a cinch. Recommended. | Meido skin | ||
34 | M4A1 | DPS (Buffer) | 70% Firepower | □ ■ ■ □ ■ ■ □ ■ ■ ARs 18% Firepower 30% Critical Rate | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | AR buffer Short initial cooldown • 4 seconds Good firepower buff • 70% FP Good fire rate • 79 Fire Rate Good tile coverage Good tile buffs | Story T-doll Mediocre FP • 46 FP Mediocre skill uptime • 10/16 seconds | General Use Buffing AR teams | Even without looking at her buff tiles, M4A1 is already a decent standalone doll. With better base stats than G36 coupled with the same skill, she already deals decent damage for a 4* - although it's not particularly impressive, it's by no means bad. However, her buff tiles change everything. Her tiles give a 18% FP and 30% crit boost to other ARs. This means that instead of running two great ARs and one decent AR, you can now run two great ARs and one decent AR that buffs other ARs. This allows her for versatile usage in almost any ARSMG squad, with her FP up skill only adding to the versaitility. Highly recommended. | |||
35 | M4 SOPMOD II | Grenade AR | 12x Grenade | □ □ ■ □ ■ ■ □ □ ■ SMGs 50% Accuracy 12% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Second strongest grenade in the game • 12x Damage Two attachment slots Good FP • 50 FP Good fire rate • 78 Fire Rate Good tile coverage | Very long initial cooldown • 8 seconds No self-buff Story T-doll | Groups of enemies | SOPMOD, like AR-15, has the ability to equip two attachments. Even without a self-buff, her dps is solid and can exceed HK416's thanks to the double attachment slots. Her only drawbacks are the usual grenade AR problems: really long initial cooldown and no self-buff for consistent dps. However, once again, she suffers less from this problem, as she can equip two attachments compared to one attachment and a near-useless EXO slot. For a grenade AR, she's highly recomended. But there are better options. | Cute doggo Meme generator | ||
36 | Ribeyrolles 1918 | DPS (Buffer) | 25% AR Firepower Buff (Tiles) 25% AR Fire Rate Buff (Tiles) 25% AR Accuracy Buff (Tiles) | □ ■ □ □ ■ □ □ ■ □ ARs 20% Firepower | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Very high FP • 64 FP Good tile buffs Decent tile coverage | Long initial cooldown • 6 seconds Poor skill uptime • 5/16 seconds No self-buff Low fire rate • 63 Fire Rate | General Use | ||||
37 | Ak 5 | DPS | 65% Firepower | □ □ ■ □ ■ □ □ □ ■ SMGs 15% Firepower 30% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Good FP • 50 FP Good fire rate • 75 Fire Rate Decent initial cooldown • 5 seconds Good skill uptime • 5/8 seconds Good tile buffs | Mediocre tile coverage | General Use | ||||
38 | CZ2000 | Night DPS | Day: 65% Firepower 20% Critical Rate Night: 40% Accuracy 50% Fire Rate | □ □ □ □ ■ ■ □ □ □ SMGs 10% Fire Rate 15% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Good fire rate • 78 Fire Rate Short initial cooldown • 4 seconds Decent tile buffs | Mediocre FP • 48 FP Mediocre skill uptime • 10/16 seconds Poor tile coverage | General Use | ||||
39 | XM8 | Grenade AR | 12x Grenade | □ □ ■ □ ■ □ □ □ □ SMGs 25% Firepower 15% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Good tile buffs Good fire rate • 79 Fire Rate | No self-buff Poor tile coverage Mediocre FP • 48 FP Long initial cooldown • 8 seconds | Groups of enemies | ||||
40 | FNC (FFC) | DPS | 60% Firepower | □ □ ■ □ ■ □ □ □ □ SMGs 50% Accuracy 12% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game:🗙 | Good firepower skill • 60% Firepower Good FP • 51 FP Decent initial cooldown • 5 seconds Good skill uptime • 5/8 seconds | Mediocre fire rate • 73 Fire Rate Poor tile coverage | General Use | FNC is usually recognized as the best 3* AR and for good reason. She is a firepower AR blessed with good base firepower and lower than average fire rate, but not low enough to cripple her dps. Overall, FNC is a great 3* AR, strong enough to even stand alongside some 4* ARs. A solid choice. You can't go wrong when using her. Recommended. | |||
41 | OTs-12 | DPS | 60% Fire Rate | □ □ ■ □ ■ ■ □ □ □ SMGs 15% Firepower 20% Fire Rate | Firepower tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Strong fire rate buff • 60% Fire Rate Short initial cooldown • 4 seconds | Doesn't benefit from fire rate tiles Low FP • 42 FP Mediocre fire rate • 72 Fire Rate Mediocre skill uptime • 10/16 seconds Mediocre tile coverage | General Use | OTS-12 probably has the strongest fire rate buff out of all ARs in the game, even passing AR-15's, who is a 4* doll. In fact, it's strong enough to just barely push her near the fire rate cap of 116. This would be great, except that her very low FP stat is holding her back from greatness. Also, her skill doesn't tie well with heavy fire rate buffs, since it already puts her so close to the fire rate cap. Regardless, a decent pick for a 3* AR who sits slightly below FNC in DPS. Recommended. | |||
42 | StG-44 | Grenade AR | 2.5x Grenade | □ □ □ □ ■ ■ □ □ □ SMGs 20% Evasion 60% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Good FP • 53 FP | Low fire rate • 61 Fire Rate Weak grenade 2.5x damage Very long initial cooldown • 8 seconds Poor tile coverage | Don't | StG-44 unfortunately suffers from the curse of crappy stat distribution. Her FP is quite good, but she has really bad fire rate. It's lower than even AK47's. Even worse, her skill takes very long to come out for how much damage it deals. At least her tile is pointing the right direction. She's worth 1 core. Not recommended. | |||
43 | AK-47 | DPS | 35% Firepower 100% Accuracy | □ □ □ □ ■ □ □ ■ □ SMGs 18% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Good FP • 53 FP Decent initial cooldown • 5 seconds Strong special equipment Good skill uptime • 5/8 seconds | Low fire rate • 65 Fire Rate Unusable tiles Weak skill buff Poor tile coverage | Don't | AK-47 is usually the laughingstock of the GFL community, due to her widely recognized terrible stats and equally bad tiles. It's a shame such a notorious weapon would be reduced to this state in GFL. Her FP is rather good, but is held back by her terrible fire rate. On top of that, she has terrible buff tiles, and her skill, which buffs accuracy, is practically useless. Avoid her, unless you really love AKs or something. She's worth 1 core, not recommended. | |||
44 | CZ-805 | Grenade AR | 2.5x Grenade | □ □ ■ □ ■ □ □ □ ■ SMGs 25% Fire Rate 50% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Good fire rate • 75 Fire Rate | Drops in 3-6 Low FP • 43 FP Weak grenade 2.5x damage Very long initial cooldown • 8 seconds Mediocre tile coverage | Groups of enemies | Mediocrity at its best. Coupled with her abysmal skill, bad stats, mediocre buff tiles, and her incredibly low drop rate, she isn't worth the farm nor the cores to level her. Avoid her, unless you really want her. She's drop limited so if you care about her just do it. | |||
45 | ARX-160 | Grenade AR | 11x Grenade | □ □ □ □ ■ □ □ □ ■ SMGs 25% Firepower 50% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Good tile buffs | Poor tile coverage Mediocre fire rate • 73 Fire Rate Mediocre FP • 49 FP Very long initial cooldown • 8 seconds Event doll (Later construction limited) | Groups of enemies | ARX-160 is essentially a lower rarity version of the high damage grenade ARs such as SOPMOD and HK416. Her stats aren't exactly bad, but they're not outstanding either. 49 FP is usable, and just 1 less FP than SOPMOD. The downside is her much lower fire rate of 73 which is much lower and is on par with FNC's fire rate. Overall, her stats aren't terrible, and actually she can maintain a similar level of DPS to FNC when skills aren't factored. However, as we should know by now, skills are what make or break a good doll. ARX has the same grenade as SOPMOD and HK416. A 1.5 radius grenade with a multiplier of 11x damage. Coupled with ARX's decent FP of 49, the 11x multiplier makes for an alright grenade, but it's rather lackluster compared to SOPMOD's and HK416's grenades. which have higher multipliers. The one thing that should be noted however, is ARX-160's useful SMG buff. Unfortunately, its placement means you'll likely be affecting the main tank SMG which would contribute little to the team's overall DPS. If it were facing forward like HK416's tile, ARX-160 would pretty much be a weaker HK416. A mediocre grenade AR. Not recommended. | |||
46 | 6P62 | DPS | 35% Firepower 100% Accuracy | □ □ □ □ ■ ■ □ □ □ SMGs 35% Firepower | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Good tile buffs Very high FP • 69 FP Decent initial cooldown • 5 seconds Good skill uptime • 5/8 seconds | Poor tile coverage Very low fire rate • 54 Fire Rate Weak skill buff Low accuracy • 37 Accuracy Login Reward | General Use | 6P62 is an extreme case of an AR focused on firepower. The closest doll in comparison would be AK-47, and they even have the same skill. In case you didn't notice already, 6P62 has some of the highest firepower of any AR in the game. 69 FP is way beyond what most ARs can reach in their base stats, and a firepower value this large is a good thing. The bad thing is 6P62 also loses a huge chunk of her fire rate. 54 fire rate is low; even lower than StG-44 and AK-47. 6P62 can hit hard, but she's slow. The high firepower of 6P62 would have actually made for a decent baseline for a stronger firepower skill or fire rate skill to compensate. Unfortunately, she gets the same skill as AK-47, and it's not that good. The lower modifier of 35% firepower doesn't make full use of her high base FP, only getting boosted to 93 FP under skill. In comparison, FNC, who has a more modest 51 FP and 73 fire rate, can boost her firepower to 81 FP under her skill which is not too far behind. The accuracy buff doesn't need many words, but it does help her with her lower accuracy of 37. Because of her skill, 6P62 can't make full use of her greatest strength: her firepower. She's not as bad as StG-44 or AK-47, but she still ends up lagging slightly behind FNC in DPS. One notable thing about 6P62 is her ability to also equip AP ammo instead of only HV ammo. A decent pick for a 3* AR who sits slightly below FNC in DPS. Because of that, she's recommended, but not the best choice. | People have been mentioning that 6P62 can equip AP ammo. This is true. 6P62, however, being an AR, has no where enough FP to make full advantage of the AP shell, as she would be missing out on 20 FP otherwise. Using an RF in an ARSMG echelon is a better idea than using 6P62 with AP shell | ||
47 | AR70 | Grenade AR | 11x Grenade | □ □ ■ □ ■ □ □ □ □ SMGs 75% Accuracy 16% Fire Rate | Firepower tiles Fire rate tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Good FP • 50 FP | Login Reward Very long initial cooldown • 8 seconds Mediocre fire rate • 71 Fire Rate Poor tile coverage Mediocre tile buffs | Groups of enemies | ||||
48 | ASh-12.7 | DPS | 50% Firepower 50% Critical Rate | □ □ ■ □ ■ □ □ □ ■ SMGs 30% Firepower | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Good skill uptime • 6/8 seconds Very high FP • 65 FP Useful tile buff | Long initial cooldown • 6 seconds Low fire rate • 59 Fire Rate Mediocre tile coverage | General Use | ||||
49 | T65 | Night DPS | Day: 45% Firepower 22% Critical Rate Night: 100% Firepower 40% Critical Rate | □ □ ■ □ ■ ■ □ □ □ SMGs 15% Firepower 25% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | Decent tile buffs Decent initial cooldown • 5 seconds Good FP • 54 FP Good fire rate • 76 Fire Rate | Mediocre tile coverage Poor skill uptime • 8/16 seconds Limited | General Use | ||||
50 | Model L | □ □ □ □ ■ ■ □ □ ■ SMGs 15% Firepower 25% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: Midgame: End Game: | |||||||||
51 | F2000 | DPS | 55% Firepower | □ □ □
□ ■ ■ □ □ □ SMGs 20% Firepower 10% Evasion | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Decent initial cooldown • 5 seconds Good skill uptime • 5/8 seconds High fire rate • 81 Fire Rate | Low FP • 42 FP Poor tile coverage | General Use | F2000 and L85A1 are great ARs for their rarity, able to match up against FNC and OTs-12 in DPS. F2000 has similar stats to FAMAS, with high fire rate and even lower firepower. With 42 FP, she hits much weaker than other ARs, even FAMAS, who has 44 FP. The good thing is she actually has better stats than OTs-12, carrying the same FP but higher fire rate. Considering her stats are very similar to FAMAS', you would think that F2000 would be just as weak, but that's wrong. Unlike FAMAS, F2000 was given an actual self-buff that makes up for her terrible firepower, boosting her firepower by 55%. Under boost, F2000 can reach 65 FP which goes great with her fire rate. With an initial cooldown of 5 seconds, F2000 can reach her boosted firepower in reasonable time, and coupled with a good skill uptime, she can maintain her high firepower reasonably well during long battles. Even cheaper than FNC or OTs-12. Recommended. | |||
52 | L85A1 | DPS | 35% Firepower 15% Fire Rate | □ ■ □ □ ■ □ □ □ □ SMGs 20% Firepower 50% Accuracy | Firepower tiles Fire rate tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Good skill uptime • 5/8 seconds Good fire rate • 78 Fire Rate | Low FP • 46 FP Long initial cooldown • 6 seconds Poor tile coverage | General Use | L85A1 trades a bit of fire rate for more FP than F2000, but it's still not much. Regardless, she's a respectable AR early game, able to compete with FNC and OTs-12, just like F2000. Looking at her stats, L85A1 is fire rate focused. She has a relatively high fire rate of 78 and a low FP of 46 to match. This is a minor difference between L85 and F2000, and they end up having similar DPS, with L85 shooting less but doing just a little more damage. Like F2000, L85A1 has a useful skill buff to round out her stat spread. Her firepower buff may be weaker, but the boost combined with L85's higher firepower ends up being 62 FP, quite close to F2000's boosted firepower despite the weaker buff. What gives L85 the slight edge over time is her higher fire rate which is raised to 89 Fire Rate during her skill. Considering her stats, L85A1 has the more effective buff compared to F2000. Unfortunately, L85A1 has a longer initial cooldown than F2000 which means she won't be influencing the battle as early. This also slightly negates her skill's effectiveness as F2000 will be able to put in a few shots while boosted before L85 can activate her buff. Before 10 seconds, F2000 will do slightly more damage, but L85 will begin to catch up after 10 seconds. Another cheaper alternative to FNC and OTs-12. Recommended. | |||
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A | B | C | D | E | F | G | H | I | J | K | L | M | |
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1 | Rarity | Name | Role | Characteristics | Buff Tiles | Tile Synergy | Viability | Strengths | Drawbacks | Usage | Comments | Notes | |
2 | SUBMACHINE GUNS | VIABILITY GUIDE | |||||||||||
3 | Well-rounded frontline T-dolls. They are blessed with healthy amounts of HP and Evasion, making them great for absorbing enemy fire. SMG damage mitigation is dependent on skills and stats. Some depend on self-buffs to increase their evasion or provide invulnerability while others rely on debuffing enemies to reduce their damage output. Their buff synergy with ARs is the reason why they are put into ARSMG teams, but they are not limited to them. SMGs also find themselves in RF teams as a tank substitute when your HGs cannot equip their exoskeletons yet. They do not have class exclusive equipment, but they are geared towards tanking with slots for exoskeletons and silencers. | ✔ - Effective ⬤ - Niche use/Suboptimal/Outscaled/Mediocre 🗙 - Not recommended/Difficult to use/Ineffective | |||||||||||
4 | Role Guide | Optimal Equipment | |||||||||||
5 | Evasion Tank _____________ These dolls specialize in mitigating damage through high evasion. Their skills focus on strong evasion self-buffs. | Shield Tank _____________ These dolls can negate damage through invulnerability. In exchange, they have long cooldowns and short durations. | General Use SMG _____________ These dolls are balanced between tanking and providing buffs. Their skills can be offensive or defensive. | Offensive SMG _____________ These dolls focus on dealing damage through powerful skills. They are not used as tanks, instead filling the off-tank role. | T-Type Exoskeleton _____________ ++Evasion -Firepower | Hollow Point Ammo _____________ +Firepower -Armor Penetration | Silencer _____________ +Critical Rate +Evasion | ||||||
6 | |||||||||||||
7 | SMGs | ||||||||||||
8 | Suomi | Evasion Tank | 150% Evasion | ■ □ □ □ ■ □ ■ □ □ ARs 15% Fire Rate 30% Accuracy | Evasion tiles Buffing ARs with Fire Rate | Early Game: ✔ Midgame: ⬤ End Game: ⬤ | Strongest evasion skill High health • 220 HP Good skill uptime • 5/8 seconds active | Low evasion • 56 Evasion Long initial cooldown • 6 seconds Short duration • 5 seconds Mediocre tile coverage Mediocre tile buffs | Enemies with low accuracy Long boss fights Main Tank | Suomi is an anomaly among evasion tanks. She has the strongest evasion skill in the game, but her stats are geared towards tanking hits rather than dodging them. Her HP is very high, almost enough to match Thompson's. In fact, Suomi and Thompson have very similar stats, so why isn't she considered good? . Her skill sucks. In most cases, evasion is the worst method of tanking because it becomes more useless the higher enemy accuracy is.Unfortunately, most enemies in the late game have good accuracy. It doesn't help that she has low evasion either. On top of that, her buffs are suboptimal with mediocre coverage. However, Suomi does have one use - she's good against Agent, the boss in Singularity. Agent's attacks have relatively low accuracy (40 in E2, 80 in E3 and EX), and as the battle lasts for a while, Suomi's 5/8 uptime shines. However, it is not recommended to level Suomi just to use for Agent, as MP7, who drops in the same event, does her job but better. On the plus side, her firepower, accuracy and fire rate are all great which would have made her a decent damage dealer had she been given an offensive skill. Regardless, a solid evasion tank, but not recommended for general use unless you have no better SMG. | She's the only doll to have 2 hidden skins (both of them are cute too) | ||
9 | Thompson | Shield Tank | 4 Second Invicibility | ■ □ □ □ ■ □ ■ □ □ ARs 12% Firepower 15% Evasion | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: ⬤ | Longest shield skill • 4 seconds Highest SMG health • 238 HP Decent tile buffs | Very long initial cooldown • 8 seconds Short duration • 4 seconds Low evasion • 56 Evasion Mediocre tile coverage Poor skill uptime • 4/16 seconds | Mid-length fights Main Tank | Thompson is one of three SMGs in this game that can become invulnerable for a few seconds. In theory, the ability to negate all incoming damage sounds impressive, especially when only threeSMGs can do it. The problem with shield tanks however is they can only sustain this state for a very short period relative to their cooldown. Thompson's shield takes 8 seconds to activate, which is too long for short fights, and its poor 4/16 uptime is mediocre for long fights as well. Fortunately, Thompson can take hits outside of her skill thanks to having the highest SMG health in the game. However, other SMGs are preferred in longer and shorter fights because of either their good skill uptime or short cooldowns. Thompson sees her use in fights where instead of evasion, large amounts of health are required to absorb damage. The most common example are Jupiter cannons - since they blast through armour, and have high accuracy to negate evasion. Because Thompson both has high health and has time to enter invulnerability, she is good for tanking against Jupiters. Solid tank, but her support is lackluster. Not recommended for general use unless you have no better SMG. | Her Hidden skin gives her skill a new animation | ||
