Backpacks
Updated:
All 184 backpacks by main type: which ST class can carry each, its weight, skill and rarity; filter by name, skill or rarity.
Ads help keep this site running. If you don’t mind, allow ads on it in your ad blocker.
Ammo · 7
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Ammo Amplifier - First Strike UR | Medium | 150 | TacW Capacity UP II · First Strike Tactical Weapon Ammo Capacity +2. On the 1st active attack per turn, DMG +7.5% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Ammo Amplifier - Re-ATK UR | Medium | 150 | TacW Capacity UP II · Re-ATK Tactical Weapon Ammo Capacity +2. After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Ammo Crate SSR | Medium | 150 | TacW Capacity UP II Tactical Weapon Ammo Capacity +2. ST Body's HP +10%, DMG Dealt +5%. | |
| Ammo Crate SR | Medium | 125 | TacW Capacity UP I Tactical Weapon Ammo Capacity +1. ST Body's HP +8%, DMG Dealt +3%. | |
| Devastator SSSR | Medium | 150 | Devastator Drive · First Strike After actively attacking, if spent 2 or more Ammo, gains 1 random Buff, lasting for 2 turns. Tactical Weapon Magazine Capacity +2. When actively attacking for the first time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Supplier SSSR | Medium | 150 | Supplier Drive – Re-ATK Tactical Weapon Ammo Capacity +2. After triggering Re-ATK, Hit Rate +10% and Crit Rate +5%. Can use the Quick Load Code, sharing cooldown turns with other Tactical Weapon loading skills. ST Body HP +10% and DMG +5%. | |
| Sustainer SSSR | Medium | 150 | Sustainer Drive · First Strike At the start of action, reloads 1 Ammo into a random non-exhausted Tactical Weapon. Tactical Weapon Ammo Capacity +2. When actively attacking for the 1st time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. |
Backup Equipment · 1
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Juggernaut SSSR | Any | 150 | Juggernaut Drive – DMG UP Can use the Code Weapon Switch up to 1 time per turn. After taking action, if both Arms are undestroyed, can use Weapon Switch an additional 1 time every 2 turns. In combat, Enemy DMG Taken +10%. ST gains an extra 300 Power, Body HP +10%, and DMG +5%. |
EMP · 21
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Jammer - ATK SSR | Any | 150 | ATK RES III In combat, the enemy's DMG -10%. ST's Body HP +10%. | |
| Jammer - ATK SR | Any | 125 | ATK RES II In combat, the enemy's DMG -6%. ST's Body HP +8%. | |
| Jammer - ATK R | Any | 100 | ATK RES I In combat, the enemy's DMG -4%. ST's Body HP +6%. | |
| Jammer - Armor SSR | Any | 150 | Armor RES III In combat, the enemy's Armor -50%. ST's Body HP +10%. | |
| Jammer - Armor SR | Any | 125 | Armor RES II In combat, the enemy's Armor -30%. ST's Body HP +8%. | |
| Jammer - Armor R | Any | 100 | Armor RES I In combat, the enemy's Armor -20%. ST's Body HP +6%. | |
| Jammer - Crit SSR | Any | 150 | Crit RES III In combat, the enemy's Crit Rate -10%. ST's Body HP +10%. | |
| Jammer - Crit SR | Any | 125 | Crit RES II In combat, the enemy's Crit Rate -6%. ST's Body HP +8%. | |
| Jammer - Crit R | Any | 100 | Crit RES I In combat, the enemy's Crit Rate -4%. ST's Body HP +6%. | |
| Jammer - Crit DMG SSR | Any | 150 | Crit DMG RES III In combat, the enemy's Crit DMG -10%. ST's Body HP +10%. | |
| Jammer - Crit DMG SR | Any | 125 | Crit DMG RES II In combat, the enemy's Crit DMG -6%. ST's Body HP +8%. | |
| Jammer - Crit DMG R | Any | 100 | Crit DMG RES I In combat, the enemy's Crit DMG -4%. ST's Body HP +6%. | |
| Jammer - DMG UP SSR | Any | 150 | DMG Boost III In combat, the enemy's DMG Taken +10%. ST's Body HP +10%. | |
| Jammer - DMG UP SR | Any | 125 | DMG Boost II In combat, the enemy's DMG Taken +6%. ST's Body HP +8%. | |
| Jammer - DMG UP R | Any | 100 | DMG Boost I In combat, the enemy's DMG Taken +4%. ST's Body HP +6%. | |
| Jammer - Dodge SSR | Any | 150 | Dodge RES III In combat, the enemy's Dodge Rate -10%. ST's Body HP +10%. | |
| Jammer - Dodge SR | Any | 125 | Dodge RES II In combat, the enemy's Dodge Rate -6%. ST's Body HP +8%. | |
| Jammer - Dodge R | Any | 100 | Dodge RES I In combat, the enemy's Dodge Rate -4%. ST's Body HP +6%. | |
| Jammer - Hit SSR | Any | 150 | Hit RES III In combat, the enemy's Hit Rate -10%. ST's Body HP +10%. | |
| Jammer - Hit SR | Any | 125 | Hit RES II In combat, the enemy's Hit Rate -6%. ST's Body HP +8%. | |
| Jammer - Hit R | Any | 100 | Hit RES I In combat, the enemy's Hit Rate -4%. ST's Body HP +6%. |
Enhance · 24
