Backpack guide
Updated:
Backpacks v3.5: passives and upgrade chains by Armed Conquest section (AC 6–19), the weapon-switch backpack and AC rewards.
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- The tables show which Amplifier or Jammer to use for each Rank 2 backpack (as of CN version 3.2).
- Only these combinations lead to the later Rainbow backpacks.
- If you have many backpacks of one type, you can make your own combination (for example, Powerbank + Armor Jammer), but such a combination has no Rainbow version.
- “How many to craft (Michu)” is how many Michu recommends and plans to craft; craft more if you can afford it.
Jammer/Amplifier backpacks: passives and upgrade chain (AC 6–7)
Upgrade chain: Jammer/Amplifier → Rank 2 Backpack → Rainbow; each cell shows the backpack’s effect type.
| All passives | AC | Jammer/Amplifier | Rank 2 Backpack | Rainbow | How many to craft (Michu) |
|---|---|---|---|---|---|
| Activate the Aura: when allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken −25%. Similar effects cannot stack. When allies within 1 adjacent tile are hit by a Missile attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie. When retaliating: DMG +15% and Crit Rate +10%. ST Body HP +10%, DMG +5% | AC 6 | Retaliation | Retaliation | Retaliation | 0 |
| No ST type restriction. ST movement +1. In combat, Enemy Armor −50%. ST Body HP +10%, DMG +5% | AC 6 | Armor | Armor | Armor | 1-2 |
| At the end of the action, if there are no enemies within 2 adjacent tiles, gains Stealth for 2 turns. This effect has a 3-turn trigger interval. At the start of the action, if Stealth is active, restores 1 AP. In combat, Enemy DMG Taken +10%. ST Body HP +10%, DMG +5% | AC 7 | DMG UP | DMG UP | DMG UP | 0 |
Backpacks (AC 7–10): Shawnee’s unique weapon and other passives
| All passives | AC | Jammer/Amplifier | Rank 2 Backpack | Rainbow | How many to craft (Michu) |
|---|---|---|---|---|---|
(1) Unique weapon of Shawnee.(2) On the first active attack each turn: DMG +7.5% and Crit Rate +5%, ST Body HP +10%, DMG +5%. (3) When attacking with a Rail Gun, DMG rises by 6% for every 1 ammo in the magazine, up to 30%. (4) When actively attacking with a Rail Gun, if a part is destroyed, 1 ammo is reloaded after combat. This effect has a 1-turn trigger interval. 4 passives | AC 7 | First Strike → First Strike → | 0 | ||
| ST movement type changes to Levitating: the ST can pass over low obstacles. Before initiating combat with an active attack, if the target is in the movement path, the retaliation is guaranteed to miss. Up to 1 time per turn. On the first combat initiated each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 9 | First Strike | First Strike | First Strike | 0 |
| At the start of the action, repairs itself and allies within 1 ring, once: restores HP equal to 0.6x the Manipulator’s Repair AMT. Does not repair destroyed parts. In combat, Enemy DMG −10%. | AC 9 | Attack | Attack | Attack | 0 |
| Can use the Weapon Switch code up to 1 time per turn. After the action, if both arms are intact, can use the Weapon Switch code 1 more time every 2 turns. In combat, Enemy DMG Taken +10%. The ST gains an extra 300 Power. ST Body HP +10%, DMG +5% | AC 10 | DMG UP | DMG UP | DMG UP | 3-5 |
Backpacks (AC 10–12): passives and chains
| All passives | AC | Jammer/Amplifier | Rank 2 Backpack | Rainbow | How many to craft (Michu) |
|---|---|---|---|---|---|
| The 2-tile area around the ST becomes a valid attack zone for allied Missile Launcher and Rocket Launcher attacks. Hit Rate +25% for attacks triggered by backpack effects. On the first combat initiated each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 10 | First Strike | First Strike | First Strike | 0 |
| Tactical Weapon ammo capacity +2. After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%. Can use the Quick Reload command; it shares a cooldown with other ammo-reload skills. ST Body HP +10%, DMG +5% | AC 11 | Re-ATK | Re-ATK | Re-ATK | 0 |
