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Modules

Updated:

134 modules with effects per level and 162 modules fitted on ST (repairs included).

All modules · 134

NameTypeEffect (max level)
Accuracy Mod
max Lv. 4
Standalone ModuleHit Rate +10%.
All levels (4)
  • Lv. 1: Hit Rate +3%.
  • Lv. 2: Hit Rate +5%.
  • Lv. 3: Hit Rate +7%.
  • Lv. 4: Hit Rate +10%.
Anti-Assault Mod
max Lv. 4
Standalone ModuleDMG Taken from Assault Weapons -10%.
All levels (4)
  • Lv. 1: DMG Taken from Assault Weapons -3%.
  • Lv. 2: DMG Taken from Assault Weapons -5%.
  • Lv. 3: DMG Taken from Assault Weapons -7%.
  • Lv. 4: DMG Taken from Assault Weapons -10%.
Anti-Melee Mod
max Lv. 4
Standalone ModuleDMG Taken from Melee Weapons -10%.
All levels (4)
  • Lv. 1: DMG Taken from Melee Weapons -3%.
  • Lv. 2: DMG Taken from Melee Weapons -5%.
  • Lv. 3: DMG Taken from Melee Weapons -7%.
  • Lv. 4: DMG Taken from Melee Weapons -10%.
Anti-Sniper Mod
max Lv. 4
Standalone ModuleDMG Taken from Sniper Weapons -10%.
All levels (4)
  • Lv. 1: DMG Taken from Sniper Weapons -3%.
  • Lv. 2: DMG Taken from Sniper Weapons -5%.
  • Lv. 3: DMG Taken from Sniper Weapons -7%.
  • Lv. 4: DMG Taken from Sniper Weapons -10%.
Anti-Tactical Mod
max Lv. 4
Standalone ModuleDMG Taken from AoE Attacks -10%.
All levels (4)
  • Lv. 1: DMG Taken from AoE Attacks -3%.
  • Lv. 2: DMG Taken from AoE Attacks -5%.
  • Lv. 3: DMG Taken from AoE Attacks -7%.
  • Lv. 4: DMG Taken from AoE Attacks -10%.
Armor Mod
max Lv. 4
Standalone ModuleArmor +35%.
All levels (4)
  • Lv. 1: Armor +10%.
  • Lv. 2: Armor +17%.
  • Lv. 3: Armor +25%.
  • Lv. 4: Armor +35%.
Blade Mod
max Lv. 4
Standalone ModuleAlter-Blade DMG +10%.
All levels (4)
  • Lv. 1: Alter-Blade DMG +3%.
  • Lv. 2: Alter-Blade DMG +5%.
  • Lv. 3: Alter-Blade DMG +7%.
  • Lv. 4: Alter-Blade DMG +10%.
Chainsaw Mod
max Lv. 4
Standalone ModuleChainsaw DMG +10%.
All levels (4)
  • Lv. 1: Chainsaw DMG +3%.
  • Lv. 2: Chainsaw DMG +5%.
  • Lv. 3: Chainsaw DMG +7%.
  • Lv. 4: Chainsaw DMG +10%.
Crit DMG Mod
max Lv. 4
Standalone ModuleCrit DMG +10%.
All levels (4)
  • Lv. 1: Crit DMG +3%.
  • Lv. 2: Crit DMG +5%.
  • Lv. 3: Crit DMG +7%.
  • Lv. 4: Crit DMG +10%.
Crit RES Mod
max Lv. 4
Standalone ModuleCrit RES +10%.
All levels (4)
  • Lv. 1: Crit RES +3%.
  • Lv. 2: Crit RES +5%.
  • Lv. 3: Crit RES +7%.
  • Lv. 4: Crit RES +10%.
Crit Rate Mod
max Lv. 4
Standalone ModuleCrit Rate +10%.
All levels (4)
  • Lv. 1: Crit Rate +3%.
  • Lv. 2: Crit Rate +5%.
  • Lv. 3: Crit Rate +7%.
  • Lv. 4: Crit Rate +10%.
Cutter Mod
max Lv. 4
Standalone ModuleCutter DMG +10%.
All levels (4)
  • Lv. 1: Cutter DMG +3%.