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Amplifier - Ballistics SSR | Any | 150 | Ballistic Calibration III When engaging in combat with a target at Ideal Range, gain DMG +10% and Crit Rate +5%. ST's Body HP +10%. | |
| Amplifier - Ballistics SR | Any | 125 | Ballistic Calibration II When engaging in combat with a target at Ideal Range, gain DMG +6% and Crit Rate +3%. ST's Body HP +8%. | |
| Amplifier - Ballistics R | Any | 100 | Ballistic Calibration I When engaging in combat with a target at Ideal Range, gain DMG +4% and Crit Rate +2%. ST's Body HP +6%. | |
| Amplifier - First Strike SSR | Any | 150 | Improved First Strike III On the 1st active attack per turn, DMG +7.5% and Crit Rate +5%. ST's Body HP +10%. | |
| Amplifier - First Strike SR | Any | 125 | Improved First Strike II On the 1st active attack per turn, DMG +5% and Crit Rate +3%. ST's Body HP +8%. | |
| Amplifier - First Strike R | Any | 100 | Improved First Strike I On the 1st active attack per turn, DMG +3% and Crit Rate +2%. ST's Body HP +6%. | |
| Amplifier - Flurry Strike SSR | Any | 150 | Improved Flurry Strike III When launching Flurry Strike or Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST's Body HP +10%. | |
| Amplifier - Flurry Strike SR | Any | 125 | Improved Flurry Strike II When launching Flurry Strike or Gusty Strike, Hit Rate +9% and Crit Rate +6%. ST's Body HP +8%. | |
| Amplifier - Flurry Strike R | Any | 100 | Improved Flurry Strike I When launching Flurry Strike or Gusty Strike, Hit Rate +6% and Crit Rate +4%. ST's Body HP +6%. | |
| Amplifier - Guard SSR | Any | 150 | Improved Guard III When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST's Body HP +10%. | |
| Amplifier - Guard SR | Any | 125 | Improved Guard II When performing Guard, Crit RES +9% and Crit DMG RES +6%. ST's Body HP +8%. | |
| Amplifier - Guard R | Any | 100 | Improved Guard I When performing Guard, Crit RES +6% and Crit DMG RES +4%. ST's Body HP +6%. | |
| Amplifier - Link SSR | Any | 150 | Enhanced Link III When launching Link Attack, DMG +15% and Crit Rate +10%. ST's Body HP +10%. | |
| Amplifier - Link SR | Any | 125 | Enhanced Link II When launching Link Attack, DMG +9% and Crit Rate +6%. ST's Body HP +8%. | |
| Amplifier - Link R | Any | 100 | Enhanced Link I When launching Link Attack, DMG +6% and Crit Rate +4%. ST's Body HP +6%. | |
| Amplifier - Re-ATK SSR | Any | 150 | Improved Re-ATK III After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%. ST's Body HP +10%. | |
| Amplifier - Re-ATK SR | Any | 125 | Improved Re-ATK II After triggering Re-ATK, Hit Rate +6%, Crit Rate +3%. ST's Body HP +8%. | |
| Amplifier - Re-ATK R | Any | 100 | Improved Re-ATK I After triggering Re-ATK, Hit Rate +4%, Crit Rate +2%. ST's Body HP +6%. | |
| Amplifier - Retaliation SSR | Any | 150 | Improved Retaliation III When Retaliating, Hit Rate +15% and Crit Rate +10%. ST's Body HP +10%. | |
| Amplifier - Retaliation SR | Any | 125 | Improved Retaliation II When Retaliating, Hit Rate +9% and Crit Rate +6%. ST's Body HP +8%. | |
| Amplifier - Retaliation R | Any | 100 | Improved Retaliation I When Retaliating, DMG +6% and Crit Rate +4%. ST's Body HP +6%. | |
| Amplifier - Vigilant SSR | Any | 150 | Improved Vigilant III When launching Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST's Body HP +10%. | |
| Amplifier - Vigilant SR | Any | 125 | Improved Vigilant II When launching Vigilant Shot, Hit Rate +9% and Crit Rate +6%. ST's Body HP +8%. | |
| Amplifier - Vigilant R | Any | 100 | Improved Vigilant I When launching Vigilant Shot, Hit Rate +6% and Crit Rate +4%. ST's Body HP +6%. |
Flow · 19
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Enforcer SSSR | Light | 150 | Enforcer Drive · Re-ATK When initiating combat, if the target is on the movement path and a part is destroyed, inflicts Intimidation on the target, lasting 1 turn. Can trigger 1 time per turn. ST movement type changes to Levitating, enabling it to pass over low obstacles. When re-attacking, Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. | |