10 | Vector | Offensive SMG | Molotov 7x Initial damage 3x DOT | □ □ □ ■ ■ □ □ □ □ ARs 25% Fire Rate | Evasion tiles Firepower tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Strongest molotov skill • 22x Damage total Decent tile buffs High evasion • 71 Evasion Quick initial cooldown • 3 seconds Good SMG FP • 30 FP | Mediocre health • 185 HP Poor tile coverage | Groups of enemies Off Tank | The Ultimate Arsonist Pyromaniac Vector's gimmick comes from her molotov, which deals 7x damage on impact and 1x damage every 0.33 seconds for the next 5 seconds. Coupled with the fact that her skill cooldown is 3 seconds, she serves to wipe out a group of enemies at once early on. However, the fact that her skill's radius is 1.5 units makes her more suitable to take out small groups of high health enemies compared to large groups of small enemies, directly contrasting with the normal SMG hand grenade. Of course, as her skill is a grenade-based skill, she has the same flaws as any other grenade tdoll, the weakness being the lack of consistent precision in grenades. Her buff tile makes her suitable for a subtank, but even so, her decent tanking ability coupled with her damage makes her for a perfect all-around subtank. “Attack is the secret of defense; defense is the planning of an attack.” - Sun Tzu Highly recommended. | Molotov damage cannot be evaded. | ||
11 | G36C (Gr G36C) | Shield Tank | 4 Second Invincibility | ■ □ □ ■ ■ □ ■ □ □ ARs 10% Firepower 8% Fire Rate | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: ⬤ | Longest shield skill • 4 seconds Good tile coverage High health • 203 HP High SMG FP • 32 FP | Very long initial cooldown • 8 seconds Short skill duration • 4 seconds Mediocre evasion • 65 Evasion Poor skill uptime • 4/16 seconds | Mid-length fights Main Tank | G36C is very similar to Thompson; a forcefield tank with a 4 second duration. The main difference is her improved tile buffs and coverage. Compared to Thompson, G36C's health has been significantly cut down. 203 HP is relatively high compared to other SMGs, but it's 35 points below Thompson's health. In exchange, G36C's evasion has been improved to the mediocre value of 65 evasion. This improves her effective health, allowing her HP to last a bit longer thanks to the slightly higher evasion. When it comes to situations where raw health matters, then G36C is at a disadvantage. G36C also has improved tiles over Thompson. Her 10% firepower and 8% fire rate tiles aren't particularly strong, but they're more useful than an evasion buff for an AR team. She also doesn't have a strange tile alignment, allowing her to buff behind herself as well. Overall, G36C has better team support than Thompson thanks to her tiles while maintaing a similar level of overall durability. G36C's higher health pool of 203 HP also allows her to tank Jupiters, like Thompson. However, her lower base health makes her less reliable since Jupiter cannons encountered later on can deal upwards of 200+ damage per shot. This leaves little options for G36C if her 203 HP is exceeded by a single shot while Thompson can handle higher shot damage thanks to her higher 238 HP. If you do manage to survive a single shot with one doll, then their tanking capability against Jupiters is essentially doubled as each link can take two shots instead of one. In terms of team support, G36C is an improvement over Thompson, but she still performs the shield tank role in a similar manner. It is unlikely that you will need more than one shield tanker for use. Although shield tanks are often outperformed in general use by other SMGs, it is highly recommended that you raise at least one since they are able to tank certain enemies (Jupiters, Golyats) normally dangerous to regular SMGs. A solid tank with decent support. If you already have a shield tank leveled, she isn't much of an improvement. If you lack a shield tanker, recommended. | |||
12 | Type 79 | General Use SMG | 4.5 Second Flashbang | ■ □ □ □ ■ □ ■ □ □ ARs 20% Firepower | Evasion tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Good tile buffs Decent initial cooldown • 5 seconds High SMG FP • 32 FP Good health • 194 HP High evasion • 70 Evasion Longest flashbang duration | Mediocre tile coverage Short skill duration • 4.5 Seconds | General Use Main Tank | Type 79 has no particular strengths, and yet no glaring weaknesses. Compared to more specialized SMGs such as Vector and Thompson, Type 79 doesn't excel at anything. Rather, Type 79's significance in the 5* lineup comes from her versatility and balance. Her stats are very well rounded. With 194 HP, she sits just below the 200+ HP range of beefier tanks such as G36C or Thompson; quite a sizeable health pool. This doesn't come at the cost of her evasion as well. 70 Evasion is just barely within the higher ranges of evasion, but it's at least much higher than other SMGs her health would normally have. Type 79 has great effective health due to this balance of HP and evasion. Her 32 FP is a small bonus as well, but not significant since she doesn't have an offensive skill to capitalize on it. Her skill is a flashbang which provides decent utility for tanking and stopping advancing enemies, and it also has the longest duration out of any other flashbang (0.5 seconds longer than 4 seconds). The downside of flashbangs is their relatively long initial cooldown compared to skills such as smoke grenades which only take 1 second to throw. Type 79 takes longer to effectively mitigate damage than an SMG such as UMP45 (who has a smoke grenade) because of her longer skill delay. Moreover, bosses are immune to the effects of flashbangs. Type 79 has the same awkward tile placement as Thompson, but considering her position as main tank, she has no problem making use of them. The 20% firepower boost is a great boost as well, just 2% higher than UMP45's 18% firepower buff. Overall, her tiles are pretty good. She synergizes with grenade ARs such as HK416 and FAL due to her ability to delay with a flashbang while providing a useful firepower buff. The longer initial cooldown of grenade ARs also line up well with the longer initial cooldowns of flashbangs. Recommended. | NOT OUT IN EN | ||
13 | SR-3MP | Offensive SMG | 260% Firepower | ■ □ □ ■ ■ □ ■ □ □ ARs 18% Fire Rate 30% Critical Rate | Evasion tiles Firepower tiles Accuracy tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Strongest SMG firepower buff Good SMG FP • 31 FP High fire rate • 90 Fire Rate Good tile coverage Good tile buffs Short initial cooldown • 4 seconds Good skill uptime • 5/8 seconds Good health • 194 HP | Low accuracy • 12 Accuracy Mediocre evasion • 67 Evasion | General Use Off Tank | Don't let her classification fool you. SR-3MP's damage output is enough to challenge even stronger ARs in DPS. Unlike other offensive SMGs, SR-3MP's damage comes from shooting, rather than throwing grenades. Because of this, there is a higher focus on fire rate and accuracy rather than raw firepower. 31 FP is a good amount; enough to be effective, considering Vector herself has 30 FP. Her fire rate is also great, sitting at 90 fire rate. SMGs inherently have high fire rate so this is a given but SR-3MP is in the higher range of fire rate compared to other SMGs (M3 has one of the lowest, with 68 fire rate). The only problem is her 12 accuracy. Another inherent trait of SMGs is their terrible accuracy which is actually worse than MG accuracy. Thus, SR-3MP is highly reliant on accuracy buffs to reach her maximum effectiveness otherwise she will be missing many valuable shots when under boost. This should be obvious, but SR-3MP should not be used as a tank. Although her health is actually pretty high at 194 HP, she has a modest 67 evasion with no skill to reduce incoming damage. Even though SR-3MP's stats are good for an offensive SMG, they're not the reason why she can keep up with ARs. SR-3MP's real power comes from her skill: a massive 260% firepower boost. There are no gimmicks with the skill, just a raw 260% boost to SR-3MP's firepower regardless of night or day. To put it into perspective, the only AR that can remotely come close to SR-3MP's boost is OTs-14, who manages a 200% boost during midnight. With just base stats, SR-3MP can reach ~111 FP under boost (166 FP with HP, 194 FP with HP+EOT) which is even higher than what firepower ARs can put out (For example, G41 can only manage 88 FP with her boost, 123 FP with APCR). In terms of raw firepower, SR-3MP has an advantage, but practical DPS is more than just FP. Although SR-3MP can also equip a critical scope like ARs, she scales better with an EOT to improve her skill damage and accuracy which is where most of SR-3's damage comes from. This is unlike ARs who have reliable DPS outside of their skills and can benefit more from critical scopes. In the end, SR-3MP can only maintain her high DPS during those 5 seconds when her skill is active compared to ARs who have more consistent DPS and criticals both on and off skill. Basically, SR-3MP still relies on bursts of damage like other offensive SMGs and should NOT be considered as a replacement for ARs. So, what's the cost of this much power? SR-3MP can't hit anything on her own. 12 accuracy is terrible, to say the least. It's lower than even the most inaccurate MGs (M2HB has 18 accuracy). SR-3MP is best equipped with an EOT to boost her firepower and accuracy. A Red Dot is another choice for a stronger accuracy boost, but it doesn't boost her firepower. Because she desperately needs accuracy to function, she pairs well with ARs that can provide strong accuracy buffs such as OTs-14 and G41. When focusing a team around SR-3, you usually need 2-3 accuracy buffs and an EOT to reach a reliable accuracy level (~45-50+ accuracy in total). Alternatively, fairies can substitute as an accuracy buff to make space for more firepower. Speaking of equipment, offensive SMGs like SR-3 and Vector should NOT be equipped with T-Type exoskeletons since they lower firepower. Instead they are better suited for X-Type exoskeletons which provide less evasion but without the firepower reduction. SR-3MP also carries pretty good tiles. The 18% fire rate buff is nice, but not as effective as a firepower buff. However, the 30% critical rate buff is valuable for ARs. With her wide tile coverage, SR-3MP can cover both the off-tank and main tank positions as a buffer. Unless you're making an SR-3MP team, you really don't want her in the main tank position (5 on keypad). Even in team focused around SR-3, you will want a tank to swap her with during battle to make sure SR-3 can DPS uninterrupted since she is vulnerable to losing links in the frontline which will cut her DPS significantly. Another notable team that uses SR-3MP is the SR-3MP + Vector team where she is paired with NZ75 and accuracy/firepower buffing ARs. It's intended for ending battles quickly by focusing on both SMGs while retaining some tanking ability through NZ75 as a backup. Highly recommended. She needs more buffs to truly shine, but her returns are easily worth the investment. | |||
14 | RO635 | General Use SMG | 25% Firepower Debuff 70% Evasion | ■ ■ □ ■ ■ □ ■ ■ □ ARs 10% Fire Rate 35% Accuracy | Evasion tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Short initial cooldown • 3 Seconds Good health • 194 HP High evasion • 71 Evasion Great tile coverage | Poor skill uptime • 5/12 Seconds Story Doll Mediocre tile buffs | General Use Main Tank | The best sustain SMG. RO635's an all-around ideal SMG for sustained tanking, thanks to her skill. Unlike other Evasion tank SMG, her skill is on a 3 second cooldown instead of 6, and along with that, in exchange for having a bit less Evasion in her skill, she also debuffs enemy FP. Thanks to these factors, she's not limited by the problems that most Evasion SMGs have (having too long of an initial cooldown and Evasion tanking being inefficient). RO635 also has above average stats, with both good HP and Evasion. Although her tiles aren't the best, the 10% RoF is still decent, on top of having great tile coverage. Against bosses and large waves where smoke grenades can't cover every unit and/or coincides with walking time, RO635 shows performance even surpassing UMP45. | |||
15 | MP7 | Evasion Tank | 180% Evasion 50% Movement Speed 20% Accuracy and Fire Rate Debuff (Self) | ■ □ □ ■ ■ □ ■ □ □ ARs 15% Fire Rate 25% Accuracy | Evasion tiles | Early Game: Midgame: End Game: | Good health • 198 HP Good tile coverage Good skill uptime • 5/8 seconds | Mediocre evasion • 69 Evasion Long initial cooldown • 6 seconds Mediocre tile buffs Event limited | General Use Main Tank | ||||
16 | C-MS | General Use SMG | Passive: [1] 65% Evasion [2] 85% Firepower [3] 200% Accuracy Active: Switch Stance | ■ □ □ ■ ■ □ ■ □ □ ARs 15% Firepower 5% Fire Rate | Evasion tiles Firepower tiles Accuracy tiles | Early Game: Midgame: End Game: | Good tile buffs Passive skill Good tile coverage High evasion • 75 Evasion Almost instant initial cooldown • 1 second Good SMG FP • 32 FP | Mediocre health • 185 HP Low accuracy • 15 Accuracy | General Use | ||||
17 | UMP45 | General Use SMG | Smoke Grenade 40% Fire Rate Debuff 50% Movement Debuff | ■ □ □ ■ ■ □ ■ □ □ ARs 18% Firepower 30% Critical Rate | Evasion tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Great tile buffs Good tile coverage High evasion • 74 Evasion Almost instant initial cooldown • 1 second Strongest smoke grenade Has special equipment | Mediocre health • 185 HP Short skill duration • 4 seconds | General Use Main Tank | When it comes to tile buffs, UMP45 is the gold standard, with great practical coverage and highly valuable buffs for ARs. There are very few dolls in this game that can match her tiles, and this reason alone is why UMP45 is one of the best in her class. As if her tiles weren't enough, UMP45 has a formidable defense as well. Her health sits comfortably in the middle range of SMGs. It's a decent amount, but not high enough to safely take several hits. As you would expect, UMP45 focuses on evasion to mitigate damage, with a nice high value of 76 evasion. However, the true mastermind behind her tanking ability is not her evasion - it's her skill. First of all, her skill has a initial CD of 1 second. Coupled with her throwing animation, which takes up another second, She basically uses her skill in two seconds, which is usually before the enemies finish walking towards you. Her skill has an uptime of 4 seconds, and during those four seconds, all enemies get halved movement speed and 40% RoF down - this not only benefits her own tanking ability significantly, she also boosts the tanking ability of every other unit. Highly recommended. | |||
18 | UMP9 | General Use SMG | 4 Second Flashbang | ■ □ □ ■ ■ □ ■ □ □ ARs 12% Fire Rate 30% Accuracy | Evasion tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | High evasion • 76 Evasion Good tile coverage Decent initial cooldown • 5 seconds Has special equipment | Mediocre tile buffs Short skill duration • 4 seconds Mediocre health • 176 HP | General Use Main Tank | Unfortunately for UMP9, she can't hold a candle to her sister's greatness. She has the same great tile coverage, but sadly has less valuable tiles. ARs benefit more from firepower than fire rate, and accuracy certainly does not contribute to DPS. This is the bad part about UMP9. The good part is that she inherits almost everything else from UMP45. Her health is a little lower, but she has slightly higher evasion in trade. She has great, balanced stats that don't leave her reliant on either health or evasion tanking. UMP9's flashbang is a little less reliable than UMP45's smoke grenade because it takes 3 seconds longer to get out, but it's much more effective. For the same duration, UMP9 can completely stop incoming fire over a large radius for 4 seconds, effectively making her invulnerable to it. The downside is it's not effective against bosses. Recommended. | |||
19 | PP-90 | Evasion Tank | 45% Evasion | ■ □ □ □ ■ □ ■ □ □ ARs 8% Firepower 20% Accuracy | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Long duration • 10 seconds Decent initial cooldown • 5 seconds Very high evasion • 86 Evasion | Weak evasion buff • 45% Evasion Low health • 159 HP Mediocre tile coverage Mediocre tile buff | General Use Main Tank | PP-90 is an evasion tank with stats that actually match up, unlike Suomi. Her skill is unique to her, giving a much lower evasion boost in exchange for double the duration. You'd think with the lower evasion boost it wouldn't be enough for tanking, but 45% is a decent boost to her very high base evasion. It pushes her to 124 Evasion, close to Suomi's boosted evasion of 140. The downside of such high evasion is her low health pool. As you know, there is a fundamental problem with evasion tanks, and PP-90 is no exception. She works best when fighting enemies with low accuracy. Her tiles have mediocre coverage and a weak firepower buff, nothing much else to say about them. Not recommended. | |||
20 | MP5 (Gr MP5) | Shield Tank | 3 Second Invincibility | ■ □ □ □ ■ □ ■ □ □ ARs 40% Accuracy 20% Critical Rate | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Second longest shield skill • 3 seconds Has special equipment | Low health • 168 HP Very long initial cooldown • 8 seconds Very short skill duration • 3 seconds Weak tile buffs Poor skill uptime • 3/16 seconds Mediocre Evasion • 68 Evasion | Mid-length fights Main Tank | MP5 is like Suomi, except that she's a shield tank that was given evasion tank stats. If you haven't guessed yet, this is not a good thing. As a shield tank, MP5 is subject to a very long cooldown, so she relies on her stats to absorb damage outside of her skill. Unfortunately for her, MP5 does not have good stats for tanking. Her HP is low, leaving her with little room for mistakes when evading attacks. But the worst part is that she has equally crappy evasion, making for a lousy tank. Her skill is alright. It's like Thompson's shield, just 1 second shorter. Again, this comes with the same issues shared across all shield tanks, with long cooldowns and poor skill uptime. If you somehow obtain her special equipment exoskeleton, you can boost her evasion to a usable level and make her an okay tank. Otherwise, not recommended. | |||
21 | PP-19 | Offensive SMG | 6.5x Grenade | □ □ □ ■ ■ □ □ □ □ ARs 24% Firepower | Evasion tiles Firepower tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | High evasion • 74 Evasion Good tile buffs Short initial cooldown • 3 seconds Strongest SMG grenade multiplier | Mediocre health • 176 HP Low SMG FP • 26 FP Poor tile coverage | General Use Off Tank | ||||
22 | UMP40 | Offensive SMG | Passive: 10% Evasion and -5% Firepower every 2 seconds Up to 5 stacks (Multiplicative) Active: Discard Evasion Stacks 30% Firepower and -25% Evasion every 2 seconds Up to 5 stacks (Multiplicative) | □ ■ ■ □ ■ □ □ ■ ■ SMGs 500% Critical Rate | Evasion tiles Firepower tiles | Early Game: Midgame: End Game: | Almost instant initial cooldown • 1 second Passive skill High evasion • 75 Evasion Useful tile buff | Low SMG FP • 27 FP Mediocre health • 180 HP Low accuracy • 14 Accuracy Poor tile coverage | Off Tank | ||||
23 | KLIN | Offensive SMG | Molotov 6.5x Initial damage 3x DOT | □ □ □ ■ ■ □ □ □ □ ARs 25% Fire Rate | Evasion tiles Firepower tiles | Early Game: Midgame: End Game: | Short initial cooldown • 3 seconds Decent tile buffs High evasion • 74 Evasion Good health • 190 HP | Low SMG FP • 25 FP Poor tile coverage | Groups of enemies Off Tank | ||||
24 | Shipka | Evasion Tank | 130% Evasion | ■ □ □ □ ■ □ ■ □ □ ARs 15% Fire Rate 10% Evasion | Evasion tiles | Early Game: Midgame: End Game: | Good skill uptime • 5/8 seconds High evasion • 79 Evasion | Mediocre tile buffs Mediocre tile coverage Long initial cooldown • 6 seconds Mediocre health • 168 HP | General Use Main Tank | ||||
25 | PP-19-01 | General Use SMG | Smoke Grenade 40% Fire Rate Debuff 50% Movement Debuff | ■ □ □ □ ■ □ ■ □ □ ARs 12% Fire Rate 30% Accuracy | Evasion tiles | Early Game: Midgame: End Game: | Almost instant initial cooldown • 1 second High health • 194 HP | Mediocre evasion • 68 Evasion Short skill duration • 4 seconds Mediocre tile buffs Mediocre tile coverage | General Use Main Tank | ||||
26 | Honey Badger | Offensive SMG | 160% Firepower 40% Evasion | ■ ■ □ □ □ □ ■ □ □ ARs 20% Firepower 20% Critical Rate | Evasion tiles Firepower tiles | Early Game: Midgame: End Game: | Very high SMG FP • 33 FP High health • 198 HP High fire rate • 82 Fire Rate Good tile coverage Good tile buffs Good skill uptime • 5/8 seconds | Mediocre evasion • 60 Evasion Long initial cooldown • 6 seconds Low accuracy • 13 Accuracy | General Use Off Tank | ||||