  • Lv. 2: Cutter DMG +5%.
  • Lv. 3: Cutter DMG +7%.
  • Lv. 4: Cutter DMG +10%.
DMG Taken Mod
max Lv. 4
Standalone ModuleDMG Taken -10%.
All levels (4)
  • Lv. 1: DMG Taken -3%.
  • Lv. 2: DMG Taken -5%.
  • Lv. 3: DMG Taken -7%.
  • Lv. 4: DMG Taken -10%.
Dodge Mod
max Lv. 4
Standalone ModuleDodge Rate +10%.
All levels (4)
  • Lv. 1: Dodge Rate +3%.
  • Lv. 2: Dodge Rate +5%.
  • Lv. 3: Dodge Rate +7%.
  • Lv. 4: Dodge Rate +10%.
Flamethrower Mod
max Lv. 4
Standalone ModuleFlamethrower DMG +10%.
All levels (4)
  • Lv. 1: Flamethrower DMG +3%.
  • Lv. 2: Flamethrower DMG +5%.
  • Lv. 3: Flamethrower DMG +7%.
  • Lv. 4: Flamethrower DMG +10%.
HMG Mod
max Lv. 4
Standalone ModuleHeavy Machine Gun DMG +10%.
All levels (4)
  • Lv. 1: Heavy Machine Gun DMG +3%.
  • Lv. 2: Heavy Machine Gun DMG +5%.
  • Lv. 3: Heavy Machine Gun DMG +7%.
  • Lv. 4: Heavy Machine Gun DMG +10%.
HP Mod
max Lv. 4
Standalone ModuleHP +10%.
All levels (4)
  • Lv. 1: HP +3%.
  • Lv. 2: HP +5%.
  • Lv. 3: HP +7%.
  • Lv. 4: HP +10%.
Knuckle Mod
max Lv. 4
Standalone ModuleKnuckle DMG +10%.
All levels (4)
  • Lv. 1: Knuckle DMG +3%.
  • Lv. 2: Knuckle DMG +5%.
  • Lv. 3: Knuckle DMG +7%.
  • Lv. 4: Knuckle DMG +10%.
Light Rifle Mod
max Lv. 4
Standalone ModuleLight Rifle DMG +10%.
All levels (4)
  • Lv. 1: Light Rifle DMG +3%.
  • Lv. 2: Light Rifle DMG +5%.
  • Lv. 3: Light Rifle DMG +7%.
  • Lv. 4: Light Rifle DMG +10%.
MG Mod
max Lv. 4
Standalone ModuleMachine Gun DMG +10%.
All levels (4)
  • Lv. 1: Machine Gun DMG +3%.
  • Lv. 2: Machine Gun DMG +5%.
  • Lv. 3: Machine Gun DMG +7%.
  • Lv. 4: Machine Gun DMG +10%.
ML Mod
max Lv. 4
Standalone ModuleMissile DMG +10%.
All levels (4)
  • Lv. 1: Missile DMG +3%.
  • Lv. 2: Missile DMG +5%.
  • Lv. 3: Missile DMG +7%.
  • Lv. 4: Missile DMG +10%.
Maintenance Mod
max Lv. 4
Standalone ModuleBackpack Repair AMT +10%.
All levels (4)
  • Lv. 1: Backpack Repair AMT +3%.
  • Lv. 2: Backpack Repair AMT +5%.
  • Lv. 3: Backpack Repair AMT +7%.
  • Lv. 4: Backpack Repair AMT +10%.
PB Mod
max Lv. 4
Standalone ModulePile Bunker DMG +10%.
All levels (4)
  • Lv. 1: Pile Bunker DMG +3%.
  • Lv. 2: Pile Bunker DMG +5%.
  • Lv. 3: Pile Bunker DMG +7%.
  • Lv. 4: Pile Bunker DMG +10%.
Polearm Mod
max Lv. 4
Standalone ModulePolearm DMG +10%.
All levels (4)
  • Lv. 1: Polearm DMG +3%.
  • Lv. 2: Polearm DMG +5%.
  • Lv. 3: Polearm DMG +7%.
  • Lv. 4: Polearm DMG +10%.