| Jet Amplifier - Ballistics UR | Light | 150 | Flying Device I · Ballistics ST Move Method changes to levitation, enabling ST to pass over low obstacles. When engaging in combat with a target at Ideal Range, gain DMG +10% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Amplifier - First Strike UR | Light | 150 | Flying Device I · First Strike ST Move Method changes to levitation, enabling ST to pass over low obstacles. On the 1st active attack per turn, DMG +7.5% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Amplifier - Flurry Strike UR | Light | 150 | Flying Device I · Flurry Strike ST Move Method changes to levitation, enabling ST to pass over low obstacles. When launching Flurry Strike or Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Amplifier - Link UR | Light | 150 | Flying Device I · Link ST Move Method changes to levitation, enabling ST to pass over low obstacles. When launching Link Attack, DMG +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Amplifier - Re-ATK UR | Light | 150 | Flying Device I · Re-ATK ST Move Method changes to levitation, enabling ST to pass over low obstacles. After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Amplifier - Retaliation UR | Light | 150 | Flying Device I · Retaliation ST Move Method changes to levitation, enabling ST to pass over low obstacles. When Retaliating, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Amplifier - Vigilant UR | Light | 150 | Flying Device I · Vigilant ST Move Method changes to levitation, enabling ST to pass over low obstacles. When launching Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Jammer - ATK UR | Light | 150 | Flying Device I · ATK ST Move Method changes to levitation, enabling ST to pass over low obstacles. In combat, the enemy's DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Jammer - Armor UR | Light | 150 | Flying Device I · Armor ST Move Method changes to levitation, enabling ST to pass over low obstacles. In combat, the enemy's Armor -50%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Jammer - Crit UR | Light | 150 | Flying Device I · Crit ST Move Method changes to levitation, enabling ST to pass over low obstacles. In combat, the enemy's Crit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Jammer - Crit DMG UR | Light | 150 | Flying Device I · Crit DMG ST Move Method changes to levitation, enabling ST to pass over low obstacles. In combat, the enemy's Crit DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Jammer - DMG UP UR | Light | 150 | Flying Device I · DMG UP ST Move Method changes to levitation, enabling ST to pass over low obstacles. In combat, the enemy's DMG Taken +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Jammer - Dodge UR | Light | 150 | Flying Device I · Dodge ST Move Method changes to levitation, enabling ST to pass over low obstacles. In combat, the enemy's Dodge Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jet Jammer - Hit UR | Light | 150 | Flying Device I · Hit ST Move Method changes to levitation, enabling ST to pass over low obstacles. In combat, the enemy's Hit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Jetpack SSR | Light | 150 | Flying Device I ST Move Method changes to levitation, enabling ST to pass over low obstacles. ST Body's HP +10%, DMG Dealt +5%. | |
| Marauder SSSR | Light | 150 | Marauder Drive · Re-ATK Melee Weapons can now attack airborne units. ST Movement Type changes to Levitating, enabling ST to pass over low obstacles. When re-attacking, Hit Rate +10%, Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Overlord SSSR | Light | 150 | Overlord Drive · First Strike ST movement type changes to Levitating, enabling ST to pass over low obstacles. Before initiating combat with an active attack, if the target is on the movement path, guaranteed to Dodge when retaliated against, up to 1 time per turn. When initiating combat for the first time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Predator SSSR | Light | 150 | Predator Drive · DMG UP ST Movement +1. ST movement type changes to Levitating, enabling it to pass over low obstacles. When in combat, enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%. |
Heal · 15
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Guardian SSSR | Medium | 1,000 | Guardian Drive · Anti-Crit At the start of action, randomly selects 3 allies within 3 tiles to perform Passive Repair, equal to 0.4x Manipulator Repair AMT. Cannot repair destroyed parts. When in combat, enemy Crit Rate is reduced by 10%. | |
| Manipulator SSR | Medium | 1,000 | Repair Device I When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. | |
| Manipulator SR | Medium | 800 | Repair Device I When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. | |
| Manipulator R | Medium | 600 | Repair Device I When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. | |
| Rejuvenator SSSR | Light | 1,000 | Rejuvenator Drive · Attack At the start of action, repairs self 1 time, equal to 0.6x Manipulator Repair AMT. Simultaneously repairs 1 ally with the lowest HP percentage on the field equal to 0.6x Manipulator Repair AMT. This effect cannot repair destroyed parts. When in combat, enemy DMG -10%. | |