| No ST type restriction. When attacking with a Tactical Weapon: DMG Taken −25% and gains 1 Charge stack. Similar effects cannot stack. If you are the target, gain 1 extra stack. At 6 Charge stacks, repairs 15% HP of all parts and restores 1 AP after combat. In combat, Enemy DMG −10%. ST Body HP +10% | AC 11 | Attack | Attack | Attack | 0 |
| On deployment gains Stealth for 2 turns. At the end of the action, if there are no enemies within 1 adjacent tile, gains Stealth for 2 turns. This effect has a 3-turn trigger interval. On the first combat initiated each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 12 | First Strike | First Strike | First Strike | 0 |
Backpacks (AC 12–14): passives, Fia’s unique weapon
| All passives | AC | Jammer/Amplifier | Rank 2 Backpack | Rainbow | How many to craft (Michu) |
|---|---|---|---|---|---|
| Moving 4 or more tiles before an active attack grants movement +1 for 1 turn. ST movement +1. After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 12 | Re-ATK | Re-ATK | Re-ATK | 1-2 |
| ST movement +1. ST movement type changes to Levitating: the ST can pass over low obstacles. In combat, Enemy DMG Taken +10%. ST Body HP +10%, DMG +5% | AC 13 | DMG UP | DMG UP | DMG UP | 2-3 |
(1) Unique weapon of Fia.(2) On the first active attack each turn: DMG +7.5% and Crit Rate +5%, ST Body HP +10%, DMG +5%. (3) When attacking debuffed targets with a Rail Gun: DMG +20%. (4) When attacking with a Rail Gun, if 3 or more targets are hit, 1 ammo is reloaded after combat. This effect has a 1-turn trigger interval. 4 passives | AC 13 | First Strike → First Strike → | 0-1 | ||
| No ST type restriction. ST movement +1. On the first active attack each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 14 | First Strike | First Strike | First Strike | 0-1 |
Backpacks (AC 14–15): passives
| All passives | AC | Jammer/Amplifier | Rank 2 Backpack | Rainbow | How many to craft (Michu) |
|---|---|---|---|---|---|
| Vision +1 on stages with Fog. Can use the Detection code: removes Stealth from all enemies within 4 tiles. After use, can Re-ATK from the same spot. The 2-tile area around the ST becomes a valid attack zone for allied Missile and Rocket attacks. In combat, Enemy DMG Taken +10%. ST Body HP +10%, DMG +5% | AC 14 | DMG UP | DMG UP | DMG UP | 0 |
| At the start of the action randomly reloads 1 round into a non-depleted Tactical Weapon magazine. Tactical Weapon ammo capacity +2. On the first active attack each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 15 | First Strike | First Strike | First Strike | 1-2 |
| At the start of the action performs Passive Repair on 3 random allies within 3 adjacent tiles. Repair AMT equals 0.4x the Manipulator’s Repair AMT. Does not repair destroyed parts. In combat, Enemy Crit Rate −10%. | AC 15 | Crit | Crit | Crit | 1 |
Backpacks (AC 16–17): passives
| All passives | AC | Jammer/Amplifier | Rank 2 Backpack | Rainbow | How many to craft (Michu) |
|---|---|---|---|---|---|
| After an active Tactical Weapons attack, applies a debuff to the attacker: [After a Tactical Weapon is used, all Tactical Weapons go on cooldown, and fixed DMG equal to 5% of max HP is dealt]. When attacking with a Tactical Weapon: DMG Taken −25%. In combat, Enemy Crit DMG −10%. ST Body HP +10% | AC 16 | Crit DMG | Crit DMG | Crit DMG | 0-1 |
| When actively attacking while in Stealth: Crit Rate +50% for that attack. The effect triggers only once. At the end of the action, if there are no enemies within 2 adjacent tiles, gains Stealth for 2 turns. This effect has a 3-turn trigger interval. On the first active attack each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 16 | First Strike | First Strike | First Strike | 0-1 |
| At the end of the action, if there are no enemies within 2 adjacent tiles, gains Stealth for 2 turns. This effect has a 3-turn trigger interval. Gains the Concealment code: gives you and a chosen ally within 4 tiles Stealth for 2 turns. You can keep acting with the remaining movement. After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 17 | Re-ATK | Re-ATK | Re-ATK | 0-1 |