Power Mod
max Lv. 4
Standalone ModuleST Power +100
All levels (4)
  • Lv. 1: ST Power +25
  • Lv. 2: ST Power +50
  • Lv. 3: ST Power +75
  • Lv. 4: ST Power +100
Rail Gun Mod
max Lv. 4
Standalone ModuleRail Gun DMG +10%.
All levels (4)
  • Lv. 1: Rail Gun DMG +3%.
  • Lv. 2: Rail Gun DMG +5%.
  • Lv. 3: Rail Gun DMG +7%.
  • Lv. 4: Rail Gun DMG +10%.
Rocket Mod
max Lv. 4
Standalone ModuleRocket DMG +10%.
All levels (4)
  • Lv. 1: Rocket DMG +3%.
  • Lv. 2: Rocket DMG +5%.
  • Lv. 3: Rocket DMG +7%.
  • Lv. 4: Rocket DMG +10%.
Shotgun Mod
max Lv. 4
Standalone ModuleShotgun DMG +10%.
All levels (4)
  • Lv. 1: Shotgun DMG +3%.
  • Lv. 2: Shotgun DMG +5%.
  • Lv. 3: Shotgun DMG +7%.
  • Lv. 4: Shotgun DMG +10%.
Sniper Rifle Mod
max Lv. 4
Standalone ModuleSniper Rifle DMG +10%.
All levels (4)
  • Lv. 1: Sniper Rifle DMG +3%.
  • Lv. 2: Sniper Rifle DMG +5%.
  • Lv. 3: Sniper Rifle DMG +7%.
  • Lv. 4: Sniper Rifle DMG +10%.
Tending Mod
max Lv. 4
Standalone ModuleReceived Repair AMT +10%.
All levels (4)
  • Lv. 1: Received Repair AMT +3%.
  • Lv. 2: Received Repair AMT +5%.
  • Lv. 3: Received Repair AMT +7%.
  • Lv. 4: Received Repair AMT +10%.
Accumulator Mod
max Lv. 8
Innate ST ModuleBefore actively attacking, if distance moved is 2 tiles or less, DMG +18%;
At end of action, immediately gain 1 AP. This effect has a 1-turn trigger interval.
All levels (8)
  • Lv. 1: Before actively attacking, if distance moved is 2 tiles or less, DMG +3%
  • Lv. 2: Before actively attacking, if distance moved is 2 tiles or less, DMG +4%
  • Lv. 3: Before actively attacking, if distance moved is 2 tiles or less, DMG +6%
  • Lv. 4: Before actively attacking, if distance moved is 2 tiles or less, DMG +8%
  • Lv. 5: Before actively attacking, if distance moved is 2 tiles or less, DMG +10%
  • Lv. 6: Before actively attacking, if distance moved is 2 tiles or less, DMG +12%
  • Lv. 7: Before actively attacking, if distance moved is 2 tiles or less, DMG +14%
  • Lv. 8: Before actively attacking, if distance moved is 2 tiles or less, DMG +18%;
    At end of action, immediately gain 1 AP. This effect has a 1-turn trigger interval.
Adaptive Mod
max Lv. 8
Innate ST ModuleWhen HP is below 50%, DMG Taken -18%.
When HP is above 50%, DMG +20%.
All levels (8)
  • Lv. 1: When HP is below 50%, DMG Taken -3%.
  • Lv. 2: When HP is below 50%, DMG Taken -4%.
  • Lv. 3: When HP is below 50%, DMG Taken -6%.
  • Lv. 4: When HP is below 50%, DMG Taken -8%.
  • Lv. 5: When HP is below 50%, DMG Taken -10%.
  • Lv. 6: When HP is below 50%, DMG Taken -12%.
  • Lv. 7: When HP is below 50%, DMG Taken -14%.
  • Lv. 8: When HP is below 50%, DMG Taken -18%.
    When HP is above 50%, DMG +20%.
Aggression Mod
max Lv. 8
Innate ST ModuleWhen actively attacking, critical hit chance increases by 20%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 15%. This effect is reset upon scoring a critical hit.
When entering Aiming Mode, the attack multiplier is increased by +0.1.
All levels (8)
  • Lv. 1: When actively attacking, critical hit chance increases by 3%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 3%. This effect is reset upon scoring a critical hit.