27 | IDW MOD 3 | Evasion Tank | 130% Evasion Starts with 3 Electric Charges Electric Charge: 10% Fire Rate and 20% Firepower per charge Consume 1 charge every 2 seconds Skill Activation resets charges | ■ □ □ ■ ■ □ ■ □ □ ARs 20% Evasion 10% Critical Rate | Evasion tiles | Early Game: Midgame: End Game: | Extremely high evasion • 92 Evasion Good skill uptime • 5/8 seconds Passive skill Good tile coverage | Mediocre tile buffs Long initial cooldown • 6 seconds Low health • 154 HP | General Use Main Tank | ||||
28 | Type-64 MOD 3 | General Use SMG | 4 Second Flashbang 40% Accuracy Debuff | □ □ □ ■ ■ □ □ □ □ ARs 24% Fire Rate | Evasion tiles | Early Game: Midgame: End Game: | Decent tile buffs Decent initial cooldown • 5 seconds Decent debuff duration • 8 seconds High Evasion • 70 Evasion | Poor tile coverage Mediocre health • 181 HP | General Use Main Tank | ||||
29 | MAC-10 (Ingram) | General Use SMG | Smoke Grenade 36% Fire Rate Debuff 50% Movement Debuff | ■ □ □ ■ ■ □ ■ □ □ ARs 12% Firepower | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Decent tile buffs Good tile coverage Almost instant initial cooldown • 1 second | Mediocre health • 176 HP Short skill duration • 4 seconds Mediocre evasion • 68 Evasion | General Use Main Tank | MAC-10 is the UMP45 equivalent for 3* SMGs. Her tiles aren't amazing, but they have good coverage and aren't wasted buffing non-optimal stats. Compared to other 3* SMG tiles, she's in a pretty good position. Her stats are mediocre at best. Her health is middle-of-the-road while her evasion is decent. She can take a few hits, but not as many as SMGs like UMP9 or 45. Her skill is a downgraded version of 45's smoke grenade, It has a weaker fire rate debuff, but it's still effective in reducing incoming fire, helping her last longer. Recommended. | |||
30 | FMG-9 | Evasion Tank | 120% Evasion | ■ □ □ □ ■ □ ■ □ □ ARs 10% Firepower 12% Evasion | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Extremely high evasion • 90 Evasion Second strongest evasion skill Good skill uptime • 5/8 seconds Decent tile buffs | Very low health • 141 HP Long initial cooldown • 6 seconds Mediocre tile coverage | Enemies with low accuracy Main Tank | FMG-9 was made for evasion tanking. Her stats and skill are perfectly matched, boosting her massive base evasion with an equally massive multiplier. Almost all of her HP has been thrown away to make room for maximum evasion. So, what happens when we this much evasion with little to no HP? We get a mediocre tank. FMG-9 may have one of the highest evasion values in the game, but all it takes is some high accuracy and a little bit of luck to bypass it. Jaegers are the reason why evasion tanking does not work well later on because of their very high accuracy and damage. However, against enemies with low accuracy, FMG-9 becomes almost impossible to hit. Under her skill with base stats, FMG-9 has an incredible 198 evasion, and it only gets better with an exoskeleton. The downside is that it takes 6 seconds to activate her boost. Not recommended for general use, use her against very low accuracy enemies. | |||
31 | PPS-43 | Offensive SMG | 6x Grenade | ■ □ □ ■ ■ □ ■ □ □ ARs 12% Firepower | Evasion tiles Firepower tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Strong SMG grenade Good tile coverage Decent tile buffs Very high SMG FP • 33 FP Short initial cooldown • 3 seconds | Mediocre health • 176 HP Mediocre evasion • 65 Evasion | General Use Off Tank | The Strongest SMG Grenadier PPS-43's overall stats and buff tiles aren't bad at all. All ARs benefit from FP, and her evasion is alright. However, her biggest pro is her grenade. Like all SMG nades, her nade has a radius of 2.5 tiles, contrary to the 1.5 of ARs. It deals 6x her FP, which is 33, one of the highest out of all SMGs. The doll with a direct upgrade of her skill, PP-19, has a worse FP, which makes PPS's nade stronger even with a lower multiplier. The high damage coupled with the large radius allows for her efficiently kill large groups of enemies with ease. Recommended. | |||
32 | Skorpion | Offensive SMG | Molotov 6x Initial damage 3x DOT | □ □ □ ■ ■ □ □ □ □ ARs 15% Fire Rate 50% Accuracy | Evasion tiles Firepower tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Second strongest molotov • 21x Damage total Very high evasion • 83 Evasion Short initial cooldown • 3 seconds | Low health • 159 HP Low SMG FP • 24 FP Poor tile coverage Mediocre tile buffs | Groups of enemies Off Tank | Skorpion has an impressive skill multiplier, but her base firepower is not so impressive. She's essentially a 3* version of Vector, with similar tiles and skill. Because of her low HP and offensive skill, Skorpion fits in better as an off-tank, sitting alongside the main tank on the frontline to help buff your DPS in the back while providing a small amount of protection with her evasion. Skorpion has a great skill for dealing damage, but the problem is her base FP. It's 6 points lower than Vector, a massive difference for SMGs. She can certainly deal great damage in an area, but it's nothing amazing. Recommended. | |||
33 | Sten Mk. II | Offensive SMG | 6x Grenade | ■ □ □ ■ ■ □ ■ □ □ ARs 10% Accuracy 30% Evasion | Evasion tiles Firepower tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Good tile coverage High evasion • 75 Evasion Short initial cooldown • 3 seconds | Mediocre health • 185 HP Weak tile buffs Low SMG FP • 26 FP | General Use Off Tank/Main Tank | There really isn't anything special to say about Sten other than she has somewhat balanced stats for tanking as a 3* SMG. Her tiles have good coverage, but their buffs are mediocre and do little to improve AR DPS. 185 HP is a usable amount of health. At least it's not too low enough to the point where she can't take a few hits. Her high 75 evasion comes in handy for helping to negate some incoming attacks, making her HP more effective. In terms of tanking potential, Sten has good base stats which are quite similar to UMP45's (185 HP, 74 Evasion), giving her a decent foundation for tanking. Sten's grenade skill doesn't help her tank, however. Her 26 FP is higher than other offensive SMGs like Skorpion, but they can compensate with a much higher damage multiplier. All Sten has is her 6x grenade multiplier, and 26 FP isn't much in that case. PPS-43, another 3* grenade SMG, has incredibly high firepower (33 FP) and can throw a much more potent grenade, making Sten inferior in damage. Sten is also lacking in tiles. She has good coverage, but the buffs are weak and have little impact. 10% accuracy is a pitiful buff, and doesn't even contribute as much as a firepower or fire rate buff would. It goes without saying, but ARs don't need evasion since they have frontline tanks to do the tanking for them. For an offensive SMG, Sten is subpar and ineffective compared to PPS-43 who can hit harder and has better tiles. However, her decent base health and evasion makes her an okay main tank. Sten suffers from the problem that she doesn't excel at anything, causing her to be overtaken by SMGs that can do their job better due to higher firepower or a useful tanking skill. A mediocre 3* SMG. There are much better options (even 2*s like Beretta or Type 64 can tank better due to having skills to negate damage). Not recommended. | |||
34 | Micro Uzi | Offensive SMG | Molotov 6x Initial damage 3x DOT | □ ■ □ □ ■ □ □ ■ □ ARs 18% Firepower | Evasion tiles Firepower tiles | Early Game: ✔ Midgame: 🗙 End Game: 🗙 | Second strongest molotov • 21x Damage total High evasion • 79 Evasion Short initial cooldown • 3 seconds Decent tile buffs | Low health • 159 HP Poor tile coverage Low SMG FP • 24 FP | Groups of enemies Off Tank | Micro Uzi is very similar to Skorpion. She has the same molotov skill, and equally low HP and FP. Her tile buffs are okay as well, but their placement is bad since she cannot buff any ARs behind her while in front. Like Skorpion, she would fit better in the position of off-tank due to her stat spread. Her skill is good, but again, her low FP isn't doing her any favors. Just use Skorpion. Not recommended. | |||
35 | Z-62 | Offensive SMG | Molotov 6x Initial damage 3x DOT | □ □ □ ■ ■ □ ■ □ □ ARs 12% Firepower 10% Evasion | Evasion tiles Firepower tiles | Early Game: ⬤ Midgame: ⬤ End Game: 🗙 | Second strongest molotov • 21x Damage total High evasion • 77 Evasion Short initial cooldown • 3 seconds Decent tile buffs | Mediocre tile coverage Mediocre SMG FP • 28 FP Mediocre health •168 HP | Groups of enemies Off Tank | Z-62 is a step up from the 3* molotov SMGs thanks to her higher FP values and similar tile buffs. Z-62's firepower is 28, just one less than MP40's 29 FP. This is a pretty good amount considering Skorpion and Micro Uzi's lower FP of 24 (4 whole points lower!). As an offensive SMG, Z-62 doesn't have impressive tanking stats. 168 HP is a mediocre amount, but relatively low compared to more tanky SMGs such as Sten's 185 HP. On the plus side, she has a healthy amount of evasion, sitting at 77 Evasion. She would be better suited for an off tank role however since her skill contributes nothing to her ability to mitigate incoming damage. Her buff tiles have better coverage than Skorpion and Uzi, and she even carries a modest 12% firepower buff which is more versatile compared to Skorpion's 15% fire rate. Combined with her higher molotov multiplier, Z-62 outdamages MP40's molotov which is already better than Skorpion's and Micro Uzi's molotovs. Because of this, Z-62 has the strongest molotov out of all 3* SMGs. In conclusion, Z-62 is a solid offensive SMG with useful tiles and the best molotov damage out of all 3* SMGs. However, her power is offset by the fact that she is unavailable in normal maps and can only be obtained through events and heavy construction later on. The increased difficulty in obtaining Z-62 over SMGs like Skorpion makes her less cost efficient, but she is still a decent improvement over the rest of the 3* SMGs. By the time you obtain her, you may no longer even need an SMG of her rarity and power. With that being said, one might consider her use as a capable alternative for 2nd-line AR squads. Recommended, but she is not as readily available as Skorpion or other molotov SMGs. | |||
36 | EVO 3 | Offensive SMG | 6x Grenade | □ □ □ ■ ■ □ □ □ □ ARs 55% Accuracy | Evasion tiles Firepower tiles | Early Game: ⬤ Midgame: ⬤ End Game: 🗙 | Good health • 194 HP Short Initial Cooldown • 3 seconds | Mediocre evasion • 68 Evasion Low SMG FP • 23 FP Poor tile coverage Weak tile buffs | Groups of enemies Off Tank | EVO 3 is similar to Sten MK II in the sense that she is a grenade SMG with stats better suited towards tanking hits. 194 HP is actually quite a bit of health compared to other 3* SMGs, and It's higher than Sten's 185 HP. With her lower 68 evasion though, EVO is likely to take more hits than Sten in battle. Basically, EVO 3 is more HP focused than Sten, but her evasion has been reduced to compensate. Since EVO has a grenade skill that doesn't help her tank, she's better suited for an offensive role in the offtank position (8 on keypad). The problem is, her 23 FP is really low, even lower than Skorpion's 24 FP. Without the high damage multiplier like Skorpion gets from her molotov, EVO ends up doing mediocre damage through her grenade in total. Good off tank usually have useful tiles to support the backline DPS. EVO doesn't have any; her accuracy buff contributes little to AR DPS in most situations, and the poor tile coverage means she's only affecting a single doll. Overall, EVO 3 has poor characteristics for the offtank role due to her weak nade and tiles. Another downside to EVO 3 is her status as a limited doll. She can only be obtained through Deep Dive or as a login reward. You'd be better off using more accessible and better SMG options such as PPS-43 or Skorpion on your team. Not recommended. | Rainbow Six Siege still gives me nightmares about this gun | ||
37 | MT-9 | General Use SMG | 3.5 Second Flashbang | ■ □ □ □ ■ □ ■ □ □ ARs 10% Firepower 12% Evasion | Evasion tiles | Early Game: Midgame: End Game: | Decent initial cooldown • 5 seconds High health • 203 HP Decent tile buffs | Mediocre evasion • 60 Evasion Mediocre tile coverage | General Use Main Tank | ||||
38 | SCW | Offensive SMG | □ □ □ ■ ■ □ □ □ □ ARs 6% Firepower 10% Fire Rate | ||||||||||
39 | TMP | Evasion Tank | ■ ■ □ □ □ □ ■ □ □ ARs 15% Firepower 20% Accuracy | ||||||||||
40 | F1 | General Use SMG | ■ □ □ □ ■ □ ■ □ □ ARs 40% Accuracy 15% Evasion | ||||||||||
41 | M12 | Offensive SMG | ■ □ □ ■ ■ □ ■ □ □ ARs 8% Firepower 8% Evasion | ||||||||||
42 | OTs-39 | General Use SMG | ■ □ □ ■ ■ □ □ □ □ ARs 16% Firepower | ||||||||||
43 | T77 | ■ □ □ ■ ■ □ ■ □ □ ARs 12% Fire Rate | |||||||||||
44 | Beretta Model 38 | General Use SMG | 3.2 Second Flashbang | ■ □ □ □ ■ □ ■ □ □ ARs 5% Firepower 10% Fire Rate | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | High health • 203 HP Decent initial cooldown • 5 seconds Decent tile buffs | Low evasion • 52 Evasion Mediocre tile coverage | General Use Main Tank | Beretta Model 38 is like a lighter version of Thompson. She has a similar high health pool and low evasion, but instead of a shield, Beretta uses a flashbang. 203 HP is a large health pool, and considering her rarity it's very good, allowing her to take more hits than other SMGs. In exchange for the health, Beretta has one of the lowest evasion values of any SMG: 52 evasion. Don't expect her to dodge shots reliably. Nonetheless, Beretta is still valuable for being a cheap high HP tank. The flashbang provides Beretta with some additional utilty than a shield skill would have. With a nice decent cooldown of 5 seconds, Beretta can begin to mitigate damage much faster than Thompson or MP5, and it comes with the added benefit of stopping the enemy's fire and movement. A useful skill. Beretta's tiles are pretty good too compared to other SMGs near her rarity. The low firepower may not seem like much, but combined with the fire rate buff it's quite an effective buff. At least it isn't buffing accuracy or evasion. Overall, a nice cheap 2* HP tank. Recommended early on, but there are better options later. | |||
45 | Type 64 | General Use SMG | 3.2 Second Flashbang | □ □ □ ■ ■ □ □ □ □ ARs 20% Fire Rate | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Good fire rate tile buffs Decent initial cooldown • 5 seconds | Poor tile coverage Mediocre health • 176 HP Mediocre evasion • 65 Evasion | General Use Main Tank | There's nothing really special about Type 64. She's just a mediocre tank, no more, no less. You could say that she's a scaled down UMP9, with the exact same health and skill, but lower evasion and smaller tile coverage. 176 HP isn't that high, but it's good enough to tank a few hits. At 65 evasion, Type 64 can dodge a few hits more than Beretta who is more HP focused. That's really all there is to say about her stats. Type 64 has the same flashbang as Beretta, with the same cooldown and duration. It's useful for helping her mitigate incoming damage and has good utility in stopping the enemy for a short period. Type 64 has much smaller tile coverage, but a pretty strong fire rate buff. However, her position as a main tank means it'll only be affecting the middle AR instead of your main DPS ARs in the corners. This type of tile coverage would better suit an off-tank. An average 2* tank with no frills. If you're looking for a cheap tank to fill in or an alternative to Beretta, recommended. Once you get a better tank, not recommended. | |||
46 | PPSh-41 | Offensive SMG | 5.5x Grenade | □ ■ □ □ ■ □ □ ■ □ ARs 10% Firepower 5% Fire Rate | Evasion tiles Firepower tiles | Early Game: ✔ Midgame: 🗙 End Game: 🗙 | Decent tile buffs Short initial cooldown • 3 seconds Good health • 194 HP | Poor tile coverage Low evasion • 56 Evasion Low SMG FP • 26 FP | Groups of enemies Off Tank | PPSh-41 is an off tank with unusable tiles and tank focused stats. Her HP is high which would be ideal for an tank, but she doesn't have a tanking skill to go along with it. As usual for high HP SMGs, PPSh-41 also has a low evasion, just a tad bit higher than Beretta's, with 56 evasion. She's pretty much a wall of health. Her offensive capability is similar to Sten, with an equal FP of 26, but a slightly lower grenade multiplier. You could use her as a tank, but there are better options in Type 64 and Beretta, and her offensive capability is outclassed by dolls that offer more utility or just have more firepower. The grenade skill is as simple as an offensive skill gets. With 26 FP it's not a lot of damage, but it covers a decent area. Her tile coverage is awkward and unwieldy because she's supposed to be in front, not the back. Thus they're mostly ineffective, but the buff would've been nice. Not recommended. | Server Destroyer | ||
47 | MP40 | Offensive SMG | Molotov 5.5 Initial damage 3x DOT | ■ □ □ □ ■ □ ■ □ □ ARs 25% Accuracy 20% Evasion | Evasion tiles Firepower tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Strong skill multiplier • 20.5x Damage total Decent SMG FP • 29 FP Short initial cooldown • 3 seconds | Mediocre tile coverage Weak tile buffs Mediocre health • 185 HP Low evasion • 58 Evasion | Groups of enemies Off Tank | MP40 has a pretty decent amount of FP for an SMG of her rarity, enough to make her molotov even stronger than Skorpion and Uzi. With 185 HP and 58 evasion, MP40 is not fit for the frontlines. Her health is alright, but not high enough to compensate for her low evasion. The real highlight of MP40 is her decent FP of 29. This is just 1 point below Vector, who is a formidable offensive SMG, meaning MP40 actually has a pretty decent base for dealing damage as an off-tank. Compared to 3* SMGs who throw molotovs like Skorpion and Micro Uzi, MP40 has great FP compared to their low FP of 24. Even with the lower skill multiplier MP40 can output a little more damage from her molotov than Skorpion and Micro Uzi. The tradeoff for the higher damage molotov is MP40's weaker tiles. MP40 only buffs accuracy and evasion, which doesn't count much for increasing AR DPS, and considering her positon as an off-tank (8 on numpad) her tiles would only be buffing the middle doll instead of your DPS in the corners. If you want a slightly stronger molotov at the cost of usable tiles, use MP40. Otherwise Skorpion is better with usuable tiles and damage that isn't too far behind. | |||
48 | IDW | Evasion Tank | 110% Evasion | ■ □ □ ■ ■ □ ■ □ □ ARs 20% Evasion | Evasion tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Good tile coverage Very high evasion • 85 Evasion Good skill uptime • 5/8 seconds | Weak tile buffs Very low health • 150 HP Long initial cooldown • 6 seconds | Meme Enemies with low accuracy Main Tank | If you look past the meme that is IDW, you can see that she's just an average evasion tank. As an evasion tank, having a good evasion value is beneficial. With 85 evasion, IDW is certainly not lacking in evasion and is only 5 points behind FMG-9. To offset the high evasion, IDW has low HP. At 150 HP, IDW holds a small advantage over FMG-9, but it's still low and not ideal for taking hits. At least her stats and skill synergize well with each other. IDW's evasion boost is 110%, just 10% lower than FMG-9. With the boost active, IDW can reach 178 evasion which is a nice high amount. It's at least higher than Suomi's 140. However, since IDW focuses so much on evasion, she gets countered by high accuracy. In later stages, she is not viable since her health pool isn't high enough to take several high damage hits from jaegers. If there is ever a situation (and there are very few) where enemies have terrible accuracy, that's where IDW wants to be. Her high evasion makes it difficult to hit her with really low accuracy, and an exoskeleton will further improve her chances of dodging. Although, you may sometimes not be so lucky and still get hit. Nyat recommended for general use, but a solid evasion tank just second to FMG-9 in evasion. | IDW DA NYA! | ||
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A | B | C | D | E | F | G | H | I | J | K | L | M | |
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1 | Picture | Rarity | Name | Role | Characteristics | Buff Tiles | Tile Synergy | Viability | Strengths | Drawbacks | Usage | Comments | Notes |
2 | RIFLES | VIABILITY GUIDE | |||||||||||
