Rainbow chips
Updated:
Which gold chips to keep and which Rainbow chips to take: main attribute and extra effects of red, yellow and blue chips, with γ1 and γ2 examples.
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Which gold red chips to keep
Keep only: L-3, B-3, Y-6 and Y-5.
| Purpose | Which chips |
|---|---|
| Main Attribute and Overclocking | Chips of every type (example: a Melee Y-6 chip). |
| Extra Effect and Overclocking | Any chips; examples below. |
Extra effect examples (Melee Y-6)
| Chip | Extra Effect |
|---|---|
| Ranged+150 | When piloting Light, Light ST Dodge +51. |
| Light ST Defense+150 | Melee grants Melee Crit +59. |
| Mechanics+150 | Melee grants Melee Crit +63. |
Which gold yellow chips to keep
Keep: L-1, L-2, L-3; B-1, B-2, B-3; Y-1, Y-4, Y-5, Y-6.
| Purpose | Which chips |
|---|---|
| Main Attribute and Overclocking | Chips of every type (example: an Assault Pilot Y-6 chip). |
| Extra Effect and Overclocking | Any chips; examples below. |
Extra effect examples (Assault Pilot Y-6)
| Chip | Extra Effect |
|---|---|
| Melee Hit+150 | Assault grants Assault +70. |
| Assault Hit+150 | Assault grants Assault +70. |
| Ranged Crit+150 | When piloting Light, Light ST Dodge +51. |
Which gold blue chips to keep
Keep: L-1, L-2, L-3; B-1, B-2, B-3; Y-1, Y-4, Y-5, Y-6.
| Purpose | Which chips |
|---|---|
| Main Attribute and Overclocking | Chips of every type (example: a Sniper Pilot Y-6 chip). |
| Extra Effect and Overclocking | Any chips; examples below. |
Extra effect examples (Sniper Pilot Y-6)
| Chip | Extra Effect |
|---|---|
| Heavy ST Crit RES+115 | Ranged grants Ranged +43. |
| Medium ST Crit DMG RES+130 | Ranged grants Ranged +66. |
| Light ST Dodge+150 | Ranged grants Ranged Crit +45. |
Rainbow red chips: main attribute and extra effects
Main attribute (one of five): Melee, Assault, Ranged, Tactical or Mechanics. A chip also has two extra effects, Defensive and Hit or Crit, and a hidden slot (“?”). Worth keeping: chips whose extra effect is in bold below.
| Extra effect | Possible lines (bold = recommended) |
|---|---|
| Defensive | When piloting Light ST, Crit RES + When piloting Light ST, Crit DMG RES+ When piloting Light ST, Dodge + When piloting Medium ST, Crit RES + When piloting Medium ST, Crit DMG RES+ When piloting Medium ST, Dodge + When piloting Heavy ST, Crit RES+ When piloting Heavy ST, Crit DMG RES + |
| Hit or Crit | Melee grants Melee Hits + Melee grants Melee Crit + Assault grants Assault Hits + Assault grants Assault Crit + Ranged grants Ranged Hits + Ranged grants Ranged Crit + Tactical grants Tactical Hits + Tactical grants Tactical Crit + |
Rainbow yellow chips: main attribute and extra effects
Main attribute (one of eight): Hit or Crit for Melee, Assault, Ranged or Tactical; the best are Tactical Hit and all four Crit attributes. A chip also has two extra effects, Offensive and Defensive, and a hidden slot (“?”). Worth keeping: chips whose extra effect is in bold below.
| Extra effect | Possible lines (bold = recommended) |
|---|---|
| Offensive | Melee grants Melee + Assault grants Assault + Ranged grants Ranged + Tactical grants Tactical + Manipulator grants Mechanist + When piloting Light ST, Defense + When piloting Medium ST, Defense + When piloting Heavy ST, Defense + |
| Defensive | When piloting Light ST, Crit RES + When piloting Light ST, Crit DMG RES+ When piloting Light ST, Dodge + When piloting Medium ST, Crit RES + When piloting Medium ST, Crit DMG RES+ When piloting Medium ST, Dodge + When piloting Heavy ST, Crit RES+ When piloting Heavy ST, Crit DMG RES + |
Rainbow blue chips: main attribute and extra effects
Main attribute (one of eight): Crit RES for Light, Medium or Heavy ST; Crit DMG RES for Light, Medium or Heavy ST; Dodge for Light or Medium ST. The best are all Crit DMG RES and Dodge attributes. A chip also has two extra effects, Offensive and Hit or Crit, and a hidden slot (“?”). Worth keeping: chips whose extra effect is in bold below.
| Extra effect | Possible lines (bold = recommended) |
|---|---|
| Offensive | Melee grants Melee + Assault grants Assault + Ranged grants Ranged + Tactical grants Tactical + Manipulator grants Mechanist + When piloting Light ST, Defense + When piloting Medium ST, Defense + When piloting Heavy ST, Defense + |
| Hit or Crit | Melee grants Melee Hits + Melee grants Melee Crit + Assault grants Assault Hits + Assault grants Assault Crit + Ranged grants Ranged Hits + Ranged grants Ranged Crit + Tactical grants Tactical Hits + Tactical grants Tactical Crit + |
Example: swapping chips in γ1 (before → after)
Neural Drive section γ1: the red Ranged chip goes from Y-5 to Y-6, the yellow Ranged Crit chip Y-1 stays, the blue Light ST Dodge chip Y-1 comes out and its slot stays empty.
| Chip | Before | After |
|---|---|---|
| Red, Ranged | Y-5 | Y-6 |
| Yellow, Ranged Crit | Y-1 | Y-1 |
| Blue, Light ST Dodge | Y-1 | empty |
γ2 at level 6 with three chips
Neural Drive section γ2 at level 6 with these chips:
| Chip | Label |
|---|---|
| Red, Ranged | Y-6 |
| Yellow, Ranged Crit | Y-5 |
| Blue, Light ST Dodge | Y-5 |
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