  • Lv. 2: When actively attacking, critical hit chance increases by 5%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 4%. This effect is reset upon scoring a critical hit.
  • Lv. 3: When actively attacking, critical hit chance increases by 7%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 5%. This effect is reset upon scoring a critical hit.
  • Lv. 4: When actively attacking, critical hit chance increases by 9%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 6%. This effect is reset upon scoring a critical hit.
  • Lv. 5: When actively attacking, critical hit chance increases by 11%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 8%. This effect is reset upon scoring a critical hit.
  • Lv. 6: When actively attacking, critical hit chance increases by 13%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 10%. This effect is reset upon scoring a critical hit.
  • Lv. 7: When actively attacking, critical hit chance increases by 16%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 12%. This effect is reset upon scoring a critical hit.
  • Lv. 8: When actively attacking, critical hit chance increases by 20%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 15%. This effect is reset upon scoring a critical hit.
    When entering Aiming Mode, the attack multiplier is increased by +0.1.
Aim Afar Mod
max Lv. 8
Innate ST ModuleWhen there are no enemies within the adjacent (2 tiles) area, DMG +18%.
Activate the Aura: Grants a Hit Rate +8% to allies within the adjacent (2 tiles) area.
All levels (8)
  • Lv. 1: When there are no enemies within the adjacent (2 tiles) area, DMG +3%.
  • Lv. 2: When there are no enemies within the adjacent (2 tiles) area, DMG +4%.
  • Lv. 3: When there are no enemies within the adjacent (2 tiles) area, DMG +6%.
  • Lv. 4: When there are no enemies within the adjacent (2 tiles) area, DMG +8%.
  • Lv. 5: When there are no enemies within the adjacent (2 tiles) area, DMG +10%.
  • Lv. 6: When there are no enemies within the adjacent (2 tiles) area, DMG +12%.
  • Lv. 7: When there are no enemies within the adjacent (2 tiles) area, DMG +14%.
  • Lv. 8: When there are no enemies within the adjacent (2 tiles) area, DMG +18%.
    Activate the Aura: Grants a Hit Rate +8% to allies within the adjacent (2 tiles) area.
Annihilation Module
max Lv. 8
Innate ST ModuleCritical Hit chance increases by 12%. When actively attacking, Critical Hit chance additionally increases by 3% for each 1 target within skill range, up to a maximum of 12%.
If Critical Hit chance exceeds 50%, Critical Hit DMG increases by 1% for each 1% of Critical Hit chance above the threshold, up to +15%. If an active attack scores a Critical Hit on 2 or more targets, gains 1 AP. This effect can trigger 1 time per turn.
All levels (8)
  • Lv. 1: Critical Hit chance increases by 2%. When actively attacking, Critical Hit chance additionally increases by 2% for each 1 target within skill range, up to a maximum of 2%.
  • Lv. 2: Critical Hit chance increases by 3%. When actively attacking, Critical Hit chance additionally increases by 2% for each 1 target within skill range, up to a maximum of 3%.
  • Lv. 3: Critical Hit chance increases by 4%. When actively attacking, Critical Hit chance additionally increases by 2% for each 1 target within skill range, up to a maximum of 4%.
  • Lv. 4: Critical Hit chance increases by 5%. When actively attacking, Critical Hit chance additionally increases by 2% for each 1 target within skill range, up to a maximum of 5%.
  • Lv. 5: Critical Hit chance increases by 7%. When actively attacking, Critical Hit chance additionally increases by 2% for each 1 target within skill range, up to a maximum of 6%.
  • Lv. 6: Critical Hit chance increases by 8%. When actively attacking, Critical Hit chance additionally increases by 2% for each 1 target within skill range, up to a maximum of 8%.
  • Lv. 7: Critical Hit chance increases by 9%. When actively attacking, Critical Hit chance additionally increases by 3% for each 1 target within skill range, up to a maximum of 9%.
  • Lv. 8: Critical Hit chance increases by 12%. When actively attacking, Critical Hit chance additionally increases by 3% for each 1 target within skill range, up to a maximum of 12%.
    If Critical Hit chance exceeds 50%, Critical Hit DMG increases by 1% for each 1% of Critical Hit chance above the threshold, up to +15%. If an active attack scores a Critical Hit on 2 or more targets, gains 1 AP. This effect can trigger 1 time per turn.