3 | The big guns. Rifle shot damage is the highest in the game, but this comes at the cost of low rate of fire. To compensate, we put them into RFHG teams with a mix of handguns to buff fire rate and firepower. Rifles have a different target priority: RFs will target the rearmost doll. Along with MGs, rifles can equip Armor Piercing Ammunition, giving a flat armor penetration bonus. This makes them great dolls against armored enemies in night or day. They are the only class that can equip Camouflage Cloaks, which gives a flat bonus percentage to critical damage. | ✔ - Effective ⬤ - Niche use/Suboptimal/Outscaled/Mediocre 🗙 - Not recommended/Difficult to use/Ineffective | |||||||||||
4 | Role Guide | Optimal Equipment | |||||||||||
5 | Burst RF _____________ These dolls have skills that fire a powerful shot for burst damage. Their cooldown is lower than Nuke RFs, but they have lower multipliers. | DPS RF _____________ These dolls focus on increasing their DPS using damage or fire rate self-buffs. They deal consistent damage. | Nuke RF _____________ These dolls have massive amounts of FP for their skills and equally high multipliers. In trade, they have very long cooldowns. | Night DPS RF _____________ These dolls are similar to DPS RFs except that they gain stronger skills during the night, and are weaker during the day. | AP Ammo _____________ ++Armor Penetration | Critical Scope _____________ ++Critical Rate | Camouflage Cloak _____________ +Critical Damage -Movement speed | ||||||
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7 | RFs | ||||||||||||
8 | Kar98K | Burst RF | Double Aimed Shot 3.5x Damage 1 second aim between each | □ □ ■ □ ■ □ □ □ ■ HGs 18% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: 🗙 End Game: 🗙 | Good FP • 135 FP Strongest aimed shot • 7x Damage total Has special equipment | Mediocre fire rate • 34 Fire Rate Long initial cooldown • 8 seconds Mediocre tile coverage | Don't | Griffon's Poster GIrl Kar98k, besides her looks, is good at literally nothing. Her stats alone aren't too bad - she has decent firepower, while lacking in accuracy and RoF. Her buff tiles are alright as well, as they're not awkwardly positioned like many other RFs. However, her skill is just bad. Kar98k shoots two shots which deal 3.5x damage each 8s in. First of all, her skill deals 1x less damage than the two other 5* nukes, who deal 8x damage each. In addiion, since her shots are divided, the first shot is highly likely to trigger a skill on a boss, rendering the second shot useless as it hits during the boss's i-frames. With a bad skill and mediocre stats, Kar98k's better to look at than actually use. Not recommended. | |||
9 | WA2000 | DPS RF | 75% Fire Rate | □ □ □ □ ■ ■ □ □ □ HGs 18% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Good FP • 130 FP Strongest fire rate skill High fire rate • 39 Fire Rate Decent initial cooldown • 5 seconds Good skill uptime • 5/8 seconds | Poor tile coverage | Literally everywhere lmao | Tsundere Goddess WA2000, without a doubt, is the best RF in the game, whether it be EN or one of the other servers. First of all, WA's stats are great. She's got high fire rate, high FP, and high accuracy. Her lowest stat is her evasion, which flat out doesn't matter on RFs. Along with her great stats, WA also has a phenomenal skill - 75% fire rate up. For RFs, who have inherently low fire rates, any additional fire rate is great. With Stechkin and PPK, WA can reach fire rate cap, allowing for her to fire as fast as most ARs, except with each shot dealing almost three times the damage. As RFs target the backline first, WA often wipes out the enemy damage dealers within seconds, only leaving cleanup. Her poor tile coverage isn't even much of a downside. HGs do not particularly want for the tile buffs, unlike any other gun. Extremely Recommended. | |||
10 | Lee-Enfield | DPS RF | 75% Firepower | □ ■ □ □ ■ □ □ ■ □ HGs 18% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Good FP • 135 FP Strongest firepower skill Decent initial cooldown • 5 seconds Good skill uptime • 5/8 seconds | Mediocre fire rate • 36 Fire Rate Mediocre tile coverage | General use, situations in which where you need the extra firepower to penetrate armour | Lee-Enfield is a firepower focused DPS rifle, unlike WA2000. This limits her versatility, but she's still a solid rifle that scales well with the game's difficulty later on. Lee's firepower is a good value of 135 FP, 5 points higher than WA2000. The tradeoff is her slightly lower fire rate, sitting at a moderate 36 fire rate. It's a nice value, and not inappropriately low where it could cripple her DPS. Overall, Lee-Enfield's stats make sense, and do not have any major issues. The major difference between WA2000 and Lee is her 75% firepower skill. It's a large increase, considering her firepower; enough to bring her to 236 FP under boost. Her high damage is very impressive, but often times it will overkill most enemy units, so it's not as effective as a fire rate boost. What makes Lee special is her viability later in the game. Upon encountering Hydras, Lee begins to see greater use as they are one of the few non-boss enemies in the game that doesn't die to her in a single shot, finally making full use of her entire firepower boost. She can be paired with IWS2000, another high firepower rifle, to create the LeeWS team which specializes in eliminating high HP threats like Hydras or bosses. Recommended. | |||
11 | NTW-20 | Nuke RF | Interdiction Shot 8x Damage 2 second aim | □ □ □ □ ■ ■ □ □ □ HGs 18% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: 🗙 Midgame: 🗙 End Game: ⬤ | Highest FP in the game • 165 FP Strongest nuke skill • 8x Damage | Low fire rate • 30 Fire Rate Extremely long initial cooldown • 15 seconds Poor tile coverage | High HP nuke Nuke team | Behold, the doll with the highest firepower in the game. Yes, you heard that correctly; her base firepower remains unmatched to this day. NTW-20 is no pushover, she's a nuke rifle. This means her firepower is ridiculous, and so is her skill multiplier and cooldown time. She is not a general use RF, her low fire rate of 30 and high firepower will overkill and be wasted on enemies with low HP. Instead, nuke rifles like NTW-20 are designed to inflict maximum damage within an extremely short window. With an 8x damage multiplier and 165 FP combined, you can hit for very high numbers. Her long cooldown and aim time means you need to buy a lot of time before she can release her massive burst. Nuke rifles are highly situational, so they have very little practical use. You will rarely, if ever, use NTW-20 or other nuke rifles. It just isn't optimal in most situations since other rifles can do the same job but better and quicker. One of the best nuke rifles, but one of the worst general use rifles. Take your pick. Not recommended. But you can keep her for later when you might need a nuke rifle. | |||
12 | M99 | Nuke RF | Interdiction Shot 8x Damage 2 second aim | □ □ ■ □ ■ □ □ □ ■ HGs 18% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: 🗙 Midgame: 🗙 End Game: ⬤ | High FP • 157 FP Strongest nuke skill • 8x Damage | Low fire rate • 32 Fire Rate Extremely long initial cooldown • 15 seconds Mediocre tile coverage | High HP nuke Nuke team | M99 is another strong nuke rifle, second to NTW-20. Together, they form the core of nuke rifle teams. Nuke rifles are entirely dependent on their firepower to fulfill their role. Their fire rates are too slow to give reliable DPS. M99's 157 FP is quite a ways down from NTW-20's 165 FP, but the similar skill multiplier allows her to keep up with NTW (1256 vs 1320 per link from base damage). To compensate for the lower firepower, M99 has a slightly increased fire rate of 32. Although still slow, it's better than NTW-20's fire rate, allowing M99 to shoot just a little faster. This doesn't matter too much since nuke rifles have low DPS to begin with, but it's a slight advantage over NTW-20. Although M99 has the same skill multiplier as NTW-20, there is a small quirk in her skill. Unlike NTW-20, whose targets the frontline with her skill, M99 targets the backline instead. This gives M99 the ability to shoot past enemies in front of the target, but she may also have trouble on bosses that will rush ahead and not sit behind. This is a minor quirk, but something to consider when triggering her skill. As usual, nuke rifles inherently have problems with really long initial cooldowns and only perform well in their niche of doing a large amount of damage within a small window. M99 is not versatile and should be used for the niche she was designed for, not as a general use DPS. She is paired with NTW-20 to create nuke rifle teams, also called "big bamboo". Not recommended. Nuke rifles have a very specific niche where they excel, so if you want to level her just in case; go ahead. | |||
13 | IWS 2000 | DPS RF | 180% Firepower 35% Fire Rate Debuff (Self) | □ ■ □ □ ■ □ □ ■ □ HGs 18% Skill Cooldown | Rate of Fire Rate of Fire Rate of Fire | Early Game: 🗙 Midgame: 🗙 End Game: ✔ | |||||||
14 | DSR-50 | Nuke RF | □ □ □ ■ ■ ■ □ □ □ HGs 18% Skill Cooldown | ||||||||||
15 | JS05 | Burst RF | □ □ ■ □ ■ □ □ □ ■ HGs 18% Skill Cooldown | ||||||||||
16 | Carcano M91/38 | Burst RF | ■ □ □ ■ □ □ ■ □ □ RF's 10% Skill Cooldown | ||||||||||
17 | Carcano M1891 | DPS RF (Buffer) | ■ □ □ ■ □ □ ■ □ □ RF's 10% Skill Cooldown | ||||||||||
18 | FN Ballista | DPS RF | □ □ ■ □ ■ □ □ □ ■ HG's 18% Skill Cooldown | ||||||||||
19 | SRS | DPS RF | □ □ □ □ ■ ■ □ □ ■ HG's 18% Skill Cooldown | ||||||||||
20 | Mosin-Nagant MOD 3 | Burst RF | □ □ □ □ ■ □ □ ■ □ HGs 18% Skill Cooldown | ||||||||||
21 | TAC-50 | Burst RF | □ □ □ □ ■ ■ □ □ ■ HG's 18% Skill Cooldown | ||||||||||
22 | Springfield | Burst RF | Aimed Shot 6x Damage 1.5 second aim | □ □ ■ □ ■ □ □ □ □ HGs 15% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Good FP • 128 FP Second strongest aimed shot skill Strong special equipment | Very long initial cooldown • 10 seconds No self-buff Poor tile coverage Low fire rate • 32 Fire Rate | Bursting down high HP General Use | Just like Kar98K, Springfield looks good, but doesn't perform well. Her stats are decent at best. 128 FP is a healthy amount of firepower for a rifle, just 4 points below Mosin's 132 FP. She doesn't shoot particularly fast with 32 fire rate, but she can shoot faster than Mosin while maintaining similar damage per shot. Overall, Springfield's base DPS is held back by her low fire rate. Springfield's skill is the aimed shot. It's similar to the skill carried by nuke rifles, but with a slightly lower multiplier and cooldown. Because of this, Springfield and other rifles with aimed shot are also referred to as a "small bamboo" in comparison to the "big bamboo" nuke rifles. What's special about these shot skills (both nuke and burst rifles) is the fact that they scale with links. Each link will fire its own individual aimed shot, allowing Springfield to deal increasingly higher bursts of damage with more links. This is different from previous burst-oriented skills like SMG grenades or AR grenades where only a single doll will perform the skill. What this means is that Springfield and other aimed shot rifles can deal a huge amount of burst given enough links, but it's focused onto a single target, making her ideal for attacking high HP targets or bosses. The major downside with these types of skills is the lengthy initial cooldown of 10 seconds which reduces its versatility. You would need to delay the fight for 10 seconds in order for Springfield to even deliver her burst which is suboptimal since in most cases you want to finish the fight as soon as possible. The good part about Springfield is her useful special equipment. It replaces her AP Ammo, providing the same amount of penetration but an additional +10 boost to her fire rate. If skills weren't factored in, Springfield would be one of the highest DPS rifles in the game; under her special equipment, Springfield shoots at an impressive 42 fire rate. This is very close to M14's already high fire rate of 43, meaning she can shoot almost just as fast while hitting harder (without skills). The downside is special equipment takes a lot of resources to max out and obtain. Not recommended, at least without her special equipment. | On her vs. NTW/M99 | ||
23 | Mosin-Nagant | Burst RF | Aimed Shot 6x Damage 1.5 second aim | □ □ □ □ ■ □ □ ■ □ HGs 15% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Good FP • 132 FP Second strongest aimed shot skill Strong special equipment | Low fire rate • 30 Fire Rate Very long initial cooldown • 10 seconds No self-buff Poor tile coverage | Bursting down high HP General Use | Mosin-Nagant is mediocre for the same reasons as Springfield, but she has her own share of problems. Her FP is 4 points higher than Springfield, but in return her fire rate is lowered to the very inappropriate level of 30. To put this into perspective, NTW-20 has the highest FP in the game at 165 FP, and she also has 30 fire rate. Mosin's DPS is bad, but at least her damage per shot isn't terrible. Like Springfield, Mosin also has Aimed Shot, and she can use it better thanks to her higher FP. This doesn't solve Aimed Shot's inherent issues of a long cooldown, however. What's special about Mosin is her very good special equipment. It replaces her camouflage cloak as a straight upgrade. +30% Critical Damage, +5 Accuracy, and a whopping +30 Firepower. Her equipment is insane, and it's enough to rocket her FP up to nuke rifles levels, at 162 FP. You could say that she turns into a nuke rifle with her equipment, and with a better cooldown for slightly lower multiplier. However, her special equipment drops at 5-4N, and there's no real cheap way to farm it, on top of needing a very good night squad. Not recommended, at least without her special equipment. | Mosin actually has a very valuable use in one thing, but I'm not telling you guys until I do it first | ||
24 | PTRD | Nuke RF | Interdiction Shot 7x Damage 2 second aim | □ ■ □ □ ■ □ □ □ □ HGs 15% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | High FP • 159 FP Second strongest nuke • 7x Damage Has special equipment | Terrible fire rate • 28 Fire Rate Extremely long initial cooldown • 15 seconds Poor tile coverage | High HP nuke | Unfortunately for PTRD, she gets completely outclassed by other nuke rifles in stats and skill. Her fire rate is bad even for a nuke rifle, being the lowest of any rifle in the game. They didn't even bother to raise her FP to compensate, it's 159 FP, 6 points lower than NTW-20. Other nuke rifles at least have a decent fire rate of 30+ while maintaining similar FP stats. Not a good sign. Her skill benefits decently from her high FP like other nuke rifles, but it leaves much to be desired. She just isn't good at her job, and her job isn't even that good to begin with. PTRD does get a special equip later, replacing her camouflage cloak. It has the same stats, but adds an extra 4 fire rate, fixing her terrible fire rate issue. This helps to bring her more in line with other nuke rifles. It's not hard to get either. Not recommended, although her special equipment makes her slightly better. | |||
25 | SVD | DPS RF | 65% Fire Rate | □ □ ■ □ ■ □ □ □ ■ HGs 15% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Good FP • 130 FP Second strongest fire rate skill Decent fire rate • 37 Fire Rate Good skill uptime • 5/8 seconds Decent initial cooldown • 5 seconds | Mediocre tile coverage | General Use | Out of the rather mediocre 4* RFs, SVD is in a class of her own, just like WA2000. She has great stat balance, with 130 FP and 37 fire rate. This gives her a good baseline DPS even without her skill. The real kicker is she has the highly coveted fire rate self-buff. 65% fire rate boost goes great with her decent fire rate raising her to 61 fire rate under skill, not too far from WA2000's boosted fire rate of 68. In addition it has great uptime and a decent cooldown that isn't too long. There isn't much else to say about SVD, she's one of the best rifles in game thus far, and will be for a while. Highly recommended. | AUDIBLE SEX | ||
26 | PSG-1 | Burst RF | Aimed Shot 6x Damage 1.5 second aim | □ □ ■ □ ■ □ □ □ □ HGs 15% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | High fire rate • 39 Fire Rate Second strongest aimed shot skill Decent FP • 120 FP | Very long initial cooldown • 10 seconds No self-buff Poor tile coverage | Bursting down high HP General Use | Out of the box, PSG-1 has better base DPS than both Springfield and Mosin-Nagant. However, her lack of special equipment leads to her being overtaken in DPS and utility later on. Although her 120 FP is around 10 FP lower than Springfield and Mosin's 130+ FP, PSG-1 has a much better fire rate of 39. PSG-1 can shoot faster and still hit just about as hard since her FP doesn't take a major dip compared to other rifles with high fire rates. In a sense, she's a step up from M1 Garand and SV-98 who both have well-balanced stats for DPS. The cost of more reliable DPS is a weaker aimed shot. PSG-1's 120 FP does not scale as well as the 130+ FP carried by Springfield and Mosin. Her aimed shot is stronger than a 3* aimed shot, but it's a bit weaker compared to other 4* aimed shots. This lowers her effectiveness as a "small bamboo". Without any special equipment, PSG-1 is a decent alternative to Springfield and Mosin. However, once you obtain the special equipment of Springfield and Mosin, PSG-1 becomes outclassed. Springfield begins to shoot faster and hit harder than PSG-1 while Mosin's damage becomes too high for PSG-1 to keep up with in DPS. In terms of usage, PSG-1 and other "bamboo" rifles see a niche use in delivering huge burst damage onto a single target. They don't excel at anything else and will face trouble during longer, tougher boss fights where the burst is not enough. Unfortunately, she only appears in Cube E4 as a drop, or in heavy construction, meaning she is not as readily accessible as Springfield or Mosin. A decent sidegrade to Springfield and Mosin, but she just gets outclassed and is less readily available. By the time you get her, you probably won't need her, so not recommended. | NOT IN EN YET | ||
27 | G28 | DPS RF | 65% Firepower | □ ■ □ □ ■ □ □ ■ □ HGs 15% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Decent FP • 119 FP High fire rate • 39 Fire Rate Decent initial cooldown • 5 seconds Good skill uptime • 5/8 seconds | Mediocre tile coverage | General Use | ||||
28 | PzB39 | Burst RF | □ ■ □ □ ■ □ □ ■ □ HGs 15% Skill Cooldown | ||||||||||
29 | T-5000 | DPS RF | □ □ □ □ ■ □ □ ■ ■ HGs 15% Skill Cooldown | ||||||||||
30 | XM3 | Night DPS RF | □ □ ■ □ ■ ■ □ □ □ HGs 15% Skill Cooldown | ||||||||||
31 | FN-49 MOD 3 | DPS RF | □ □ ■ □ □ ■ □ □ ■ HGs 15% Skill Cooldown | ||||||||||
32 | M1 Garand | Burst RF | Aimed Shot 5.5x Damage 1.5 second aim | □ □ □ □ ■ ■ □ □ □ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Decent FP • 120 FP Decent fire rate • 37 Fire Rate | Very long initial cooldown • 10 seconds Mediocre accuracy • 62 Accuracy Poor tile coverage | General Use | M1 Garand is like a scaled down Springfield with similar stat spread and skill. She has a decent baseline DPS but mediocre skill. Garand has balanced stats, with neither FP or fire rate being too low. The only issue is her relatively low accuracy. Her skill is like any other aimed shot, and has the same problems. Mediocre burst, long cooldown. Compared to the other 3* rifles, M1 Garand is an okay pick, and she's often compared to SV-98 for their similar stats and skill. An okay 3* rifle, so recommended for newcomers. But once you have better rifles, there are better options. | |||
33 | M1A1 (M1 Carbine) | DPS RF | 40% Fire Rate | □ ■ □ □ ■ □ □ ■ □ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | High fire rate • 38 Fire Rate Excellent skill uptime • 15/16 seconds Decent initial cooldown • 5 seconds | Very low FP • 95 FP Weak fire rate buff Mediocre tile coverage Drop limited | General Use | At first glance M1A1 seems like a pretty promising rifle. High fire rate, and a useful skill with decent uptime and cooldown. The problem is her very low FP. M1A1 can shoot fast, and even faster with her skill. But it's not fast enough to make up for how much lower her FP is compared to other RFs. In the time it takes for her to fire two shots, a rifle with higher FP would've done the same damage in one shot. Because of this, M1A1's damage ends up being similar to rifles like M1 Garand or SV-98 even with her skill active. Her fire rate self-buff is weak, but it's still a useful skill for a rifle to have. With high uptime, her skill is almost permanently active once its triggered. Since she can maintain a similar level of DPS to M1 Garand and SV-98, she's not that bad, but the downside is her availability through only drops. An okay 3* rifle. She's drop limited, so farm her if you like her looks. | |||