| When attacking with a Tactical Weapon: DMG Taken −25%. DMG Taken from Code Skills −15% for friendly units within guard range; the effect does not stack. After taking Code Skill DMG, restores 15% HP of the Body part; triggers once per turn. In combat, Enemy DMG −10%. ST Body HP +10% | AC 17 | Attack | Attack | Attack | 0-1 |
Backpacks (AC 18–19): passives, Rosa J’s unique weapon
| All passives | AC | Jammer/Amplifier | Rank 2 Backpack | Rainbow | How many to craft (Michu) |
|---|---|---|---|---|---|
| Can use the Optical Mark code: the next attack applies a debuff: cannot enter Stealth, Dodge −15% for 1 turn; and can Re-ATK from the same spot. The 2-tile area around the ST becomes a valid attack zone for allied Missile and Rocket attacks. After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 18 | Re-ATK | Re-ATK | Re-ATK | 0-1 |
| When initiating combat, if the target is in the movement path and a part is destroyed, applies Unable to move to the target for 1 turn; triggers once per turn. ST movement type changes to Levitating: the ST can pass over low obstacles. After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 18 | Re-ATK | Re-ATK | Re-ATK | 0-1 |
| After an active attack, if 2 or more ammo were used, gains 1 random buff for 2 turns. Tactical Weapon ammo capacity +2. On the first active attack each turn: DMG +7.5% and Crit Rate +5%. ST Body HP +10%, DMG +5% | AC 19 | First Strike | First Strike | First Strike | 0-1 |
(1) Unique weapon of Rosa: Judgement.(2) On the first active attack each turn: DMG +7.5% and Crit Rate +5%, ST Body HP +10%, DMG +5%. (3) When used by a pilot with Hyper-Aptamer aptitude: Cutter weapon range +1 and DMG +20%. (4) Cutter max ammo +1. When actively attacking 4 or more targets with a Cutter, restores 1 ammo charge after combat. Triggers only 1 time per 2 turns. 4 passives | AC 19 | First Strike → First Strike → | 1 | ||
AC X backpack and version info
| All passives | AC | Jammer/Amplifier | Rank 2 Backpack | Rainbow | How many to craft (Michu) |
|---|---|---|---|---|---|
| Melee attacks can hit flying targets. ST movement type changes to Levitating: the ST can pass over low obstacles. After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%. ST Body HP +10%, DMG +5% | AC X | Re-ATK | Re-ATK | Re-ATK | 1 |
Armed Conquest rewards by section: AC 1–19
Pilots’ unique weapons, backpack blueprints and dossiers for each section are on the Armed Conquest page, with AC 12–19 under “Upcoming sections”.
Weapon switch backpack: pilots and effects
| Pilots | Effect |
|---|---|
| Y2 Sector 7 CP: before actively attacking without having moved, can trigger Re-ATK. Can only trigger 1 time per turn. Unable to move before attacking. | |
| Wielding 2 own signature weapons (1st equipped with only buff accessories, 2nd equipped with damage accessories). | |
| Wielding 2 own or different signature weapons (1st equipped with only buff accessories, 2nd equipped with damage accessories). | |
Asuka: hybrid build (polearm + 2× MG) Shinji: hybrid build (HMG + sniper rifle) Hailis: switch weapons for many different Form Skills | |
Ophelia | Cooldown reset trick: swap to the 2nd Phantom Pain code skill. |
Weapon switch backpack: cooldown reset tricks and special builds
| Pilot | Effect |
|---|---|
Paloma | Cooldown reset trick: swap to the 2nd Impromptu Expiriment active skill. |
Adele | Cooldown reset trick: swap to the 2nd Flying Steps code skill. |
Ophelia | Unique build (optional): swap to Natalia’s sniper rifle or Dean’s chainsaw. |
Adele | Preventing enhanced tile overwrite: swap to 2× MG. |
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Shawnee
Fia
Rosa: Judgement
Rosa
William
Frida
Fregata
Matilda
Erisa
Toraoh
Gumusiay
Dean
Natalia
Sylvie
Kelly
Paloma
Audrey
Bertha
Asuka
Shinji
Hailis
Ophelia
Adele