Asynchronous Sensor
max Lv. 4
Innate ST ModuleDMG Dealt increases by 15%. When the target is more than 2 tiles away, DMG Dealt additionally increases by 5% for each 1 tile further away, up to 20%.
All levels (4)
  • Lv. 1: DMG Dealt increases by 3%. When the target is more than 2 tiles away, DMG Dealt additionally increases by 1% for each 1 tile further away, up to 4%.
  • Lv. 2: DMG Dealt increases by 6%. When the target is more than 2 tiles away, DMG Dealt additionally increases by 2% for each 1 tile further away, up to 8%.
  • Lv. 3: DMG Dealt increases by 10%. When the target is more than 2 tiles away, DMG Dealt additionally increases by 3.5% for each 1 tile further away, up to 14%.
  • Lv. 4: DMG Dealt increases by 15%. When the target is more than 2 tiles away, DMG Dealt additionally increases by 5% for each 1 tile further away, up to 20%.
Augmenter
max Lv. 8
Innate ST ModuleWhen attacking a part with HP above 60%, DMG +18%. CP +3 in the lowest unlocked Neural Drive Sector.
All levels (8)
  • Lv. 1: When attacking a part with HP above 60%, DMG +3%.
  • Lv. 2: When attacking a part with HP above 60%, DMG +4%.
  • Lv. 3: When attacking a part with HP above 60%, DMG +6%.
  • Lv. 4: When attacking a part with HP above 60%, DMG +8%.
  • Lv. 5: When attacking a part with HP above 60%, DMG +10%.
  • Lv. 6: When attacking a part with HP above 60%, DMG +12%.
  • Lv. 7: When attacking a part with HP above 60%, DMG +14%.
  • Lv. 8: When attacking a part with HP above 60%, DMG +18%. CP +3 in the lowest unlocked Neural Drive Sector.
Bastion Mod
max Lv. 8
Innate ST ModuleWhen attacking with two weapons of the same type simultaneously, DMG +18%. Assault Weapon Range +1 when retaliating.
All levels (8)
  • Lv. 1: When attacking with two weapons of the same type simultaneously, DMG +3%.
  • Lv. 2: When attacking with two weapons of the same type simultaneously, DMG +4%.
  • Lv. 3: When attacking with two weapons of the same type simultaneously, DMG +6%.
  • Lv. 4: When attacking with two weapons of the same type simultaneously, DMG +8%.
  • Lv. 5: When attacking with two weapons of the same type simultaneously, DMG +10%.
  • Lv. 6: When attacking with two weapons of the same type simultaneously, DMG +12%.
  • Lv. 7: When attacking with two weapons of the same type simultaneously, DMG +14%.
  • Lv. 8: When attacking with two weapons of the same type simultaneously, DMG +18%. Assault Weapon Range +1 when retaliating.
Bombardment Mod
max Lv. 8
Innate ST ModuleWhen executing Code attacks, DMG +18%.
When actively attacking with a Tactical Weapon, if 3 or more targets are hit, randomly reloads 1 Ammo after combat, up to 1 time per turn.
All levels (8)
  • Lv. 1: When executing Code attacks, DMG +3%.
  • Lv. 2: When executing Code attacks, DMG +4%.
  • Lv. 3: When executing Code attacks, DMG +6%.
  • Lv. 4: When executing Code attacks, DMG +8%.
  • Lv. 5: When executing Code attacks, DMG +10%.
  • Lv. 6: When executing Code attacks, DMG +12%.
  • Lv. 7: When executing Code attacks, DMG +14%.
  • Lv. 8: When executing Code attacks, DMG +18%.
    When actively attacking with a Tactical Weapon, if 3 or more targets are hit, randomly reloads 1 Ammo after combat, up to 1 time per turn.
Breaker Mod
max Lv. 8
Innate ST ModuleWhen executing an AoE Attack, DMG Dealt +18%.
If 3 or more targets are hit, inflicts Movement Inhibition I on targets hit after combat, lasting for 2 turns.
All levels (8)
  • Lv. 1: When casting an AoE Attack, DMG Dealt +3%.
  • Lv. 2: When casting an AoE Attack, DMG Dealt +4%.