34 | M14 | DPS RF | 60% Firepower | □ □ ■ □ ■ □ □ □ ■ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Very high fire rate • 43 Fire Rate Good firepower skill Good skill uptime • 5/8 seconds Decent initial cooldown • 5 seconds | Low FP • 108 FP Mediocre tile coverage | General Use | War God M14 makes all other 3* rifles look like trash. She's strong enough to stand alongside SVD and WA2000, and best of all, she's a 3* rifle. M14 is one of the few 3* dolls in this game that can directly challenge their higher rarity counterparts. Let's talk stats. M14's firepower is not amazing, it's 108 FP, around 12 points lower than decent 3* rifles like M1 Garand and SV-98. There is a reason for this, and I will explain later. Instead, let's look at her very high fire rate of 43. This is the highest fire rate out of any rifle in the game right now, and it's a great boon to M14's baseline DPS. In stats, M14 stands out in fire rate, but not in damage. At least, not until M14 activates her skill and essentially becomes a nuke rifle with 43 fire rate. Under her 60% firepower boost, M14's measly 108 FP gets boosted to a ridiculous 172 FP. That's even higher than NTW-20's base value of 165 FP. So not only is M14 still shooting fast under her skill, but now she begins to hit very hard as well. Comparing her to WA2000 and SVD at this point, M14 has a slightly lower fire rate (43 vs WA's 68 and SVD's 61) but a much higher firepower (172 vs 130 for both WA and SVD). M14 doesn't surpass SVD and WA2000, but she can stand very close to both in DPS. It also helps that M14's skill has a decent initial cooldown and great uptime. Good stuff. Highly Recommended. | |||
35 | M21 | Burst RF | Aimed Shot 5.5x Damage 1.5 second aim | □ ■ □ □ ■ □ □ ■ □ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Decent FP • 118 FP | Very long initial cooldown • 10 seconds Mediocre fire rate • 35 Fire Rate Mediocre tile coverage Drop limited | General Use | There is not much different between most of the 3* rifles. M21 also follows a similar stat spread to M1 Garand and SV-98, but with inferior numbers. Her firepower and fire rate is just 2 points below Garand's values with 118 FP and 35 fire rate. The numbers aren't terrible, but between SV-98 and Garand, M21 is the weakest out of the three. Her skill is the average 3* aimed shot. You probably already know how mediocre it is. She's an okay 3* rifle, but she's drop limited and outclassed by M1 Garand and SV-98. If you like her looks, go ahead and farm her. | |||
36 | SV-98 | Burst RF | Aimed Shot 5.5x Damage 1.5 second aim | □ □ □ □ ■ □ □ □ ■ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Decent FP • 122 FP Decent fire rate • 37 Fire Rate | Very long initial cooldown • 10 seconds Poor tile coverage | General Use | One of the 3* RF triad. Of the 3* RFs, only three (M14, M1 Garand, SV-98) are regularly obtainable other than Hanyang Type 88 (but Hanyang has too many problems to be a contender), and of those three, M14 is outright superior, so the choice of RF at this rarity comes down to SV-98 or Garand. The stats of these two are mostly identical except in a few areas that give them a different quirk for the end user. SV-98 has quite a bit more accuracy over Garand - 12 more in fact, which is quite a large gap compared to the difference among other 3* RFs. When you are unable to buff accuracy while using strong HGs (or fairies), her improved accuracy over Garand could be the difference between hit or miss. SV-98 has a shave more firepower (2 more) than Garand which makes her Aimed Shot stronger despite the same multiplier. In addition, by the time her skill actually fires (10s+1.5s for both SV98 and Garand), most bosses will be in the very front, increasing the chance that SV98 will snipe a valuable target. This is unlike Garand, who might have to resort to manual skill micro to hit a priority target. SV-98’s tile placement (the buff is identical for all the 3* RFs, -12% cooldown time for HGs) forces her to staying in position 7 in the numpad and the buffing HG to position 5 if the player wishes to use both buffs fully. The choice comes down to the higher accuracy of SV-98 or the more flexible tile placement of Garand. An okay 3* rifle, so recommended for newcomers. She can be used as a companion to M14 in a RF squad until the player obtains SVD or WA2000 to replace her. Credit: WCrate | |||
37 | Hanyang Type 88 (Type 88) | Night DPS RF | 90% Night Firepower 30% Day Firepower | □ □ □ □ ■ ■ □ □ □ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Good skill uptime • 6/8 seconds Strong night firepower skill | Low FP • 108 FP Low fire rate • 31 Fire Rate Very long initial cooldown • 8 seconds Poor tile coverage | Midnight battles | Hanyang Type 88 is like M1A1, a rifle with a decent skill, but terrible stats. Really terrible stats. With 108 FP, Hanyang is on the same level of M14. It's not an impressive amount, but her skill multiplier provides a decent boost. The problem is that her fire rate is low too, at 31 fire rate. This sort of fire rate is normally reserved for nuke rifles with their large firepower values. There is a very large mismatch between her fire rate and firepower stats. Hanyang shoots at the same rate of other nuke rifles, but with firepower comparable to M14. Her baseline DPS is probably one of the worst in the rifle class. Hanyang has one of the few night focused rifle buffs, and its strong, with a 90% firepower boost. Unfortunately, it doesn't benefit much from her low base stats. Even at night, Hanyang doesn't match up to other 3* rifles with her poor DPS baseline. Not recommended. | |||
38 | Type 56-Semi | DPS RF | 60% Firepower | □ ■ □ □ ■ □ □ ■ □ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ⬤ Midgame: ⬤ End Game: 🗙 | Decent initial cooldown • 5 seconds Good skill uptime • 5/8 seconds Good firepower skill | Low FP • 103 FP Mediocre fire rate • 36 Fire Rate Mediocre tile coverage | General Use | Type 56-Semi is essentially a downgrade of M14. Her stats are poorly distributed. With only 103 FP, Type 56-Semi's firepower is even lower than M14's 108 FP. Her fire rate doesn't even get increased to compensate. 36 fire rate is a nice average value, but it's inferior to M14's much higher 43 fire rate. Overall, Type 56-Semi's DPS is quite a step down from M14's. Without her skill, Type 56-Semi would've been a pretty mediocre rifle. Rifles like SV-98 have much higher FP (120 FP) while maintaing a similar fire rate (37 fire rate). Luckily for Type 56-Semi, she has a great skill to make up for her inadequate firepower. It's the same skill as M14, a simple 60% firepower boost. Under the boost, Type 56-Semi can reach ~164 FP which isn't as high as M14's, but it's a big improvement over other RFs that cannot self-buff. With her skill, Type 56-Semi begins to shoot with nuke rifle level firepower while maintaining a decent fire rate. Because her fire rate is much lower than M14's, she doesn't perform to the same degree, but at the very least she can hit harder and just as fast as the decent 3* rifles such as SV-98. Unfortunately, Type 56-Semi is harder to obtain than other decent 3* rifles because she was originally a login reward in CN, and was later turned into an exclusive drop in the Arctic Warfare event. This means that you will need to farm her which will likely cost more resources than simply using a more common 3* rifle. With her mediocre performance, it's hard to justify the cost just to obtain her. There are cheaper, equally viable options in the 3* rifle lineup compared to Type 56-Semi. By the time you do obtain her, you may have already moved on to a better, higher rarity rifle team. Even then, she isn't a major improvement from the rest of the 3* rifles like M14 is. Not recommended due to M14 being superior and easier to obtain. If you do manage to get her, she's at least a small step up from SV-98 and Garand, so she can be used early on. | NOT IN EN YET | ||
39 | Super SASS | Burst RF | Aimed Shot 5.5x Damage 1.5 second aim | □ □ ■ □ ■ □ □ □ □ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ⬤ Midgame: ⬤ End Game: 🗙 | Decent FP • 115 FP High fire rate • 39 Fire Rate | Very long initial cooldown • 10 seconds Poor tile coverage | General Use | Super SASS performs similar to Garand and SV-98, focusing more on fire rate rather than firepower. Overall, SV-98 has similar stats to Garand. She has a mediocre accuracy of 65 which is just a bit higher than Garand's 62. Her firepower is lowered to 115 FP in exchange for 2 more fire rate (Garand has 37 fire rate), giving her 39 fire rate in total. It's not exactly an even trade. When it comes to DPS, Super SASS can shoot sooner and a little faster, but her fire rate isn't high enough to make a significant difference. Thus, she ends up doing similar DPS with slightly lower damage per shot, making her a decent 3* rifle. Unfortunately Super SASS cannot be constructed like SV-98 or Garand, making her less accessible. She was given as a login reward (twice in KR, once normally, and another due to a skin gacha). Alternatively, she is available as a drop in Arctic Warfare where she can be farmed. Since there are more accessible rifle options that can outperform Super SASS, there isn't any major reason to spend resources farming her unless you want to just collect her. By the time Arctic Warfare has arrived, you will probably have already leveled SV-98/Garand or have better rifles for use. If you do manage to start out with Super SASS, then she is a decent alternative to using Garand or SV-98, but most of her links will be through cores since she can't be reliably obtained outside of login rewards or events. A decent sidegrade to SV-98/Garand for early game, so recommended early on until you decide to use better rifles. | |||
40 | OTs-44 | Nuke RF | Interdiction Shot 6.5x Damage 2 second aim | □ □ ■ □ ■ □ □ □ ■ HGs 12% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: Midgame: End Game: | High FP • 157 FP | Low fire rate • 32 Fire Rate Extremely long initial cooldown • 15 seconds Mediocre tile coverage | High HP Nuke | ||||
41 | SSG 69 | DPS RF | 60% Firepower | □ □ □ □ ■ ■ □ □ □ HGs 12% Skill Cooldown | |||||||||
42 | Type 81 Carbine | Night DPS RF | □ □ ■ □ ■ □ □ □ □ HGs 12% Skill Cooldown | ||||||||||
43 | wz. 29 | DPS RF | □ □ □ □ ■ □ □ □ ■ HGs 12% Skill Cooldown | ||||||||||
44 | Gepárd M1 | Nuke RF | □ □ □ □ ■ ■ □ □ ■ HGs 12% Skill Cooldown | ||||||||||
45 | SM-1 | DPS RF | □ ■ □ □ ■ □ □ ■ □ HGs 12% Skill Cooldown | ||||||||||
46 | G43 | Night DPS RF | 85% Night Fire Rate 28% Day Fire Rate | □ □ ■ □ ■ □ □ □ ■ HGs 10% Skill Cooldown | Fire rate tiles Firepower tiles Critical tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | High fire rate • 40 Fire Rate Good skill uptime • 5/8 seconds | Mediocre FP • 111 FP Long initial cooldown • 8 seconds Mediocre tile coverage | General Use Midnight Battles | G43 actually has quite the stats. She's like a night focused M14, but with a fire rate skill instead. 111 FP is just a little better than M14's 108 FP, but it's nothing remarkable. G43's lower fire rate of 40 is a key difference however. With no fire rate buffs, having 3 less fire rate than M14 is significant. Even with slightly higher FP, G43 will never outshoot M14, but she still has a good fire rate. For rifles, skills can make or break the doll. With a stat spread focusing on fire rate on G43, she would have been better with a firepower skill, but this is not the case. She's given a fire rate skill, which does help to amplify her fire rate, but it doesn't solve her low FP problem. G43 runs into the same issue as M1A1 in that she has too little FP to benefit from the high fire rate. Thus, she actually ends up doing similar DPS to M1A1, even during the day. This is pretty decent performance, considering she's a 2* doll, but it's not amazing. If you're new, she's half usable, but M14 is leagues ahead of her. | |||
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A | B | C | D | E | F | G | H | I | J | K | L | M | |
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1 | Picture | Rarity | Name | Role | Characteristics | Buff Tiles | Tile Synergy | Viability | Strengths | Drawbacks | Usage | Comments | Notes |
2 | HANDGUNS | VIABILITY GUIDE | |||||||||||
3 | When it comes to buffing, look no further. Handguns are the only doll class with tiles not limited to a specific type. Their skills are support focused, ranging from teamwide buffs for firepower and rate of fire, or debuffs on enemies during combat. The downside of their strong tiles is they scale with dummy links. This means that hanguns become stronger in later levels, but their early game is weaker. Since we're discussing buffs, let's learn how they're applied. Skill and tile buffs are MULTIPLICATIVE with each other, unlike equipment buffs which are additive. Tile buffs are additive with each other. Handguns can fit into any team composition as a buffer, but often they're paired with RFs because of their synergy. They don't make for bad tanks either, but they're reliant on high amounts of evasion because of their low HP stats. Their exoskeleton slots open at level 80, providing a much needed boost to their already high evasion. They share similar equipment slots to SMGs, but their exoskeleton and attachment slots are switched. | ✔ - Effective ⬤ - Niche use/Suboptimal/Outscaled/Mediocre 🗙 - Not recommended/Difficult to use/Ineffective | |||||||||||
4 | Role Guide | Optimal Equipment | |||||||||||
5 | Firepower Buffer _____________ These dolls focus on teamwide buffs to firepower. They have strong tiles and/or skills with high firepower boosts. | Fire Rate Buffer _____________ These dolls focus on buffing fire rate. Their tiles and/or skills have strong fire rate boosts. | Utility Buffer _____________ These dolls are more defensively oriented. Their skills reduce incoming damage with evasion buffs or enemy debuffs. | Offensive HG _____________ These dolls have powerful skills designed to deal damage, not support the team. However, they may have useful tiles. | Silencer _____________ +Critical Rate +Evasion | Hollow Point Ammo _____________ +Firepower -Armor Penetration | T-Type Exoskeleton _____________ ++Evasion -Firepower | ||||||
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7 | HGs | ||||||||||||
8 | Grizzly Mk V | Firepower Buffer | 25% Team Firepower | ■ ■ □ □ ■ ■ ■ ■ □ ALL 30% Firepower 20% Evasion | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Strongest FP buff • 25% Firepower Good firepower tiles Decent tile coverage Good skill uptime • 8/12 seconds Good firepower • 38 FP Very high health • 86 HP | Long initial cooldown • 6 seconds Mediocre evasion • 66 Evasion | Any Team | There's not much to say about Grizzly; Her buffs speak for themselves. Grizzly's tiles give 30% FP, and her skill gives an additional 25% FP. In total, she gives a whole 62.5% FP, which makes her ideal for pretty much any squad that's not made of FP-boosting rifles (Lee, IWS, M14, G28). In any RoF RF team, she gets unconditional use, as most rifles hit cap with 2 RoF HGs, and Grizzly is just what the squad needs for that extra oomph. Grizzly's stats might seem a bit off at first glance, as she has C evasion, capping at 66. However, as due to the shape of her buff tiles, she's rarely used on the frontline, and thus her evasion rarely ends up mattering - the 38 S FP is just an added bonus. Recommended. | |||
9 | Calico (M950A) | Fire Rate Buffer | 25% Team Fire Rate | ■ □ ■ □ ■ □ ■ □ ■ ALL 30% Fire Rate 50% Accuracy | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Strongest fire rate buff Good fire rate tiles Good skill uptime • 8/12 seconds Good HG fire rate • 72 Fire Rate | Mediocre health • 76 HP Long initial cooldown • 6 seconds Mediocre tile coverage Mediocre evasion • 68 Evasion | Rifle Team | Calico is as specialized as Grizzly is, but towards RoF. Just like Grizzly, her buff tiles give 30% RoF, and her skill gives 25%. The high RoF boosts allow many RFs to reach a reasonable RoF -- for RFs with RoF self-buff skills, however, this RoF buff may prove too strong. Outside of nukes, all RFs want RoF, so Calico is the ideal HG for HGRF squads. The 50% evasion is just a bonus. Calico's downside, however, is her mediocre tanking capabilites coupled with the fact that she's forced to be a maintank, thanks to her buff tiles. This means that every battle, manually swapping her with whoever is subtanking is necessary. However, with all that's gained from using Calico, this is a minor downside. Recommended. | |||
10 | Welrod Mk II | Utility Buffer | 45% Accuracy Debuff | ■ ■ □ ■ ■ □ ■ ■ □ ALL 20% Firepower 16% Fire Rate | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Good tile coverage Good tile buffs Strongest accuracy debuff Extremely high evasion • 90 Evasion High health • 80 HP | Long initial cooldown • 6 seconds Mediocre skill uptime • 6/12 seconds | Any Team | Welrod is the ideal for what a handgun should be. Despite being a utility buffer (due to her skill), she is one of the most effective HG tanks while retaining useful tiles First of all, Welrod buffs everyone behind and around her with RoF and FP, making her already versatile in usage, as both ARSMGs and HGRFs benefit from both of these stats. The great tile coverage also allows for positon flexibity, but she operates best in the front. However, her buffs aren't what actually make her shine - her skill synergizes perfectly with her stats. Welrod has 80 HP per dummy and 90 evasion - 80 HP is unusually high for a HG, and her evasion is relatively high, a characteristic of handguns. This already puts her at a vantage position for tanking, but then factors in her skill. Her skill can blind the enemy for 6 seconds, dropping their accuracy by 45% - this allows for optimal evasion tanking. Now, this brings up the question - had I not said that evasion skills were bad earlier on? What's different about Welrod? The difference is that instead of increasing evasion, Welrod decreases accuracy. This does two things. First of all, it lightens the load on both tanks, not just her. Second of all, as the evasion formula is [ Enemy Accuracy / (Enemy Accuracy + Evasion) ], it's only evident that decreasing accuracy would produce better results than increasing evasion. All in all, Welrod is a solid HG, with amazing tanking capabilites and great buffs to boot. Extremely recommended. | |||
11 | NZ75 | Utility Buffer | 30% Fire Rate Debuff | □ ■ ■
■ ■ ■ □ ■ ■ ALL 20% Firepower 30% Evasion | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Good tile coverage Decent tile buffs Good skill uptime • 8/12 seconds Useful defensive skill | Long initial cooldown • 6 seconds Mediocre health • 76 HP | Any Team | NZ75 is a defensive handgun intended for supporting frontline tanks through evasion tiles and a fire rate debuff. Rather than being specialized for mitigating incoming damage, NZ75 is better used in tandem with effective tanks like Welrod to increase their longevity during battles. To complement her supportive role, NZ75 has good coverage and decent tile buffs. 20% firepower is a modest buff for a DPS, but it's still a nice bonus considering NZ75's defensive focus. With 30% evasion, NZ75 provides a useful boost to frontline tanks to help them avoid incoming fire. Although evasion is unreliable against high accuracy, it still contributes to mitigating incoming damage against lower accuracy enemies. With wide tile coverage in the front, NZ75 fits best in the backline (position 4 on keypad) where she can buff the dps and both of the front tanks. In addition, NZ75 is one of the few handguns with a fire rate debuff. She has the strongest fire rate debuff out of all handguns, sitting at 30%. It's useful for reducing incoming attacks, and synergizes well with abilities that can reduce enemy accuracy. It's like a longer lasting smoke grenade with teamwide coverage. The only downside is the long initial cooldown, 5 seconds longer than an actual smoke grenade. Other than that, it's useful in longer fights thanks to the improved 8/12 second uptime compared to a smoke grenade's 4/16 second uptime. Other than being a solid defensive buffer, NZ75 also sees use in a SR-3MP + Vector + 2 AR team. This is because NZ75's mix of evasion and firepower tiles allow her to improve the DPS and tanking capability of the entire team. This is useful as SR-3MP and Vector can both benefit from increased evasion and firepower while the fire rate debuff will help to reduce incoming damage during longer fights. NZ75's balance of tile buffs means she can be used with any ARSMG squad. Since RF teams rely more on fire rate, she sees more limited use in them as a defensive buffer during fights that require more focus on the tank's longevity. She is better suited in a defensive role which makes her a niche doll. When you need a defensive supporting handgun, shes recommended. Apart from that, you're better off using a more offensive buffer. | NOT OUT IN EN Obtainable through a points event. | ||