| Repair Amplifier - Link UR | Medium | 1,000 | Repair Device I · Link When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. When launching Link Attack, DMG +15% and Crit Rate +10%. | |
| Repair Amplifier - Retaliation UR | Medium | 1,000 | Repair Device I · Retaliation When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. When Retaliating, Hit Rate +15% and Crit Rate +10%. | |
| Repair Jammer - ATK UR | Medium | 1,000 | Repair Device I · ATK When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. In combat, the enemy's DMG -10%. | |
| Repair Jammer - Armor UR | Medium | 1,000 | Repair Device I · Armor When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. In combat, the enemy's Armor -50%. | |
| Repair Jammer - Crit UR | Medium | 1,000 | Repair Device I · Crit When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. In combat, the enemy's Crit Rate -10%. | |
| Repair Jammer - Crit DMG UR | Medium | 1,000 | Repair Device I · Crit DMG When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. In combat, the enemy's Crit DMG -10%. | |
| Repair Jammer - DMG UP UR | Medium | 1,000 | Repair Device I · DMG UP When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. In combat, the enemy's DMG Taken +10%. | |
| Repair Jammer - Dodge UR | Medium | 1,000 | Repair Device I · Dodge When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. In combat, the enemy's Dodge Rate -10%. | |
| Repair Jammer - Hit UR | Medium | 1,000 | Repair Device I · Hit When the action starts, repair yourself once, restoring HP equal to 0.6x the Manipulator's Repair AMT. This cannot repair damaged parts. In combat, the enemy's Hit Rate -10%. | |
| Savior SSSR | Medium | 1,000 | Savior Drive · Attack At start of action, repairs self and allies within 1 ring 1 time, restoring HP equal to 0.6x Manipulator Repair AMT. This cannot repair destroyed parts. In combat, Enemy DMG -10%. |
Interference · 20
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Custodian SSSR | Heavy | 150 | Custodian Field · Retaliation Activates Aura: Allies within 1 adjacent tile take 25% less DMG from Tactical attacks. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile attack, the 1st missile is unable to hit. This effect can only trigger 1 time per sortie. When retaliating, DMG +15% and Crit Rate +10%. ST Body HP +10%. | |
| Inducer SSR | Heavy | 150 | TacW DMG Reduction II When attacked by a Tactical Weapon, DMG Taken -25%. ST's Body HP +10%. | |
| Inducer SR | Heavy | 125 | TacW DMG Reduction I When attacked by a Tactical Weapon, DMG Taken -15%. ST's Body HP +8%. | |
| Resistor SSSR | Any | 150 | Resistor Drive – ATK No ST type restriction. DMG Taken -25% from Tactical Attacks. Effects of the same type cannot stack. When any enemy actively uses Tactical Weapons to attack, gains 1 stack of Countercharge before combat. If this unit is the target, gains an additional 1 stack. Upon gaining 6 stacks of Countercharge, restores 15% HP to all parts and regens 1 AP after combat. All stacks are removed after triggering, and no more Countercharge stacks can be gained this turn. In combat, enemy DMG -10%. ST Body HP +10%. | |
| Sentinel SSSR | Heavy | 150 | Sentinel Drive · Attack Heavy STs only. When hit by a Tactical Weapon attack, DMG Taken -25%. Similar effects cannot stack. Allies within Guard range take 15% less DMG from Code attacks. Similar effects cannot stack. After self takes damage from a Code attack, repairs 15% of Max HP to intact parts. This effect can trigger again after 1 turn. When in combat, enemy DMG Dealt -10%. ST Body HP +10%. | |
| Signal Amplifier - Ballistics UR | Heavy | 150 | TacW DMG Reduction II · Ballistics When attacked by a Tactical Weapon, DMG Taken -25%. When engaging in combat with a target at Ideal Range, gain DMG +10% and Crit Rate +5%. ST's Body HP +10%. | |
| Signal Amplifier - First Strike UR | Heavy | 150 | TacW DMG Reduction II · First Strike When attacked by a Tactical Weapon, DMG Taken -25%. On the 1st active attack per turn, DMG +7.5% and Crit Rate +5%. ST's Body HP +10%. | |
| Signal Amplifier - Flurry Strike UR | Heavy | 150 | TacW DMG Reduction II · Flurry Strike When attacked by a Tactical Weapon, DMG Taken -25%. When launching Flurry Strike or Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST's Body HP +10%. | |
| Signal Amplifier - Guard UR | Heavy | 150 | TacW DMG Reduction II · Guard When attacked by a Tactical Weapon, DMG Taken -25%. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST's Body HP +10%. | |