  • Lv. 3: When casting an AoE Attack, DMG Dealt +6%.
  • Lv. 4: When casting an AoE Attack, DMG Dealt +8%.
  • Lv. 5: When casting an AoE Attack, DMG Dealt +10%.
  • Lv. 6: When casting an AoE Attack, DMG Dealt +12%.
  • Lv. 7: When casting an AoE Attack, DMG Dealt +14%.
  • Lv. 8: When executing an AoE Attack, DMG Dealt +18%.
    If 3 or more targets are hit, inflicts Movement Inhibition I on targets hit after combat, lasting for 2 turns.
Combo Mod
max Lv. 8
Innate ST ModuleAfter triggering Re-ATK, DMG +18%.
Each turn, after triggering the first Re-ATK, AP Cost -1, with a minimum of 1.
All levels (8)
  • Lv. 1: After triggering Re-ATK, DMG +3%.
  • Lv. 2: After triggering Re-ATK, DMG +4%.
  • Lv. 3: After triggering Re-ATK, DMG +6%.
  • Lv. 4: After triggering Re-ATK, DMG +8%.
  • Lv. 5: After triggering Re-ATK, DMG +10%.
  • Lv. 6: After triggering Re-ATK, DMG +12%.
  • Lv. 7: After triggering Re-ATK, DMG +14%.
  • Lv. 8: After triggering Re-ATK, DMG +18%.
    Each turn, after triggering the first Re-ATK, AP Cost -1, with a minimum of 1.
Crusher Mod
max Lv. 8
Innate ST ModuleWhen attacking a target that carries debuffs, DMG +14%.
When inflicting debuffs, the duration +1.
All levels (8)
  • Lv. 1: When attacking a target that carries debuffs, DMG +3%.
  • Lv. 2: When attacking a target that carries debuffs, DMG +4%.
  • Lv. 3: When attacking a target that carries debuffs, DMG +6%.
  • Lv. 4: When attacking a target that carries debuffs, DMG +8%.
  • Lv. 5: When attacking a target that carries debuffs, DMG +10%.
  • Lv. 6: When attacking a target that carries debuffs, DMG +12%.
  • Lv. 7: When attacking a target that carries debuffs, DMG +14%.
  • Lv. 8: When attacking a target that carries debuffs, DMG +14%.
    When inflicting debuffs, the duration +1.
Deep Linker
max Lv. 4
Innate ST ModuleDMG dealt increases by 15%. For each 1 debuff applied, DMG dealt additionally increases by 4%, stacking up to 5 times, lasting for 2 turns.
All levels (4)
  • Lv. 1: DMG dealt increases by 3%. For each 1 debuff applied, DMG dealt additionally increases by 2%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 2: DMG dealt increases by 6%. For each 1 debuff applied, DMG dealt additionally increases by 3%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 3: DMG dealt increases by 10%. For each 1 debuff applied, DMG dealt additionally increases by 3%, stacking up to 5 times, lasting for 2 turns.
  • Lv. 4: DMG dealt increases by 15%. For each 1 debuff applied, DMG dealt additionally increases by 4%, stacking up to 5 times, lasting for 2 turns.
Defender Mod
max Lv. 8
Innate ST ModuleIf unable to retaliate in combat, DMG Taken -18%.
All levels (8)
  • Lv. 1: If unable to retaliate in combat, DMG Taken -3%.
  • Lv. 2: If unable to retaliate in combat, DMG Taken -4%.
  • Lv. 3: If unable to retaliate in combat, DMG Taken -6%.
  • Lv. 4: If unable to retaliate in combat, DMG Taken -8%.
  • Lv. 5: If unable to retaliate in combat, DMG Taken -10%.
  • Lv. 6: If unable to retaliate in combat, DMG Taken -12%.
  • Lv. 7: If unable to retaliate in combat, DMG Taken -14%.
  • Lv. 8: If unable to retaliate in combat, DMG Taken -18%.
Descension Module
max Lv. 8
Innate ST ModuleIncreases DMG dealt to targets within 2 adjacent tiles by 24%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 24%.
Favorable Event trigger rate increases by +10%. DMG calculation will use the highest number of pilot's attributes
All levels (8)
  • Lv. 1: Increases DMG dealt to targets within 2 adjacent tiles by 4%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 4%.