12 | Five-seveN | Fire Rate Buffer | 20% Team Fire Rate 20% Team Critical Rate | □ ■ ■ □ ■ □ □ ■ ■ ALL 30% Fire Rate 20% Critical Rate | Evasion tiles Cooldown tiles | Early Game: Midgame: End Game: | Extremely high evasion • 97 Evasion Good fire rate tiles Good skill uptime • 8/12 seconds Decent tile coverage | Low health • 63 HP Long initial cooldown • 6 seconds Drop limited | Five-seveN is a capable RoF buffer for HGRF echelons. In her skill and tiles, Five-seveN buffs RoF by 1.3 and 1.2, respectively. As HGs that can provide strong RoF buffs for RFs are rare, Five-seveN's buffs are very much appreciated in nearly all HGRF echelons. A bonus to Five-seveN's tiles is that not many dolls can fill the position Five-seveN fills. This, however, limits Five-seveN's use in ARSMG echelons, as many ARs self-buff RoF, and a few others go over the RoF buff with Five-seveN's buffs even without an RoF self buff. Another thing to note about Five-seveN is her crit rate buffs, prevalent in both her skill and buffs. While once you have your equips finished, the crit rate buff is somewhat wasted, early to midgame, when you don't have completely maxed 5* scopes to hand out to your units, Five-seveN's crit buffs help. With Five-seveN's crit rate buffs, even a unit with a max 4* scope can cap crit rate - this takes off the stress of having to equip at least one echelon with crit scopes. Once again, however, with max 5* crit scopes, much of Five-seveN's tile buffs go to waste. A final thing to note about Five-seveN is her stats. While Five-seveN has mediocre HP, she has incredibly high Evasion. Due to the orientation of her tiles, however, she rarely gets a chance to tank. Although this is not necessarily a downside, it's still unfortunate. Still, in cases such as boss battles where as much stalling as possible is needed, Five-seveN can tank with above average proficiency. All in all, a solid RoF buffer for HGRF teams. Recommended. | ||||
13 | CZ-75 | Offensive HG | ■ ■ □ □ ■ □ ■ ■ □ ALL 20% Fire Rate 16% Firepower | ||||||||||
14 | Contender | Offensive HG | ■ ■ ■ ■ ■ ■ ■ ■ ■ ALL 30% Firepower 20% Critical Rate | ||||||||||
15 | Colt (SAA) | Firepower Buffer | 22% Team Firepower | □ ■ □ ■ ■ ■ □ ■ □ ALL 24% Firepower 50% Accuracy | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Good skill uptime • 8/12 seconds Decent tile coverage Second strongest FP buff High evasion • 76 Evasion Decent tile buffs High health • 80 HP | Long initial cooldown • 6 seconds | Any Team MG Teams | Colt is second to Grizzly in firepower buffs, both in skill and tile strength, but her tile coverage has been cut down, reducing the number of her effective positions. With 24% tile firepower and and a teamwide 22% firepower buff, she contributes a total of ~51% firepower in buffs, a respectable amount. Unlike Grizzly, Colt also buffs accuracy, providing her a place within MGSG teams as a hybrid accuracy/firepower buffer, but she is not exclusive to them. Colt is a solid buffer in any team that can benefit from firepower which is pretty much any team. Her stats aren't half bad for tanking either, with high health and evasion. Unfortunately, her tilt alignment would work poorly in the center main tank position, so she's better used in a buffer positon in tile 4 or 8 on the keypad. Recommended. | |||
16 | Stechkin | Fire Rate Buffer | 22% Team Fire Rate | □ ■ ■ □ ■ □ □ ■ ■ ALL 12% Firepower 24% Fire Rate | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Decent tile coverage Good tile buffs Good skill uptime • 8/12 seconds Second strongest fire rate buff High health • 83 HP | Long initial cooldown • 6 seconds Mediocre evasion • 66 Evasion | Rifle Team Any Team | Stechkin's mixed firepower and fire rate tiles along with her strong buff make her a valuable asset to any RFHG team. With 24% fire rate and her 22% skill, Stechkin contributes a total boost of ~51% fire rate which is 11.5% lower than M950's buff. It's quite the difference, but the buff is still strong. In addition, she provides a modest 12% firepower buff which is a nice bonus. Stechkin has great tile coverage, being able to sit in the backline to buff dps on both sides while keeping her buff active. This is unlike Calico, who is forced to sit on the frontline due to her tile alignment which puts her buff in danger as retreating will cancel the buff. Don't bother tanking with her, as her tile coverage does not reach behind her. Recommended. | |||
17 | Mk23 (MkP23) | Firepower Buffer | 35% Night Team Firepower 20% Day Team Firepower | ■ □ □ ■ ■ ■ ■ □ □ ALL 36% Firepower | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Strongest firepower tiles Good tile coverage Strongest night firepower buff Good skill uptime during night • 8/12 seconds High health • 80 HP | Poor skill uptime during day • 5/12 seconds Long initial cooldown • 6 seconds Mediocre evasion • 66 Evasion | Any Team MG Team | Contrary to what her rarity might suggest, Mk23 is actually the current strongest firepower buffer in the game in terms of personal buffs; both in day and at night. Her firepower tiles provide some of the highest boosts of any handgun, sitting at a solid 36% boost. Coupled with her buff, Mk23 can provide a 63% firepower boost during the day, and an impressive 83.6% boost at night. That's just .5% higher than Grizzly's buff during the day. Not bad for a 4*. This does not mean that Mk23 is the absolute best firepower buffer in the game. if you were to choose only one of them, Grizzly's stronger firepower skill would stack better with stronger firepower tile buffs due to have a higher multiplier than Mk23's skill. Luckily, their tile alignment allows you to use both of them in a team without compromising their optimal positions. Mk23 is a great firepower buffer in any team, thanks to her strong buffs. However, her tile alignment forces her to sit along the frontline in order to apply her buffs which may lead to her clashing with other handguns for their optimal positions. Her stats are quite decent for sitting along the front, with good health at 80 HP, but her evasion is low for a handgun, sitting at a modest 66 evasion. She can take a few hits, but she's not a sustainable tanker. Recommended. | |||
18 | P7 | Utility Buffer | 60% Team Evasion | ■ ■ ■ □ ■ □ ■ ■ ■ ALL 20% Fire Rate 24% Evasion | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | Very high evasion • 83 Evasion Good skill uptime • 8/12 seconds Good tile coverage Good firepower • 32 FP Strongest evasion buff | Low health • 63 HP Mediocre tile buffs Long initial cooldown • 6 seconds | HG Team Rifle Team Any Team | There's nothing wrong with P7. However, there's also nothing particularly right. P7 is relatively good overall. She has good stats, good tiles, and her skill, which boosts team evasion by 60%, synergizes well with Welrod's skill (refer back to the evasion formula). However, her problem is that there's nowhere to really use her. As per her buff, P7 only really fits into a squad with HG. However, she doesn't see much use in HGRFs. The reason behind this is the meta - rather than tanks tanking, the meta is more focused on the damage dealers killing the units before they can properly harm the tanks. This means that a normal HGRF squad consists of a tank and two buffer, and P7 can't fit into that equation. Even though everything about her is completely usable, it's just that she gets ousted by anyone that is specialized in buffing. She does see some limited use in 5HG echelons later on, but that's about it. Borderline. She's neither particularly good nor bad. In most cases, not recommended since you don't need a defensive buffer. | |||
19 | SPP-1 | Utility Buffer | 55% Evasion Debuff | ■ ■ □ □ ■ □ ■ ■ □ ALL 90% Accuracy 12% Firepower | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: ⬤ End Game: ⬤ | Skill indirectly increases accuracy Good skill uptime • 8/12 seconds Decent tile coverage High evasion • 75 Evasion Very strong accuracy tiles | Long initial cooldown • 6 seconds Mediocre health • 76 HP | MG Team | SPP-1 is almost entirely focused on helping your team land their shots with her strong accuracy tiles and evasion debuff. The main focus of SPP-1 is her massive accuracy buff of 90% which is one of the strongest accuracy tiles of any handgun in the game. For increasing accuracy, SPP-1 is a great pick. As a bonus, she also has a small 12% firepower buff. Her tile alignment allows for flexibity within the backline or frontline, but her fragile health pool is better suited for the backline where she can be protected by tanks. You might think that with an accuracy buff as strong as this, she can completely negate the midnight accuracy debuff. Unfortunately this is not the case, and she is still susceptible to the inherent accuracy 90% accuracy debuff. It's still a 90% buff at night, but the heavily reduced base accuracy from the penalty makes for an ineffective buff without PEQs to remove the penalty. However, even with low rarity PEQs, her accuracy buff can be useful in helping a night team reach a respectable level of accuracy. With MG teams, her effect at night is heavily reduced. Since MGs have inherently low accuracy (20-40 accuracy) and cannot equip PEQs, they are forced to have very low base accuracy during midnight. As said earlier, a 90% buff on a very low value (We're looking at 1-5 accuracy here) is a minimal improvement. On the plus side, SPP-1's evasion debuff helps in reducing enemy accuracy to compensate. SPP-1 is best suited for an MG team to compensate for their low base accuracy. However, her role has largely been replaced by fairies who can also provide an accuracy buff while not taking up the space of a doll on a team. Either way, strong accuracy buffs give MGs the option to use more effective equipment such as Critical Scopes and EOTs instead of using Red Dot Sights. Other than that, SPP-1 isn't a widely-used HG due to the niche usage of accuracy buffs. Against the majority of enemies, it is simply better to bring a firepower or fire rate buffer, and high evasion enemies can simply be eliminated through grenades or fairy skills (notably air strike fairy). Not recommended as her accuracy niche has largely been supplanted by fairies or more reliable options such as grenades. She still has a niche however, so feel free to level her for future use. | |||
20 | Spitfire | Utility Buffer | ■ □ ■ ■ □ □ ■ □ ■ ALL 40% Accuracy 30% Firepower | ||||||||||
21 | Thunder .50 | Offensive HG | ■ □ □ □ ■ ■ ■ □ □ ALL 36% Firepower | ||||||||||
22 | K5 | Adaptive Buffer | ■ ■ □ ■ ■ ■ ■ ■ □ ALL 20% Accuracy 15% Firepower | ||||||||||
23 | M1911 MOD 3 | Offensive HG | □ ■ □ ■ ■ ■ □ ■ □ ALL 25% Firepower 60% Accuracy | ||||||||||
24 | Nagant Revolver MOD 3 | Firepower Buffer | □ ■ □ ■ ■ □ □ ■ □ ALL 36% Firepower 20% Critical Rate | ||||||||||
25 | MP-446 MOD 3 | Firepower Buffer | ■ ■ □ ■ ■ □ ■ ■ □ ALL 36% Firepower | ||||||||||
26 | M9 | Utility Buffer | 3.2 Second Flashbang | □ ■ ■ □ ■ □ □ ■ ■ ALL 20% Firepower 20% Evasion | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | Decent tile coverage Decent initial cooldown • 5 seconds | Mediocre tile buffs Very short skill duration • 3.2 seconds Mediocre evasion • 66 Evasion Mediocre health • 76 HP | Any Team | M9 fits into the defensive handgun category because of her skill. Strangely, she is the only handgun that carries the flashbang skill which is normally reserved for SMGs. Looking at her tiles, they have decent coverage and mediocre buffs. The firepower is useful, but the evasion isn't effective because her tile alignment would put her in the back row. This means she would be (and should be) buffing DPS which have no need for evasion. The flashbang does help her tank, but she doesn't have the stats to back it up effectively. Her health and evasion are both mediocre, with 76 HP and 66 Evasion. Her evasion is along the lower range for handguns, and her health is middle-of-the-road. Handguns are better fit for buffing rather than straight tanking, and unfortunately M9 is trying to perform a job that is much better performed with an SMG instead. Not recommended since you don't need a defensive buffer. | |||
27 | Tokarev | Utility Buffer | 55% Team Evasion | □ ■ ■ □ ■ □ □ ■ ■ ALL 20% Fire Rate 50% Accuracy | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | Very high health • 86 HP Decent tile coverage Second strongest evasion buff Good skill uptime • 8/12 seconds | Mediocre evasion • 66 Evasion Mediocre tile buffs Long initial cooldown • 6 seconds | Any Team | Tokarev is a defensive buffer with a modest skill and decent tiles. With 20% fire rate and 50% accuracy, she can be fielded in a RFHG team to provide fire rate to rifles while sitting in the backline. Her skill synergizes well with the high evasion of handguns, especially with handguns that can debuff enemy accuracy to increase evasion effectiveness., such as Welrod. However, just like P7, Tokarev does not see much use in a meta where damage is valued more than increasing tank longevity. Compared to more specialized offensive buffers, Tokarev's buffs are obsolete. Her health is unusually high, but its impractical due to her tile positioning. Tokarev should not be tanking. Not recommended since you dont need a defensive buffer. | |||
28 | Makarov | Fire Rate Buffer | 36% Accuracy Debuff | ■ □ □ ■ ■ ■ ■ □ □ ALL 20% Firepower 12% Fire Rate | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Good tile coverage Good tile buffs Second strongest accuracy debuff Extremely high evasion • 96 Evasion | Low health • 63 HP Mediocre skill uptime • 6/12 seconds Long initial cooldown • 6 seconds | Any Team | Makarov, simply put, is a 3* Welrod. Makarov not only has a downgraded version of Welrod's skill, her buff tiles are also a downgraded version of Welrod's. However, Makarov also as 96 evasion, which is 6 greater than Welrod's base evasion - a large amount, considering that skills and buffs are multiplicative. Although Welrod is better ten out of ten times, for those who don't have Welrod or don't want to dupe, Makarov is a solid choice. Recommended. | |||
29 | C96 | Utility Buffer | 100% Team Accuracy | ■ □ □ □ ■ ■ ■ □ □ ALL 64% Accuracy 30% Evasion | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | Strongest accuracy buff Very short initial cooldown • 3 seconds Great skill uptime • 15/16 seconds High health • 83 HP | Mediocre tile buffs Mediocre tile coverage Mediocre evasion • 61 Evasion | MG Team | C96 is unlike any other handgun in her class. She focuses almost entirely on accuracy buffs, with the strongest accuracy buff in the game, combined with her strong accuracy tiles. Sadly, accuracy doesn't contribute much to DPS outside of night, so she sees little use. Looking at her tiles, C96 has mediocre tile coverage that favors her in the main tank position. Her tiles aren't very good in contributing to DPS directly, as accuracy does not play a major factor during day battles as compared to midnight battles. In practice, her tiles are weak, but the buff is very strong. Her skill and tiles combined add up to a 228% accuracy boost. The only time this sort of high accuracy buff would matter would be if you were using very low accuracy weapons like MGs or in midnight battles with the inherent accuracy debuff. In addition, C96 is a mediocre main tank as well. Her health is relatively high for a handgun, but her evasion is low, making her mostly just a shield of health. Not recommended. | |||
30 | Type 92 | Firepower/Fire Rate Buffer | 10% Team Firepower 10% Team Fire Rate | ■ ■ ■ ■ ■ ■ ■ ■ ■ ALL 50% Accuracy 40% Evasion | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: 🗙 End Game: 🗙 | Great tile coverage Decent skill buff Good skill uptime • 8/12 seconds High evasion • 80 Evasion | Mediocre tile buffs Long initial cooldown • 6 seconds Low health • 63 HP | Night Team | T92, inherently, is not a bad gun. However, she faces the same problem that all non-specializing guns face - it's just not worth using her over other guns. T92 gives a variety of buffs between her buff tiles and her skill. Her tiles buff accuracy and evasion, while her skill buffs firepower and RoF. On top of this, T92 is the first tdoll to buff everyone around her, making her viable to be placed anywhere. On top of that, her stats allow her to both main tank or subtank. However, there's not much actual use to her. First of all, accuracy and evasion buffs are both mostly wasted in any squad - as previously mentioned, since the meta favors killing the enemy before they can get to the tank over the tank actually tanking, evasion buffs end up being worse than an offensive buff. Accuracy is also not very wanted, as most guns have decent accuracy, and the higher the accuracy of a gun, the less the returns are. Even her skill, which gives 10% FP and 10% RoF, is shadowed by other guns, namely Welrod, Makarov, PPK, and Stechkin, who all give FP and RoF buffs greater than T92's. Still, T92's not completely useless, as she sees use in night battles. At night, RFs cannot equip PEQs, and are therefore stuck with 10% of their original accuracy. This means that accuracy buffs make a significant difference in DPS, as each additional point of accuracy this low determines if the next shot hits or not. Overall, not very recommended, unless you want another HG to play around with. | |||
31 | Astra Revolver (Astra) | Fire Rate Buffer | 20% Team Fire Rate | ■ □ ■ □ ■ □ ■ □ ■ ALL 20% Fire Rate 20% Evasion | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ⬤ | Decent fire rate buff Good skill uptime • 8/12 seconds High health • 80 HP Good firepower • 33 FP | Mediocre tile buffs Mediocre tile coverage Long initial cooldown • 6 seconds Mediocre evasion • 68 Evasion | Rifle Team | Astra Revolver is very similar to M950A in both tiles and buffs, making her a solid budget alternative in situations where you either don't have M950A or dont want to use duplicates. Like Calico, Astra's tiles fit her best when she's in the frontline main tank position (5 on the numpad). Her fire rate buffs are the main draw of using Astra, with a total 44% fire rate boost possible under skill and tile. It's not strong enough to bring rifles like SVD/WA2000 to fire rate cap, but it's still a respectable buff, bringing WA2000 to 96 fire rate (15 frames). This leaves room for a little more boost. Her tank stats are subpar. She has a decent health pool for a handgun, but her mediocre evasion doesn't help in conserving it during battle. You'd be better off swapping her places with a better tank once the battle begins. Nonetheless, she's a valuable alternative to Calico if you don't have her and need a fire rate buffer. Recommended, as an alternative to Calico. | |||
32 | Glock 17 (G17) | Utility Buffer | 25% Firepower Debuff | ■ □ ■ □ ■ ■ ■ □ ■ ALL 64% Accuracy 30% Evasion | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | Good skill uptime • 8/12 seconds High evasion • 87 Evasion Strongest firepower debuff | Mediocre tile coverage Mediocre tile buffs Low health • 63 HP | Any Team | Glock 17, at first glance, is great. She gives defensive buffs, and has a defensive skill. This isn't a niche filled by anyone else, so she's by default the best at it. What could be wrong with her? The answer is her very existence. She's the best defensive HG, but there is no need for a defensive handgun in this game. First of all, her buffs and skill make her unsuitable for HGRF squads - as RFs have inherently high accuracy, accuracy buffs bring diminishing returns, and evasion is completely wasted on them. ARSMG squads work somewhat with Glock 17, but she's not worth replacing a DPS unit for. So, we end up with SGMG squads. It is true that SGMG squads do appreciate the accuracy buff, because MGs have inherently low accuracy. However, SGMGs as a whole don't really need the evasion buff, nor do they need the FP down skill, and FP up HGs just work better. It's not recommended to use Glock 17 in SGMG squads, either. Not recommended. | She sees use against Garm in DD, but you'll end up using her twice and never using her again. Also, if you have Negev, Glock 17 is actually useless. | ||