| Signal Amplifier - Link UR | Heavy | 150 | TacW DMG Reduction II · Link When attacked by a Tactical Weapon, DMG Taken -25%. When launching Link Attack, DMG +15% and Crit Rate +10%. ST's Body HP +10%. | |
| Signal Amplifier - Re-ATK UR | Heavy | 150 | TacW DMG Reduction II · Re-ATK When attacked by a Tactical Weapon, DMG Taken -25%. After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%. ST's Body HP +10%. | |
| Signal Amplifier - Retaliation UR | Heavy | 150 | TacW DMG Reduction II · Retaliation When attacked by a Tactical Weapon, DMG Taken -25%. When Retaliating, Hit Rate +15% and Crit Rate +10%. ST's Body HP +10%. | |
| Signal Jammer - ATK UR | Heavy | 150 | TacW DMG Reduction II · ATK When attacked by a Tactical Weapon, DMG Taken -25%. In combat, the enemy's DMG -10%. ST's Body HP +10%. | |
| Signal Jammer - Armor UR | Heavy | 150 | TacW DMG Reduction II · Armor When attacked by a Tactical Weapon, DMG Taken -25%. In combat, the enemy's Armor -50%. ST's Body HP +10%. | |
| Signal Jammer - Crit UR | Heavy | 150 | TacW DMG Reduction II · Crit When attacked by a Tactical Weapon, DMG Taken -25%. In combat, the enemy's Crit Rate -10%. ST's Body HP +10%. | |
| Signal Jammer - Crit DMG UR | Heavy | 150 | TacW DMG Reduction II · Crit DMG When attacked by a Tactical Weapon, DMG Taken -25%. In combat, the enemy's Crit DMG -10%. ST's Body HP +10%. | |
| Signal Jammer - DMG UP UR | Heavy | 150 | TacW DMG Reduction II · DMG UP When attacked by a Tactical Weapon, DMG Taken -25%. In combat, the enemy's DMG Taken +10%. ST's Body HP +10%. | |
| Signal Jammer - Dodge UR | Heavy | 150 | TacW DMG Reduction II · Dodge When attacked by a Tactical Weapon, DMG Taken -25%. In combat, the enemy's Dodge Rate -10%. ST's Body HP +10%. | |
| Signal Jammer - Hit UR | Heavy | 150 | TacW DMG Reduction II · Hit When attacked by a Tactical Weapon, DMG Taken -25%. In combat, the enemy's Hit Rate -10%. ST's Body HP +10%. | |
| Suppressor SSSR | Heavy | 150 | Suppressor Drive · Crit DMG After being actively attacked by a Tactical Weapon, inflicts Ammo Jam on the attacker. Can only trigger again after 1 turn. When hit by a Tactical attack, DMG Taken -25%. Similar effects cannot stack. When in combat, enemy Crit DMG -10%. ST Body HP +10%. |
Invisible · 19
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Concealer SSSR | Any | 150 | Concealer Drive · DMG UP At the end of action, if there are no enemies within 2 tiles, gains Stealth I, lasting 2 turns. This effect has a 3-turn trigger interval. At the start of action, if in Stealth, immediately recovers 1 AP. When in combat, enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%. | |
| Executioner SSSR | Any | 150 | Executioner Drive · First Strike When actively attacking, if in Stealth, this attack's Crit Rate +50%. This effect can only trigger 1 time per sortie. At the end of action, if there are no enemies within 2 tiles, gains Stealth I, lasting 2 turns. This effect has a 3-turn trigger interval. When actively attacking for the 1st time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. | |
| Mirage Generator SSR | Any | 150 | Invisibility Device I At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. ST Body's HP +10%, DMG Dealt +5%. | |
| Shadow Hunter SSSR | Any | 150 | Shadow Hunter Drive · First Strike Upon deployment, immediately gains Stealth II, lasting 2 turns. At the end of action, if there are no enemies within 1 tile, gains Stealth II, lasting 2 turns. This effect has a 3-turn trigger interval. When actively attacking for the 1st time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. | |
| Stealth Amplifier - Ballistics UR | Any | 150 | Invisibility Device I · Ballistics At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. When engaging in combat with a target at Ideal Range, gain DMG +10% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Amplifier - First Strike UR | Any | 150 | Invisibility Device I · First Strike At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. On the 1st active attack per turn, DMG +7.5% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Amplifier - Flurry Strike UR | Any | 150 | Invisibility Device I · Flurry Strike At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. When launching Flurry Strike or Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Amplifier - Link UR | Any | 150 | Invisibility Device I · Link At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. When launching Link Attack, DMG +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Amplifier - Re-ATK UR | Any | 150 | Invisibility Device I · Re-ATK At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Amplifier - Retaliation UR | Any | 150 | Invisibility Device I · Retaliation At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. When Retaliating, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Amplifier - Vigilant UR | Any | 150 | Invisibility Device I · Vigilant At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. When launching Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Jammer - ATK UR | Any | 150 | Invisibility Device I · ATK At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. In combat, the enemy's DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Jammer - Armor UR | Any | 150 | Invisibility Device I · Armor At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. In combat, the enemy's Armor -50%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Jammer - Crit UR | Any | 150 | Invisibility Device I · Crit At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. In combat, the enemy's Crit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Jammer - Crit DMG UR | Any | 150 | Invisibility Device I · Crit DMG At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. In combat, the enemy's Crit DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Jammer - DMG UP UR | Any | 150 | Invisibility Device I · DMG UP At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. In combat, the enemy's DMG Taken +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Jammer - Dodge UR | Any | 150 | Invisibility Device I · Dodge At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. In combat, the enemy's Dodge Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Stealth Jammer - Hit UR | Any | 150 | Invisibility Device I · Hit At the end of the action, if there are no enemies within the adjacent (2 tiles) area, gain Stealth I with a trigger interval of 3 turns. In combat, the enemy's Hit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Trickster SSSR | Any | 150 | Trickster Drive · Re-ATK At the end of action, if there are no enemies within 2 tiles, gains Stealth, lasting 2 turns. This effect has a 3-turn trigger interval. Gains Code Concealment: causes self and 1 chosen ally within 4 tiles to enter Stealth II, lasting 2 turns. When re-attacking, Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. |
Move Point Add · 20
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Accelerator SSR | Light | 150 | Improved Movement I ST Movement +1. ST Body's HP +10%, DMG Dealt +5%. | |
| Conqueror SSSR | Any | 150 | Conqueror Drive · Armor No ST type restriction. ST Movement +1. When in combat, enemy Armor is reduced by 50%. ST Body HP +10% and DMG Dealt +5%. | |
| Maneuver Amplifier - Ballistics UR | Light | 150 | Improved Movement I · Ballistics ST Movement +1. When engaging in combat with a target at Ideal Range, gain DMG +10% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Amplifier - First Strike UR | Light | 150 | Improved Movement I · First Strike ST Movement +1. On the 1st active attack per turn, DMG +7.5% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Amplifier - Flurry Strike UR | Light | 150 | Improved Movement I · Flurry Strike ST Movement +1. When launching Flurry Strike or Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Amplifier - Guard UR | Light | 150 | Improved Movement I · Guard ST Movement +1. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Amplifier - Link UR | Light | 150 | Improved Movement I · Link ST Movement +1. When launching Link Attack, DMG +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Amplifier - Re-ATK UR | Light | 150 | Improved Movement I · Re-ATK ST Movement +1. After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Amplifier - Retaliation UR | Light | 150 | Improved Movement I · Retaliation ST Movement +1. When Retaliating, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Amplifier - Vigilant UR | Light | 150 | Improved Movement I · Vigilant ST Movement +1. When launching Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Jammer - ATK UR | Light | 150 | Improved Movement I · ATK ST Movement +1. In combat, the enemy's DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Jammer - Armor UR | Light | 150 | Improved Movement I · Armor ST Movement +1. In combat, the enemy's Armor -50%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Jammer - Crit UR | Light | 150 | Improved Movement I · Crit ST Movement +1. In