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Backpacks

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All 184 backpacks by main type: which ST class can carry each, its weight, skill and rarity; filter by name, skill or rarity.

Ammo · 7

NameFor STWeightSkill
Ammo Amplifier - First Strike
UR
Medium150TacW 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
Medium150TacW 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
Medium150TacW Capacity UP II
Tactical Weapon Ammo Capacity +2.
ST Body's HP +10%, DMG Dealt +5%.
Ammo Crate
SR
Medium125TacW Capacity UP I
Tactical Weapon Ammo Capacity +1.
ST Body's HP +8%, DMG Dealt +3%.
Devastator
SSSR
Medium150Devastator 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
Medium150Supplier 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
Medium150Sustainer 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

NameFor STWeightSkill
Juggernaut
SSSR
Any150Juggernaut 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

NameFor STWeightSkill
Jammer - ATK
SSR
Any150ATK RES III
In combat, the enemy's DMG -10%.
ST's Body HP +10%.
Jammer - ATK
SR
Any125ATK RES II
In combat, the enemy's DMG -6%.
ST's Body HP +8%.
Jammer - ATK
R
Any100ATK RES I
In combat, the enemy's DMG -4%.
ST's Body HP +6%.
Jammer - Armor
SSR
Any150Armor RES III
In combat, the enemy's Armor -50%.
ST's Body HP +10%.
Jammer - Armor
SR
Any125Armor RES II
In combat, the enemy's Armor -30%.
ST's Body HP +8%.
Jammer - Armor
R
Any100Armor RES I
In combat, the enemy's Armor -20%.
ST's Body HP +6%.
Jammer - Crit
SSR
Any150Crit RES III
In combat, the enemy's Crit Rate -10%.
ST's Body HP +10%.
Jammer - Crit
SR
Any125Crit RES II
In combat, the enemy's Crit Rate -6%.
ST's Body HP +8%.
Jammer - Crit
R
Any100Crit RES I
In combat, the enemy's Crit Rate -4%.
ST's Body HP +6%.
Jammer - Crit DMG
SSR
Any150Crit DMG RES III
In combat, the enemy's Crit DMG -10%.
ST's Body HP +10%.
Jammer - Crit DMG
SR
Any125Crit DMG RES II
In combat, the enemy's Crit DMG -6%.
ST's Body HP +8%.
Jammer - Crit DMG
R
Any100Crit DMG RES I
In combat, the enemy's Crit DMG -4%.
ST's Body HP +6%.
Jammer - DMG UP
SSR
Any150DMG Boost III
In combat, the enemy's DMG Taken +10%.
ST's Body HP +10%.
Jammer - DMG UP
SR
Any125DMG Boost II
In combat, the enemy's DMG Taken +6%.
ST's Body HP +8%.
Jammer - DMG UP
R
Any100DMG Boost I
In combat, the enemy's DMG Taken +4%.
ST's Body HP +6%.
Jammer - Dodge
SSR
Any150Dodge RES III
In combat, the enemy's Dodge Rate -10%.
ST's Body HP +10%.
Jammer - Dodge
SR
Any125Dodge RES II
In combat, the enemy's Dodge Rate -6%.
ST's Body HP +8%.
Jammer - Dodge
R
Any100Dodge RES I
In combat, the enemy's Dodge Rate -4%.
ST's Body HP +6%.
Jammer - Hit
SSR
Any150Hit RES III
In combat, the enemy's Hit Rate -10%.
ST's Body HP +10%.
Jammer - Hit
SR
Any125Hit RES II
In combat, the enemy's Hit Rate -6%.
ST's Body HP +8%.
Jammer - Hit
R
Any100Hit RES I
In combat, the enemy's Hit Rate -4%.
ST's Body HP +6%.