33 | P08 | Utility Buffer | 85% Night Team Evasion 35% Night Team Evasion | □ ■ □ □ ■ ■ □ ■ □ ALL 14% Firepower 70% Accuracy | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | Strongest night evasion High evasion • 80 Evasion Good skill uptime during night • 8/12 seconds | Mediocre tile coverage Mediocre tile buffs Poor skill uptime during day • 5/12 seconds Mediocre health • 70 HP Long initial cooldown • 6 seconds | Cores | P08 should be seen as a core rather than an actual gun. First of all, P08's stats are bad. She has low stats in everything, which forces her into the position of a backline buffer. Her buff tiles also only cover three tiles, a very large minus. Her skill and tiles aren't that bad separately, but together they just end up creating a mismatched tdoll that's not particularly good at anything - her skill gives evasion, but her tiles give firepower and accuracy. As previously mentioned, both accuracy and evasion are mediocre buffs, and her FP is low enough that all other 3*+, and some 2*, HG will perform better than her. If she was your only HG, it'd be better to save your cores than actually level her. Since she drops relatively frequently from every map, all she's really good for is supplying you with more cores. Just scrap her, not recommended. | |||
34 | Serdyukov | Firepower Buffer | 20% Team Firepower | □ ■ □ ■ ■ □ □ ■ □ ALL 24% Firepower 40% Accuracy | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Good skill uptime • 8/12 seconds Decent tile buffs Useful skill buff | Drop limited Mediocre tile coverage Mediocre health • 70 HP Mediocre evasion • 68 Evasion Long initial cooldown • 6 seconds | Any Team | Serdyukov is almost quite literally a 3* version of Colt Revolver. She even has the same firepower tile buff of 24%; the only difference is her accuracy buff is 40%, just 10% lower than Colt's 50% buff. Combined with her skill, Serdyukov can reach a total ~48% firepower buff which is slightly below Colt's 51% firepower buff. Pretty good, considering her 3* rarity. For tile coverage, Serdyukov is missing her frontal tile, but she still retains the rear and side tiles, giving her a little less position flexibity than Colt, but she can still fill positions in the within the backline of MGSG teams or other teams that could make use of a firepower buffer. Her mediocre health and evasion doesn't suit her in frontline tanking roles, but that usually shouldn't manner since she fits better within the center of your backline buffing the DPS by her sides. Serdyukov is a quite decent 3* handgun, but the problem is she is not as readily accessible as Colt Revolver due to her status as an event drop doll. However, if you do obtain her, she is a solid, cheaper alternative to Colt for use in other teams. Actually pretty solid, but she needs to be farmed. Other than that, recommended. | NOT EN | ||
35 | P99 | Utility Buffer | 55% Team Evasion | □ ■ □ □ ■ ■ □ ■ □ ALL 12% Fire Rate 36% Evasion | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | Good skill uptime • 8/12 seconds High evasion • 87 Evasion | Long initial cooldown • 6 seconds Mediocre tile coverage Mediocre tile buffs Low health • 60 HP | Rifle Team | P99 is another defensive buffer focusing on evasion, similar to Tokarev. Her 12% fire rate tile buff isn't particularly strong, but it's at least somewhat useful to a rifle team due to their low fire rate. Her main strength comes from her evasion buffs. 36% evasion is a strong tile buff in terms of evasion, just barely below Type 92's 40% evasion and quite far ahead of most of the evasion tile buffs provided in the 3* rarity (most of them are 30%). Combined with her skill, P99 can contribute a total of 111% in evasion buffs. This goes well with handguns who already have high evasion and have useful skills to make use of it, like Welrod or Makarov. In a defensive role, P99 is effective at supporting the frontline evasion tank alive with her strong evasion buffs. Apart from that, she is a weak offensive buffer and contributes little towards team DPS. Because it's often better to eliminate enemies faster than last longer in most cases, P99 sees little use in her defensive buffer role. If you are going to use her, don't bother using her as a tank, her tiles are made for her sitting in the backline, and her health is too low. Not recommended since you don't need a defensive buffer. | NOT IN EN | ||
36 | Type 59 | Utility Buffer | 75% Night Evasion Debuff 40% Day Evasion Debuff | □ ■ ■
□ ■ ■ □ ■ ■ ALL 20% Firepower 50% Accuracy | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: ✔ End Game: ✔ | Good night skill uptime • 8/12 seconds Extremely high evasion • 96 Evasion Good tile coverage Decent tile buffs | Low health • 60 HP Long initial cooldown • 6 seconds Poor day skill uptime • 5/12 seconds Drop limited | MG Team | ||||
37 | PSM | Utility Buffer | 55% Team Accuracy 28% Team Evasion | □ □ ■ ■ ■ ■ □ □ ■ ALL 56% Accuracy 36% Evasion | Evasion tiles Cooldown tiles | Early Game: 🗙 Midgame: 🗙 End Game: 🗙 | Extremely high evasion • 112 Evasion Good skill uptime 8/12 seconds | Mediocre tile coverage Mediocre tile buffs Low health • 57 HP Long initial cooldown • 6 seconds Drop limited | Any Team | ||||
38 | HK45 | Firepower Buffer | ■ □ ■ □ ■ □ ■ □ ■ ALL 32% Firepower | ||||||||||
39 | P226 | Utility Buffer | □ ■ □ □ ■ ■ □ ■ □ ALL 20% Firepower 50% Accuracy | ||||||||||
40 | CZ52 | Firepower Buffer | □ ■ ■ □ ■ □ □ ■ ■ ALL 20% Firepower 20% Evasion | ||||||||||
41 | MP-443 | □ ■ ■ □ ■ ■ □ ■ ■ ALL 20% Firepower 20% Evasion | |||||||||||
42 | GSh-18 | ■ ■ □ ■ ■ □ ■ ■ □ ALL 24% Firepower 40% Accuracy | |||||||||||
43 | PPK | Fire Rate Buffer | 10% Team Firepower 35% Team Critical Rate | ■ □ □ ■ ■ ■ ■ □ □ ALL 32% Fire Rate 16% Critical Rate | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ✔ | Good tile buffs Good tile coverage Extremely high evasion • 100 Evasion Good skill uptime • 8/12 seconds | Very low health • 57 HP Long initial cooldown • 6 seconds | Rifle Team | PPK is a great fire rate buffer with capabilities beyond what her rarity suggests. She's one of the few handguns that can buff critical rate which is valuable, but not as much on rifles due to their inherently higher critical rate. The great part about her is the strong fire rate tiles and alignment. 32% fire rate is one of the strongest fire rate tiles from any handgun, even stronger than Calico's tile buff. Unfortunately, PPK cannot cap fire rate alone because her fire rate buff only comes from her tiles. 32% fire rate is the best you'll get from her. Nonetheless, her skill adds extra firepower and further boosts her critical buff. In total, PPK can provide 10% Firepower, 56.6% Critical Rate, and 32% Fire Rate with her tiles and skills combined on a single doll. An excellent amount of buffs for a 2* doll, and highly valued by a rifle team. PPK also has one of the highest evasion values in the game, in trade for being very fragile as well. 100 Evasion is one of the highest evasion values of any doll, and with 57 HP PPK is very likely to die in a few shots during late game battles. Even though her optimal tile position is in the middle (5 on keypad), she is not a tank. Use her as a buffer and switch her with a tank when battles start. Recommended. | |||
44 | Nagant Revolver (M1895) | Utility Buffer | 35% Night Firepower Debuff 20% Day Firepower Debuff | □ ■ □ ■ ■ □ □ ■ □ ALL 32% Firepower 16% Critical Rate | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ⬤ | Good tile buffs Good skill uptime during night • 8/12 seconds Extremely high evasion • 92 Evasion | Mediocre tile coverage Long initial cooldown • 6 seconds Poor skill uptime during day • 5/12 seconds Mediocre health • 70 HP | Any Team | I've only put Nagant Revolver and MP-446 here as defensive buffers because of their skills. Nagant (not Mosin-Nagant) has great tiles similar to PPK, but no offensive buffing skill. Just like PPK, Nagant also carries critical rate buffs in her tiles. They are the same value as well, with 16% critical rate. A valuable buff, but not enough to cap critical rate on most dolls, even with critical scopes attached. Nagant also provides 32% firepower in her tiles which is a great amount of firepower, just above Grizzly's 30% and below Mk23's 36%. Her total buffs make her a solid firepower buffer, but not the best because she has no firepower skill to support her buff. The coverage provided by her tiles also limits Nagant to sitting in the backrow, buffing the DPS which could lead to position conflicts. Nagant's skill is entirely defensive, a contrast to her great offensive tiles. It's a little weaker than Glock 17's firepower debuff during the day, but is stronger at night with a 35% firepower debuff. It's an okay defensive skill, but it only reduces incoming damage instead of helping dolls avoid it. Offense is preferred over defense, so Nagant's skill is mostly subpar. Recommended early on, but there are stronger firepower buffers. | |||
45 | MP446 | Utility Buffer | 22% Fire Rate Debuff | ■ ■ □ ■ ■ □ ■ ■ □ ALL 28% Firepower | Evasion tiles Cooldown tiles | Early Game: ⬤ Midgame: ✔ End Game: ⬤ | Decent firepower buff Good tile coverage Good skill uptime • 8/12 seconds | Long initial cooldown • 6 seconds Mediocre health • 66 HP Mediocre evasion • 74 Evasion | Any Team | MP446 has useful firepower tiles, but her defensive skill is holding her back from being a great firepower buffer. 28% firepower is a sizable buff, just slightly below Grizzly's 30% firepower buff. With great coverage, MP446 can cover a variety of positions and still be effective with her firepower tiles. There's really nothing else about her tiles. They're simple with only a single firepower buff, and have great coverage. Without a firepower buffing skill though, MP446 gets outscaled once you gain access to dolls that can buff firepower in both tile and skill. An offensive buffing skill would've suited MP446 and her firepower tiles much better, but she gets a defensive debuff instead. By reducing enemy rate of fire, this can decrease how many shots could hit your tanks, but it takes a while to activate. Defensive skills don't contribute much when your team can clear the enemy within seconds without taking damage. It's preferable to have a firepower buffing skill instead, so overall MP446's skill is mostly mediocre. Recommended early on, but there are stronger firepower buffers. |
A | B | C | D | E | F | G | H | I | J | K | L | M | |
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1 | Picture | Rarity | Name | Role | Characteristics | Buff Tiles | Tile Synergy | Viability | Strengths | Drawbacks | Usage | Comments | Notes |
2 | MACHINEGUNS | VIABILITY GUIDE | |||||||||||
3 | Specialists in burst damage. Machineguns have a very fast, fixed fire rate of 3 shots per second, unaffected by fire rate. Their initial volley damage is very high, but they are limited by ammo count. Their tile synergy with shotguns is why they are placed together in SGMG teams, with handguns acting as support. Built correctly, nothing comes close to the initial volley burst of an MG team. If the initial volley isn't enough, they'll have to reload, stopping their fire for a few seconds. Furthermore, MGs suffer from terrible accuracy, requiring you to buff them with accuracy either through buffs or equipment. The cost of fielding MG teams is also very high, limiting their use. Only use them if you have to. Ammo boxes are exclusive to the MG class, increasing their ammo count. | ✔ - Effective ⬤ - Niche use/Suboptimal/Outscaled/Mediocre 🗙 - Not recommended/Difficult to use/Ineffective | |||||||||||
4 | Role Guide | Optimal Equipment | |||||||||||
5 | Passive DPS _____________ These dolls have a passive skill to boost their DPS, active from the start of battle. Some of the strongest MGs in this game fall under this category. | Active DPS _____________ These dolls increase their DPS through active skill buffs like standard DPS dolls. They are usually weaker than Passive DPS MGs. | AP Ammo _____________ ++Armor Penetration | Accuracy Dependent _____________ +30: EOT/Crit Scope 20-30: EOT/Red Dot <20: Red Dot | Ammo Box _____________ +Ammo Count -Evasion | ||||||||
6 | |||||||||||||
7 | MGs | ||||||||||||
8 | MG5 (MchG5) | Passive DPS | 3x Damage after every 3 shots | □ □ ■ ■ □ □ □ □ ■ SGs 10% Firepower 10% Armor | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Decent accuracy • 27 Accuracy Passive skill High ammo count • 11 Ammo Decent tile coverage | Mediocre FP • 85 FP | General Use | The First of the BIg 4. MG5 is the ideal MG. First of all, she's one of the four MGs with passive skills, which are considered to be the best on MG, for evident reasons. Also, her buff tiles give the coveted defense buff, which is the only tile buff that an SG actually wants. She brings home both excellent DPS and versatility - she's a mainstay in practicallly all varients of SGMG squads. One lackluster aspect of MG5 is her low base FP. Her FP stat is the lowest out of the Big 4, and is 5/6 of M2HB's FP. However, her passive skill makes up for this completely. Highly recommended. | QUICK REMINDER BEFORE READING EVERYTHING ELSE THAT THE BIG4, NEGEV, AND THE DEFENSE BUFFERS ARE THE ONLY MGS THAT ACTUALLY MATTER | ||
9 | Negev | Passive DPS | Stackable 50% Damage increase after each reload Stackable for 25 seconds | □ □ ■ ■ □ ■ □ □ ■ SGs 20% Armor | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: ⬤ | High accuracy • 35 Accuracy Stacking buff Good tile coverage | Mediocre FP • 85 FP Mediocre ammo count • 9 Ammo Passive skill gimmick | Long fights Judge Garm | Negev introduces herself as a specialist, and a specialist she is. Negev is incredibly bad at short battles. First of all, Negev has incredibly bad stat distribution, with the majority of the stats focused in RoF and evasion, which are trivial on MG, and not as much into FP, which is the most important stat on an MG. In fact, her FP is 84, lower than MG5, who has a notoriously low FP. Even though her skill does boost FP by 1.5x for every magazine spent, she doesn't beat most T2 MG until some time into her second magazine, and doesn't beat T1 MG until her third magazine. This makes her terrible for most uses, as the very essence of an SGMG squad is to wipe out the enemy within the first volley. However, due to the nature of her skill, Negev is very good for long, drawn-out fights, namely ones that take her to her third magazine. The downside to this is that fights rarely go this long - in fact, even in the other servers, there have been only two occasions where Negev truly shined - in DD against Garm, and in the story against Judge. However, there is some solace in the fact that 10-6 Judge is nearly impossible to beat with one squad without Negev. Another positive is the fact that Negev gives the highest SG armour buff at 20%, which helps immensely in long battles. Also, Negev can be reload canceled when her STR buff animation occurs approximately a second into reloading, making her the quickest MG to reload. Limited use, but you probably won't regret leveling her later. Recommended for later use. | |||
10 | MG4 | Active DPS | 35% Firepower +4 Ammo Count | □ □ ■ ■ □ □ □ □ ■ SGs 12% Accuracy 15% Armor | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | High accuracy • 34 Accuracy Decent tile coverage | Mediocore FP • 84 FP Mediocre ammo count • 9 Ammo Very long initial cooldown • 8 seconds Poor skill uptime • 8/18 seconds Mediocre skill | Long fights | Unfortunately for MG4, she has poor stats and a mediocre skill. Her 84 FP is in the lower range of MGs, but her skill brings it up to 113 FP which is alright. Her ammo count is a mediocre 9, which isn't much. Only her accuracy is good, with 34 accuracy she is less likely to miss her shots. Overall, MG4 has mediocre volley damage with her stats. Worse yet is her skill. With 8 seconds, it takes too long to activate during her first volley, so it becomes a factor in her second volley instead. Having a weaker first volley goes against the meta for MGs, as it's preferred to kill the enemy in usually the first volley if possible. This is why passive skills or low initial cooldowns are ideal since they can apply during the first volley. Her skill uptime is poor, but it's enough to be active during her volley which is when it matters. MG4 has a decent second volley, much better than her first, but that's the only upside. Not recommended. | |||
11 | PKP | Passive DPS | ■ □ ■ □ □ ■ □ □ ■ SGs 12% Accuracy 15% Fire Rate | Second of the Big 4. PKP, unlike other dolls with passive skills, has a different skill. While the other three passive skill MGs have skills that reinforce every fourth shot they take, PKP's skill has a 20% chance to fire a shot that deals 1.5 times the damage she normally deals. This skill is dummy-independant, and it can crit despite the skill description stating that it is a critical shot, allowing her to deal up to 2.25 times her FP. Depending on RNG, she can deal much more damage than every other MG; even with relatively bad RNG, she performs on par with the other MG in the big 4. Due to PKP having a high base Accuracy stat, she doesn't need to supplement it with an equip, allowing her to equip VFL for higher average damage than other MGs. | |||||||||
12 | HK21 | Active DPS | □ □ □ ■ □ ■ □ □ ■ SGs 15% Armor 15% Firepower | ||||||||||
13 | M1918 BAR MOD 3 | Active DPS | □ □ □ ■ □ ■ □ □ □ SGs 18% Firepower 10% Armor | ||||||||||
14 | M1918 BAR | Active DPS | 70% Firepower | □ □ □ ■ □ ■ □ □ □ SGs 15% Firepower 10% Armor | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | High FP • 96 FP Strong firepower skill High accuracy • 31 Accuracy | Low ammo count • 8 Ammo Poor skill uptime • 6/18 seconds Very long initial cooldown • 8 seconds Poor tile coverage Okay special equipment | General Use | BAR's low ammo count is offset by her high firepower and equally strong firepower skill. Her firepower is nice and high, with 96 FP BAR is along the higher range of firepower for MGs. Under skill it gets boosted to 163 FP, very high for an MG. The tradeoff is her very low ammo count of 8 which is the lowest number possible. Unfortunately, her low ammo account leads to other MGs catching up to her with their higher ammo counts making up for their lower firepower. Her solid firepower gives her a respectable initial volley which would've been a good base for a passive skill, along with her good accuracy. Speaking of her skill, it's a nice boost, but it takes too long to become effective. 8 seconds means it will activate during her second volley, making it stronger than her first. Again, MGs should be killing the first volley, not the second, so this is suboptimal. To solve her ammo issue, BAR has special equipment. Replacing her ammo box, it increases her ammo by 6, 1 higher than the regular variant. In exchange, her FP is cut by 2 and her fire rate takes a minor hit, lowering by 1. These are slight losses for an additional 1 ammo count, but the special equipment isn't anything too special. An ammo box does a similar job but for less cost and effort. Comparing to the Big 4, she's not recommended. However, she's a decent MG with good stats. | |||