combat, the enemy's Crit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Jammer - Crit DMG UR | Light | 150 | Improved Movement I · Crit DMG ST Movement +1. In combat, the enemy's Crit DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Jammer - DMG UP UR | Light | 150 | Improved Movement I · DMG UP ST Movement +1. In combat, the enemy's DMG Taken +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Jammer - Dodge UR | Light | 150 | Improved Movement I · Dodge ST Movement +1. In combat, the enemy's Dodge Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Maneuver Jammer - Hit UR | Light | 150 | Improved Movement I · Hit ST Movement +1. In combat, the enemy's Hit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Pioneer SSSR | Any | 150 | Pioneer Drive · First Strike No ST type restriction. ST Movement +1. When actively attacking for the 1st time each turn, DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. | |
| Strider SSSR | Light | 150 | Strider Drive · Hit When actively attacking, if having moved at least 5 tiles, gains Absolute Dodge. Removes after triggering. Can trigger again after an interval of 2 turns. ST Movement +1. When in combat, enemy Hit Rate -10%. ST Body HP +10% and DMG +5%. | |
| Striker SSSR | Light | 150 | Striker Drive · Re-ATK When actively attacking, if having moved 4 or more tiles, gains Movement UP, lasting 1 turn. ST Movement +1. When re-attacking, Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. |
Power Add · 18
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Power Amplifier - Ballistics UR | Any | 150 | Power Boost III · Ballistics ST gains an extra 300 Power. When engaging in combat with a target at Ideal Range, gain DMG +10% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Amplifier - First Strike UR | Any | 150 | Power Boost III · First Strike ST gains an extra 300 Power. On the 1st active attack per turn, DMG +7.5% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Amplifier - Flurry Strike UR | Any | 150 | Power Boost III · Flurry Strike ST gains an extra 300 Power. When launching Flurry Strike or Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Amplifier - Guard UR | Any | 150 | Power Boost III · Guard ST gains an extra 300 Power. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Amplifier - Link UR | Any | 150 | Power Boost III · Link ST gains an extra 300 Power. When launching Link Attack, DMG +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Amplifier - Re-ATK UR | Any | 150 | Power Boost III · Re-ATK ST gains an extra 300 Power. After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Amplifier - Retaliation UR | Any | 150 | Power Boost III · Retaliation ST gains an extra 300 Power. When Retaliating, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Amplifier - Vigilant UR | Any | 150 | Power Boost III · Vigilant ST gains an extra 300 Power. When launching Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Bank SSR | Any | 150 | Power Boost III ST gains an extra 300 Power. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Bank SR | Any | 125 | Power Boost II ST gains an extra 250 Power. ST Body's HP +8%, DMG Dealt +3%. | |
| Power Bank R | Any | 100 | Power Boost I ST gains an extra 200 Power. ST Body's HP +6%, DMG Dealt +2%. | |
| Power Jammer - ATK UR | Any | 150 | Power Boost III · ATK ST gains an extra 300 Power. In combat, the enemy's DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Jammer - Armor UR | Any | 150 | Power Boost III · Armor ST gains an extra 300 Power. In combat, the enemy's Armor -50%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Jammer - Crit UR | Any | 150 | Power Boost III · Crit ST gains an extra 300 Power. In combat, the enemy's Crit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Jammer - Crit DMG UR | Any | 150 | Power Boost III · Crit DMG ST gains an extra 300 Power. In combat, the enemy's Crit DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Jammer - DMG UP UR | Any | 150 | Power Boost III · DMG UP ST gains an extra 300 Power. In combat, the enemy's DMG Taken +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Jammer - Dodge UR | Any | 150 | Power Boost III · Dodge ST gains an extra 300 Power. In combat, the enemy's Dodge Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Power Jammer - Hit UR | Any | 150 | Power Boost III · Hit ST gains an extra 300 Power. In combat, the enemy's Hit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. |
Radar · 20
| Name | For ST | Weight | Skill | |
|---|---|---|---|---|