  • Lv. 2: Increases DMG dealt to targets within 2 adjacent tiles by 6%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 6%.
  • Lv. 3: Increases DMG dealt to targets within 2 adjacent tiles by 8%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 8%.
  • Lv. 4: Increases DMG dealt to targets within 2 adjacent tiles by 10%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 10%.
  • Lv. 5: Increases DMG dealt to targets within 2 adjacent tiles by 14%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 14%.
  • Lv. 6: Increases DMG dealt to targets within 2 adjacent tiles by 16%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 16%.
  • Lv. 7: Increases DMG dealt to targets within 2 adjacent tiles by 18%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 18%.
  • Lv. 8: Increases DMG dealt to targets within 2 adjacent tiles by 24%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 24%.
    Favorable Event trigger rate increases by +10%. DMG calculation will use the highest number of pilot's attributes
Doomsday Core
max Lv. 4
Innate ST ModuleReduces DMG taken by 15% when attacked by enemies afflicted with debuffs. DMG dealt increases by 15% when attacking enemies afflicted with debuffs. DMG dealt additionally increases by 3% for each 1 debuff present, up to 30%.
All levels (4)
  • Lv. 1: Reduces DMG taken by 3% when attacked by enemies afflicted with debuffs. DMG dealt increases by 3% when attacking enemies afflicted with debuffs. DMG dealt additionally increases by 1% for each 1 debuff present, up to 6%.
  • Lv. 2: Reduces DMG taken by 6% when attacked by enemies afflicted with debuffs. DMG dealt increases by 6% when attacking enemies afflicted with debuffs. DMG dealt additionally increases by 2% for each 1 debuff present, up to 12%.
  • Lv. 3: Reduces DMG taken by 10% when attacked by enemies afflicted with debuffs. DMG dealt increases by 10% when attacking enemies afflicted with debuffs. DMG dealt additionally increases by 2% for each 1 debuff present, up to 20%.
  • Lv. 4: Reduces DMG taken by 15% when attacked by enemies afflicted with debuffs. DMG dealt increases by 15% when attacking enemies afflicted with debuffs. DMG dealt additionally increases by 3% for each 1 debuff present, up to 30%.
Eruption Mod
max Lv. 8
Innate ST ModuleWhen attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +18%;
Enters the Restriction Removal state, activating the extra module effect integrated within the part.
All levels (8)
  • Lv. 1: When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +3%
  • Lv. 2: When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +4%
  • Lv. 3: When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +6%
  • Lv. 4: When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +8%
  • Lv. 5: When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +10%
  • Lv. 6: When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +12%
  • Lv. 7: When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +14%
  • Lv. 8: When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +18%;
    Enters the Restriction Removal state, activating the extra module effect integrated within the part.
Execution Mod
max Lv. 8
Innate ST ModuleWhen attacking a part with HP lower than 60%, DMG +18%.
If a part is broken, trigger Flurry Strike to deal 0.25x DMG.
All levels (8)
  • Lv. 1: When attacking a part with HP lower than 40%, DMG +3%.
  • Lv. 2: When attacking a part with HP lower than 40%, DMG +4%.
  • Lv. 3: When attacking a part with HP lower than 40%, DMG +6%.
  • Lv. 4: When attacking a part with HP lower than 50%, DMG +8%.
  • Lv. 5: When attacking a part with HP lower than 50%, DMG +10%.
  • Lv. 6: When attacking a part with HP lower than 60%, DMG +12%.
  • Lv. 7: When attacking a part with HP lower than 60%, DMG +14%.
  • Lv. 8: When attacking a part with HP lower than 60%, DMG +18%.
    If a part is broken, trigger Flurry Strike to deal 0.25x DMG.
Flawless Mod
max Lv. 8
Innate ST ModuleWhen HP is higher than 80%, DMG +9%, DMG Taken -9%.
At the start of each turn, restore 8% of HP.
All levels (8)
  • Lv. 1: When HP is full, DMG +1.5% and DMG Taken -1.5%.
  • Lv. 2: When HP is full, DMG +2% and DMG Taken -2%.
  • Lv. 3: When HP is full, DMG +3% and DMG Taken -3%.