15 | M60 | Active DPS | 105% Night Firepower 35% Day Firepower | ■ □ ■ □ □ □ □ □ ■ SGs 10% Firepower 8% Fire Rate | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Strong night firepower skill Good FP • 92 FP Decent accuracy • 26 Accuracy | Poor skill uptime • 6/18 seconds Very long initial cooldown • 8 seconds Mediocre ammo count • 9 Ammo Weak day firepower skill Mediocre tile coverage | Night BAR | M60 is like a night focused BAR, carrying similar firepower and ammo values. Her stronger multiplier at night comes at the cost of lower accuracy and daytime firepower. Looking at her stats, M60 is slightly below BAR, with 92 FP versus BAR's 96 FP. Nonetheless, it's still a good amount of firepower. The lower accuracy of 26 is not terribly low, but M60 is likely to miss more shots than BAR. Ammo count is where M60 holds the advantage, with 1 more base ammo count, allowing her to get one more shot off. To sum it up, M60 sacrifices her firepower and accuracy for higher ammo count and a stronger midnight boost. Her base initial volley damage isn't that bad either, ending up similar to BAR's thanks to the additional ammo. M60's skill is midnight focused, gaining a higher boost during the night. Her 105% firepower boost during midnight is enough to bring her to 188 FP, even higher than BAR. This is good, except M60's accuracy is quite a step down from BAR as well. Without any accuracy buffs, M60 can miss valuable shots and lose to BAR even at night. During the day, M60 can manage a boosted 124 FP. What makes her skill mediocre is the same thing that makes most other MG skills mediocre: the very long initial cooldown. Like BAR, M60's power is focused into her second volley, making her first volley weaker. Thus, she's inferior to MGs who can output a stronger initial volley. Unlike BAR, M60 doesn't have a special equip so she cannot match against BAR with her special equip. Not recommended. | |||
16 | MG3 | Active DPS | 30% Firepower +4 Ammo Count | □ □ ■ ■ □ □ □ □ ■ SGs 15% Accuracy 10% Firepower | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Decent accuracy • 26 Accuracy Decent ammo count • 10 Ammo Decent tile coverage | Mediocre FP • 85 FP Very long initial cooldown • 8 seconds Poor skill uptime • 8/18 seconds Mediocre skill | Second Volley | MG3 is a step up from BAR and M60 in terms of ammo count, but her lower FP results in her dealing the same amount of total damage in the end. Her firepower is low, at 85 FP. It's nothing notable. MG3's accuracy is the same as M60, sitting at 26 accuracy which isn't bad, but it can lead to some missed shots. The strength of MG3 is her higher ammo count of 10, but due to her lower FP MG3 just ends up matching with M60 and BAR in volley damage. MG3 has a decent skill that boosts her ammo count and firepower for a stronger second volley. Without ammo boxes, MG3 can manage a stronger volley than M60 and BAR, but with ammo boxes, BAR's additional damage will beat MG3 despite her lower ammo count. As usual, since the skill has an 8 second initial cooldown it does nothing to her initial volley and so is suboptimal. MG3 does get a rather strange special equip later on that boosts her ammo count by a whopping +30 ammo count, but at the cost of a severely reduced -25 FP and -10 accuracy. This doesn't help much, if at all. Not recommended. | |||
17 | PK | Passive DPS | 2.6x Damage after every 3 shots | □ □ ■ ■ □ ■ □ □ □ SGs 18% Firepower | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Passive skill High ammo count • 11 Ammo High FP • 96 FP Decent tile coverage | Mediocre accuracy • 21 Accuracy | General Use | Third of the Big 4. Like M2HB and MG5, her skill is a passive that reinforces one in every four shots that she makes by 2.6x. She has low accuracy and low RoF, but makes up for it with her high FP, and having 11 shots per magazine. This means that like MG5, PK can unload 16 shots total with a max upgraded magazine, allowing her passive to proc four times in one magazine. Her DPS is overall very similar to MG%. If there's one thing that PK lacks, it's her long reload speed and her lack of defense buffs. These two factors actually make her quite unsuitable for long battles, as most long battles are against high damage enemies that whittle down shotgun health, and the low reload speed means that she'll be putting out less damage over time compared to her peers. However, this is also mostly a small downside, as the very essence of an SGMG squad is to wipe out the enemy in the first magazine. | There are only really two examples of long battles while using SGMG, which are Garm in DD and Judge in Ch9-10. | ||
18 | Mk48 | Active DPS | 70% Accuracy 100% Critical Rate | □ □ ■ □ □ □ ■ □ ■ SGs 18% Fire Rate | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Short initial cooldown • 3 seconds Good FP • 90 FP Decent accuracy • 25 Accuracy Decent ammo count • 10 Ammo Useful skill buff | Poor skill uptime • 6/18 seconds Mediocre tile coverage | General Use | Mk48 can manage a higher DPV (damage per volley) than the rest of the T2 MGs thanks to her higher ammo count, at the cost of a small chunk of her firepower. Compared to the higher firepower of M1919A4 and LWMMG (96 and 95 FP respectively), Mk48's 90 FP is quite a step down. Its not low enough to make her extra ammo irrelevant, but she lags slightly behind the other T2 MGs in damage until her 10th shot. Mk48's strength lies in her increased ammo count of 10 which is just 1 more than LWMMG's and M1919A4's ammo count of 9. Because of this, Mk48's total volley damage ends up being higher, even with her reduced firepower. Other than that, her 25 accuracy is average and has no glaring issues. Mk48 can hit her shots at a similar rate to M1919A4 who has 26 accuracy. Like other T2 MGs, Mk48 has a short 3 second initial cooldown for her skill, and gains increased accuracy and guaranteed critical hits. The only difference in her skill is the higher accuracy buff which is nice, but not a major improvement. Even with a short initial cooldown, Mk48 has a small window where she is not under her buff, making her skill inferior to a passive. Without an ammo box, Mk48's volley is barely affected by the skill, as the majority of it is concentrated before 3 seconds with only 9 ammo. Therefore, it's recommended you use an ammo box to make full use of her skill and make sure the buff gets applied to a decent portion of her volley. This also applies to the other T2 MGs. Recommended as an alternative to the Big 4. Not nearly as strong, but still viable and usable. | IN EN NOT | ||
19 | AEK-999 | Active DPS | □ □ ■ ■ □ □ □ □ ■ SGs 15% Fire Rate 10% Armor | ||||||||||
20 | Ameli | Active DPS | □ □ ■ ■ □ ■ □ □ ■ SGs 10% Firepower 15% Armor | ||||||||||
21 | Type 80 | Active DPS | □ □ ■ □ □ ■ ■ □ □ SGs 10% Firepower 15% Accuracy | ||||||||||
22 | M2HB | Passive DPS | 2.4x Damage after every 3 shots | □ □ □ ■ □ ■ □ □ □ SGs 22% Firepower | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ✔ End Game: ✔ | Very high FP • 102 FP Passive skill Decent ammo count • 10 Ammo | Terrible accuracy • 18 Accuracy Poor tile coverage | General Use | Last of the Big 4. Out of the big 4, she's the most iffy one, but by no means is she bad. As she also comes with the passive skill that MG5 and PK has, along with the highest firepower out of all MGs, M2HB can hold her own amongst the top tier MGs. On top of this, as she drops relatively often, is given on the seventh day of the new player reward, and is given as a level reward in HQ level 60-80, she's relatively easy to level for free, a definte upside. However, M2HB also has large weaknesses both prevalent and not prevalent in other members of the big 4. The first problem is accuracy. As a 3*, M2HB's stat spread is limited, and a majority of those stats went into health and FP. This means that all of her other stats are pretty bad, especially her accuracy - at 18, it is the worst out of all MGs. Since MGs have low accuracy in general, having the worst accuracy out of MGs is a very large downside. On top of this, as she is a 3*, she only has 10 shots per magazine. This means that she'll get off 15 shots per magazine at most, leaving her unable to proc passive for the fourth time, unlike the other three members of the big 4. Although her uses may number endgame, from early game to early endgame, she's definitely a solid choice. | |||
23 | M249 SAW (FF M239 SAW) | Active DPS | 45% Night Firepower 10% Day Firepower +4 Ammo Count | □ □ □ ■ □ ■ □ □ ■ SGs 12% Fire Rate 10% Accuracy | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | High accuracy • 35 Accuracy Decent tile coverage | Low FP • 79 FP Low ammo count • 8 Ammo Very long initial cooldown • 8 seconds Poor skill uptime • 8/18 seconds Terrible firepower buffs | Second Volley | I will preface this by saying that most of the 3* MGs with a skill longer than 8 seconds tend to have poor initial volley damage, making them mediocre and inferior to MGs like M2HB and M1919A4 who can activate ther skill during their first volley. With that out of the way, M249 SAW is overall a really weak machinegun with both low firepower and ammo count. Let's get her stats out of the way. M249 has low firepower which would have been alright with a higher ammo count. Sadly, her ammo is also very low at 8 ammo count. Her only plus side is her high accuracy which will let her consistently hit shots, but even then her total volley damage ends up being low due to her poor stat combination. Her skill is night focused, and its cooldown means its only going to affect her second volley, not the first. The night multiplier is atrocious. It's even smaller than other day firepower buffs, but this is likely to make up for the increased ammo count. Either way, she won't be catching up to any MGs even in her second volley with her low base volley damage. Not recommended. | |||
24 | M1919 A4 | Active DPS | 65% Accuracy 100% Critical Rate | □ □ ■ □ □ □ ■ □ □ SGs 25% Accuracy 10% Armor | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Short initial cooldown • 3 seconds Useful skill buff High FP • 96 FP Decent accuracy • 26 accuracy | Poor skill uptime • 6/18 seconds Poor tile coverage Mediocre ammo count • 9 Ammo | General Use | The 3* T2 MG. Overall, M1919 is a very solid MG. Her FP stands at 96, one of the highest FP out of MGs, and her accuracy, unlike M2HB, is around average. Coupled with the fact that her skill increases accuracy on top of making her every shot crit, M1919 can deal large amounts of damage on her first volley, even beating out the 4* MG Mk48 against enemies with lower evasion. She also provides the much needed SG defense buff. However, as her skill is an active, she automatically loses against the big 4. On top of this, her armour buff buffs 9 when she's at 1, which makes her optimal for 2SG formations, which are much less optimal than 1SG for obvious reasons. A solid choice to level if you need a cheap MG to level that's not M2HB. | T2 = MGs with 3s skill | ||
25 | RPD | Active DPS | 65% Firepower | □ □ ■ ■ □ □ □ □ ■ SGs 16% Fire Rate | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Strong firepower skill Mediocre tile coverage High accuracy • 34 Accuracy | Low ammo count • 8 Ammo Poor skill uptime • 6/18 seconds Mediocre FP • 82 FP Very long initial cooldown • 8 seconds | Second Volley | RPD is a little step up from the mediocre 3* MGs (not including M1919A4 and M2HB) with her solid firepower skill, but her stats still aren't very good. Compared to M249 SAW, RPD has similar stats, but she trades 1 less accuracy for 3 more firepower. A decent tradeoff which increases her initial volley damage. However, the difference is still minimal and her damage just ends up being slightly higher than M249's. The key difference between RPD and M249 is her skill which is much more reliable and efficient. With a 65% firepower buff, RPD can reach 135 FP while boosted. This isn't too high, and her low ammo count leads to RPD dealing similar damage to M249 even under second volley. However with an ammo box, this allows RPD to surpass M249 in her second volley and make a decent second volley burst. But since the MG meta prefers high initial volley damage, RPD is just suboptimal and not a good choice of an MG. At least she's better than M249. Not recommended. | |||
26 | Bren | Active DPS | 30% Firepower +3 Ammo Count | ■ □ ■ □ □ □ □ □ ■ SGs 10% Fire Rate 12% Accuracy | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | High accuracy • 31 Accuracy Decent FP • 89 FP | Mediocre skill Very long initial cooldown • 8 seconds Poor skill uptime • 8/18 seconds Low ammo count • 8 Ammo Mediocre tile coverage | Second Volley | Bren is even more firepower focused than RPD and M249, trading her accuracy for even more firepower. With 89 FP, Bren has a decent firepower baseline for her volley. This is offset by her low ammo count of 8 and slightly reduced accuracy of 31 which is still decent enough to make consistent shots. Bren has the better initial volley between RPD and M249. Her firepower and ammo count skill scales decently with her firepower, making for a slightly stronger second volley than RPD, but factoring in ammo boxes reduces her advantage. Nonetheless, she can still put out marginally more damage than RPD in her second volley. As usual, her high initial cooldown makes her initial volley damage suboptimal, making her a second volley MG. Compared to RPD and M249, she's better than them. Not recommended. | |||
27 | MG42 | Active DPS | 65% Firepower | ■ □ □ □ □ □ □ □ ■ SGs 22% Firepower | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ⬤ End Game: 🗙 | Strong firepower skill Good FP • 92 FP Decent ammo count • 10 Ammo | Very long initial cooldown • 8 seconds Poor skill uptime • 6/18 seconds Mediocre accuracy • 23 Accuracy Poor tile coverage | Second Volley | MG42 is a mess, all around. Her FP stat isn't that bad, at 92. However, the rest of her spread is terrible. She has low acc, and her RoF is 132, although RoF is a skill that barely matters on MG, on top of capping at 120. Her buff tiles buff 3 from 7 with FP, but as the purpose of a shotgun is to tank, especially in a 2SG, her tile is a complete waste. On top of all this, her skill is terrible, with an 8s CD. By 8 seconds, in most conventional battles invovling SGMG squads should already be over. If M2HB, M1919A4, and LWMMG didn't exist, she wouldn't be a bad choice to level for a cheap MG, but as all three of those exist, she sees 0 use. Not recommended. She drops fairly often from the top dragging maps, so treat her as a core. | |||
28 | HK 23 | Active DPS | □ □ ■ ■ □ ■ □ □ □ SGs 8% Firepower 12% Armor | ||||||||||
29 | LWMMG | Active DPS | 60% Accuracy 100% Critical Rate | □ □ □ ■ □ ■ □ □ □ SGs 10% Firepower 10% Fire Rate | Firepower Tiles Accuracy Tiles Critical Tiles | Early Game: ✔ Midgame: ✔ End Game: ⬤ | Short initial cooldown • 3 seconds Useful skill buff High FP • 95 FP | Mediocre accuracy • 24 Accuracy Poor skill uptime • 6/18 seconds Poor tile coverage Mediocre ammo count • 9 Ammo | General Use | LWMMG is a solid 2* T2 MG that can stand alongside M1919A4 in DPS. 95 FP is a great amount of firepower for an MG, just 1 point below M1919A4's 96 FP, and they share the same ammo count as well. The only major difference is LWMMG's slightly reduced accuracy of 24. Essentially, LWMMG is just a less accurate version of M1919A4. With a short initial cooldown for her skill, LWMMG has decent initial volley damage. Her accuracy buff is slightly weaker than M1919A4's, but she still has guaranteed criticals. There isn't much difference in the DPS between the two skills. The 3 second inital cooldown still means that LWMMG has a short period where she is not under the influence of her skill. Thus, her skill isn't as effective as a passive which is effective right from the start of battle, but it's still a better option than a second volley buff. Recommended as a cheap early MG, but the Big 4 are better. | |||
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A | B | C | D | E | F | G | H | I | J | K | L | M | |
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1 | Picture | Rarity | Name | Role | Characteristics | Buff Tiles | Tile Synergy | Viability | Strengths | Drawbacks | Usage | Comments | Notes |
2 | SHOTGUNS | VIABILITY GUIDE | |||||||||||
3 | The toughest dolls in the game. Shotguns are designed to take incoming damage head on, with their passive base armor and equipment slots. These dolls are real bruisers, too. They have the highest HP out of all classes, and their attacks can hit multiple enemies while knocking them back. They have tile synergy with MGs which is why they're paired together into MGSG teams. Shotguns can only be crafted through Heavy Construction. Since we're dealing with armor here, it's important to know how it works. Armor is a flat reduction against incoming damage. If damage doesn't exceed the armor, it gets reduced to 1 damage total, but if it does exceed, then it just gets reduced by the value of armor. Passive damage reduction sounds great, but the problem is that shotguns don't have any evasion to fall back on if their armor isn't enough. Shotguns are usually fielded with MGs, but they're also used to tank against high volumes of low damage fire where armor is effective. Body Armor is exclusive to SGs, increasing their armor. | ✔ - Effective ⬤ - Niche use/Suboptimal/Outscaled/Mediocre 🗙 - Not recommended/Difficult to use/Ineffective | |||||||||||
4 | Role Guide | Optimal Equipment | |||||||||||
5 | Offensive SG _____________ These dolls have offensive oriented skills designed to deal damage and disrupt the enemy. | Defensive SG _____________ These dolls focus on lasting power, with skills improving armor or even granting a shield. | Body Armor _____________ +Armor -Evasion | Buckshot _____________ +Firepower +Critical Damage | Red Dot Sight _____________ ++Accuracy -Fire Rate | ||||||||
6 | Good: KSG and M37 | OK: T97 | This is low priority for me right now so just know what's written to the left of this | ||||||||||
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8 | SGs | ||||||||||||
9 | KSG | Defensive SG | ■ □ □ □ □ ■ ■ □ □ MG's 20% Firepower | ||||||||||
10 | M1887 | Offensive SG | □ □ □ ■ □ ■ □ □ □ MG's 20% Firepower 20% Accuracy | ||||||||||
11 | Saiga-12 | Offensive SG | ■ □ □ ■ □ ■ ■ □ □ MG's 15% Firepower | ||||||||||
12 | S.A.T-8 | Defensive SG | ■ □ □ ■ □ ■ ■ □ □ MG's 10% Firepower 15% Accuracy | ||||||||||
13 | AA-12 | Offensive SG | 80% Fire Rate +10 Ammo Count | ■ □ □ ■ □ ■ □ □ □ MG's 22% Firepower | |||||||||
14 | FP-6 | Defensive SG | Two shields in front row: Knockback and 80% Damage 30% Damage decrease for dolls in shield position | ■ □ ■ ■ □ □ ■ □ □ MG's 12% Firepower 10% Accuracy | |||||||||
15 | M590 | Defensive SG | ■ □ □ □ □ □ ■ □ ■ MG's 55% Accuracy | ||||||||||
16 | Ithaca M37 | Offensive SG | ■ □ □ □ □ ■ ■ □ □ MG's 18% Firepower | ||||||||||
17 | Type 97 Shotgun | Offensive SG | ■ □ □ ■ □ ■ ■ □ □ MG's 12% Firepower | ||||||||||
18 | Super-Shorty | Defensive SG | □ □ □ ■ □ ■ □ □ □ MG's 15% Firepower 20% Accuracy | ||||||||||
19 | SPAS-12 | Offensive SG | ■ □ □ ■ □ ■ □ □ □ MG's 20% Firepower | ||||||||||
20 | USAS-12 | Offensive SG | ■ □ □ □ □ ■ □ □ □ MG's 15% Firepower 20% Accuracy | ||||||||||
21 | M1014 | Offensive SG | 50% Firepower 30% Armor | ■ □ □ □ □ □ ■ □ ■ MG's 20% Firepower | |||||||||
22 | KS-23 | Offensive SG | □ □ ■ □ □ □ ■ □ □ MG's 12% Firepower 30% Accuracy | ||||||||||
23 | RMB-93 | Offensive SG | ■ □ □ □ □ □ □ □ ■ MG's 12% Firepower 30% Accuracy | ||||||||||
24 | M500 | Defensive SG | ■ □ ■ □ □ □ ■ □ □ MG's 18% Firepower | ||||||||||
25 | M1897 | Offensive SG | □ □ □ ■ □ ■ ■ □ □ MG's 50% Accuracy | ||||||||||
26 | NS2000 | Offensive SG | ■ □ ■ □ □ □ ■ □ □ MG's 15% Firepower |
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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1 | GUIDE LIST | |||||||||||||||||||||||||
2 | These guides are included as a supplement to help explain the more complex concepts of the game. | |||||||||||||||||||||||||
3 | ||||||||||||||||||||||||||
4 | Catbomb's Guides: | |||||||||||||||||||||||||
5 | The General HGRF | |||||||||||||||||||||||||
6 | Buff Efficiency | |||||||||||||||||||||||||
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8 | Large VS Small Bamboos |
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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1 | MISCELLANEOUS STUFF | |||||||||||||||||||||||||
2 | Color Code ■ - Safe to scrap ■ - If you don't need her anymore ■ - If you don't plan to use/invest in their special equipment | NOTE: The images WILL look weird in HTML VIEW!!! This is not intended, they're supposed to fit into the boxes. PLEASE READ THE COLOR CODE BEFORE SCRAPPING! THEY HAVE DIFFERENT COLORS FOR A REASON!!! | ||||||||||||||||||||||||
3 | Safe Scrap Chart | |||||||||||||||||||||||||
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1 | lol you thought |