| Architect SSSR | Any | 150 | Architect Drive – First Strike Enables the ST's adjacent 2-tile area to become a valid attack zone for ally Missile Launcher and Rocket Launcher attacks. Hit Rate +25% for attacks induced by Backpack effects. When initiating combat for the first time each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10% and DMG +5%. | |
| Guide SSSR | Any | 150 | Guide Drive · Re-ATK Gains Code Tracer Coating. Enables the ST's adjacent 2-tile area to become a valid attack zone for allied Missile Launcher and Rocket Launcher attacks. When re-attacking, Hit Rate +10% and Crit Rate +5%. ST Body HP +10% and DMG Dealt +5%. | |
| Mini Radar SSR | Any | 150 | TacW Guidance II Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. ST Body's HP +10%, DMG Dealt +5%. | |
| Mini Radar SR | Any | 125 | TacW Guidance I Enables the ST's adjacent (1 tile) area to become a valid attack zone for allies' Missile and Rocket attacks. ST Body's HP +8%, DMG Dealt +3%. | |
| Radar Amplifier - Ballistics UR | Any | 150 | TacW Guidance II · Ballistics Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. When engaging in combat with a target at Ideal Range, gain DMG +10% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Amplifier - First Strike UR | Any | 150 | TacW Guidance II · First Strike Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. On the 1st active attack per turn, DMG +7.5% and Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Amplifier - Flurry Strike UR | Any | 150 | TacW Guidance II · Flurry Strike Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. When launching Flurry Strike or Gusty Strike, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Amplifier - Guard UR | Any | 150 | TacW Guidance II · Guard Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. When performing Guard, Crit RES +15% and Crit DMG RES +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Amplifier - Link UR | Any | 150 | TacW Guidance II · Link Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. When launching Link Attack, DMG +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Amplifier - Re-ATK UR | Any | 150 | TacW Guidance II · Re-ATK Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Amplifier - Retaliation UR | Any | 150 | TacW Guidance II · Retaliation Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. When Retaliating, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Amplifier - Vigilant UR | Any | 150 | TacW Guidance II · Vigilant Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. When launching Vigilant Shot, Hit Rate +15% and Crit Rate +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Jammer - ATK UR | Any | 150 | TacW Guidance II · ATK Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. In combat, the enemy's DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Jammer - Armor UR | Any | 150 | TacW Guidance II · Armor Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. In combat, the enemy's Armor -50%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Jammer - Crit UR | Any | 150 | TacW Guidance II · Crit Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. In combat, the enemy's Crit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Jammer - Crit DMG UR | Any | 150 | TacW Guidance II · Crit DMG Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. In combat, the enemy's Crit DMG -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Jammer - DMG UP UR | Any | 150 | TacW Guidance II · DMG UP Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. In combat, the enemy's DMG Taken +10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Jammer - Dodge UR | Any | 150 | TacW Guidance II · Dodge Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. In combat, the enemy's Dodge Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Radar Jammer - Hit UR | Any | 150 | TacW Guidance II · Hit Enables the ST's adjacent (2 tiles) area to become a valid attack zone for allies' Missile and Rocket attacks. In combat, the enemy's Hit Rate -10%. ST Body's HP +10%, DMG Dealt +5%. | |
| Scout SSSR | Any | 150 | Scout Drive · DMG UP View distance +1 in Arashi Fog stages. Can use Code Radar Detection: removes Stealth from all enemy STs within 4 tiles. Triggers Re-ATK in place afterward. Enables the ST's adjacent 2-tile area to become a valid attack zone for allied Missile Launcher and Rocket Launcher attacks. When in combat, enemy DMG Taken +10%. ST Body HP +10% and DMG Dealt +5%. |
Ads help keep this site running. If you don’t mind, allow ads on it in your ad blocker.