Enhance · 24

NameFor STWeightSkill
Amplifier - Ballistics
SSR
Any150Ballistic 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
Any125Ballistic 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
Any100Ballistic 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
Any150Improved 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
Any125Improved 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
Any100Improved 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
Any150Improved 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
Any125Improved 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
Any100Improved 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
Any150Improved Guard III
When performing Guard, Crit RES +15% and Crit DMG RES +10%.
ST's Body HP +10%.
Amplifier - Guard
SR
Any125Improved Guard II
When performing Guard, Crit RES +9% and Crit DMG RES +6%.
ST's Body HP +8%.
Amplifier - Guard
R
Any100Improved Guard I
When performing Guard, Crit RES +6% and Crit DMG RES +4%.
ST's Body HP +6%.
Amplifier - Link
SSR
Any150Enhanced Link III
When launching Link Attack, DMG +15% and Crit Rate +10%.
ST's Body HP +10%.
Amplifier - Link
SR
Any125Enhanced Link II
When launching Link Attack, DMG +9% and Crit Rate +6%.
ST's Body HP +8%.
Amplifier - Link
R
Any100Enhanced Link I
When launching Link Attack, DMG +6% and Crit Rate +4%.
ST's Body HP +6%.
Amplifier - Re-ATK
SSR
Any150Improved Re-ATK III
After triggering Re-ATK, Hit Rate +10%, Crit Rate +5%.
ST's Body HP +10%.
Amplifier - Re-ATK
SR
Any125Improved Re-ATK II
After triggering Re-ATK, Hit Rate +6%, Crit Rate +3%.
ST's Body HP +8%.
Amplifier - Re-ATK
R
Any100Improved Re-ATK I
After triggering Re-ATK, Hit Rate +4%, Crit Rate +2%.
ST's Body HP +6%.
Amplifier - Retaliation
SSR
Any150Improved Retaliation III
When Retaliating, Hit Rate +15% and Crit Rate +10%.
ST's Body HP +10%.
Amplifier - Retaliation
SR
Any125Improved Retaliation II
When Retaliating, Hit Rate +9% and Crit Rate +6%.
ST's Body HP +8%.
Amplifier - Retaliation
R
Any100Improved Retaliation I
When Retaliating, DMG +6% and Crit Rate +4%.
ST's Body HP +6%.
Amplifier - Vigilant
SSR
Any150Improved Vigilant III
When launching Vigilant Shot, Hit Rate +15% and Crit Rate +10%.
ST's Body HP +10%.
Amplifier - Vigilant
SR
Any125Improved Vigilant II
When launching Vigilant Shot, Hit Rate +9% and Crit Rate +6%.
ST's Body HP +8%.
Amplifier - Vigilant
R
Any100Improved Vigilant I
When launching Vigilant Shot, Hit Rate +6% and Crit Rate +4%.
ST's Body HP +6%.

Flow · 19

NameFor STWeightSkill
Enforcer
SSSR
Light150Enforcer 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Flying 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
Light150Marauder 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
Light150Overlord 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
Light150Predator 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

NameFor STWeightSkill
Guardian
SSSR
Medium1,000Guardian 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
Medium1,000Repair 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
Medium800Repair 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
Medium600Repair 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
Light1,000Rejuvenator 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
Medium1,000Repair 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
Medium1,000Repair 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
Medium1,000Repair 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
Medium1,000Repair 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
Medium1,000Repair 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
Medium1,000Repair 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
Medium1,000Repair 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
Medium1,000Repair 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
Medium1,000Repair 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
Medium1,000Savior 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

NameFor STWeightSkill
Custodian
SSSR
Heavy150Custodian 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
Heavy150TacW DMG Reduction II
When attacked by a Tactical Weapon, DMG Taken -25%.
ST's Body HP +10%.
Inducer
SR
Heavy125TacW DMG Reduction I
When attacked by a Tactical Weapon, DMG Taken -15%.
ST's Body HP +8%.
Resistor
SSSR
Any150Resistor 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
Heavy150Sentinel 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150TacW 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
Heavy150Suppressor 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

NameFor STWeightSkill
Concealer
SSSR
Any150Concealer 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
Any150Executioner 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
Any150Invisibility 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
Any150Shadow 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Invisibility 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
Any150Trickster 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

NameFor STWeightSkill
Accelerator
SSR
Light150Improved Movement I
ST Movement +1.
ST Body's HP +10%, DMG Dealt +5%.
Conqueror
SSSR
Any150Conqueror 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved 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
Light150Improved Movement I · Hit
ST Movement +1.
In combat, the enemy's Hit Rate -10%.
ST Body's HP +10%, DMG Dealt +5%.
Pioneer
SSSR
Any150Pioneer 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
Light150Strider 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
Light150Striker 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

NameFor STWeightSkill
Power Amplifier - Ballistics
UR
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power Boost III
ST gains an extra 300 Power.
ST Body's HP +10%, DMG Dealt +5%.
Power Bank
SR
Any125Power Boost II
ST gains an extra 250 Power.
ST Body's HP +8%, DMG Dealt +3%.
Power Bank
R
Any100Power Boost I
ST gains an extra 200 Power.
ST Body's HP +6%, DMG Dealt +2%.
Power Jammer - ATK
UR
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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
Any150Power 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

NameFor STWeightSkill
Architect
SSSR
Any150Architect 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
Any150Guide 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
Any150TacW 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
Any125TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150TacW 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
Any150Scout 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%.