  • Lv. 4: When HP is higher than 90%, DMG +4%, DMG Taken -4%.
  • Lv. 5: When HP is higher than 90%, DMG +5%, DMG Taken -5%.
  • Lv. 6: When HP is higher than 80%, DMG +6%, DMG Taken -6%.
  • Lv. 7: When HP is higher than 80%, DMG +7%, DMG Taken -7%.
  • Lv. 8: When HP is higher than 80%, DMG +9%, DMG Taken -9%.
    At the start of each turn, restore 8% of HP.
Focus Mod
max Lv. 8
Innate ST ModuleIf this unit doesn't move before actively attacking, Crit Rate +24%. If a critical hit occurs when attacking, Crit DMG +3% after combat. This effect can stack up to a maximum increase of 15%.
All levels (8)
  • Lv. 1: If this unit doesn't move before actively attacking, Crit Rate +4%.
  • Lv. 2: If this unit doesn't move before actively attacking, Crit Rate +6%.
  • Lv. 3: If this unit doesn't move before actively attacking, Crit Rate +8%.
  • Lv. 4: If this unit doesn't move before actively attacking, Crit Rate +10%.
  • Lv. 5: If this unit doesn't move before actively attacking, Crit Rate +14%.
  • Lv. 6: If this unit doesn't move before actively attacking, Crit Rate +16%.
  • Lv. 7: If this unit doesn't move before actively attacking, Crit Rate +18%.
  • Lv. 8: If this unit doesn't move before actively attacking, Crit Rate +24%. If a critical hit occurs when attacking, Crit DMG +3% after combat. This effect can stack up to a maximum increase of 15%.
Force Field Module
max Lv. 8
Innate ST ModuleWhen attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1.5% of max HP, up to a maximum of 24% of max HP.
Reduces the skill multiplier of all enemies within 3 adjacent tiles by 0.1 (this effect is reduced to 1/4 against Rocket weapons). For every affected target within range, this unit's skill multiplier increases by 0.025, up to a maximum of 0.1.
All levels (8)
  • Lv. 1: When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 0.5% of max HP, up to a maximum of 4% of max HP.
  • Lv. 2: When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 0.5% of max HP, up to a maximum of 6% of max HP.
  • Lv. 3: When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 0.5% of max HP, up to a maximum of 8% of max HP.
  • Lv. 4: When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1% of max HP, up to a maximum of 10% of max HP.
  • Lv. 5: When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1% of max HP, up to a maximum of 14% of max HP.
  • Lv. 6: When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1% of max HP, up to a maximum of 16% of max HP.
  • Lv. 7: When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1.5% of max HP, up to a maximum of 18% of max HP.
  • Lv. 8: When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1.5% of max HP, up to a maximum of 24% of max HP.
    Reduces the skill multiplier of all enemies within 3 adjacent tiles by 0.1 (this effect is reduced to 1/4 against Rocket weapons). For every affected target within range, this unit's skill multiplier increases by 0.025, up to a maximum of 0.1.
Fortification Mod
max Lv. 8
Innate ST ModuleFor each buff possessed, DMG +4.5%, up to 18%;
The duration of the buff gained increases by 1. This effect cannot stack with similar effects.
All levels (8)
  • Lv. 1: For each buff possessed, DMG +1%, up to 3%. This effect cannot stack with similar effects.
  • Lv. 2: For each buff possessed, DMG +1%, up to 4%. This effect cannot stack with similar effects.
  • Lv. 3: For each buff possessed, DMG +2%, up to 6%. This effect cannot stack with similar effects.
  • Lv. 4: For each buff possessed, DMG +2%, up to 8%. This effect cannot stack with similar effects.
  • Lv. 5: For each buff possessed, DMG +2.5%, up to 10%. This effect cannot stack with similar effects.
  • Lv. 6: For each buff possessed, DMG +3%, up to 12%. This effect cannot stack with similar effects.
  • Lv. 7: For each buff possessed, DMG +3.5%, up to 14%. This effect cannot stack with similar effects.
  • Lv. 8: For each buff possessed, DMG +4.5%, up to 18%;
    The duration of the buff gained increases by 1. This effect cannot stack with similar effects.
Fortitude Mod
max Lv. 8
Innate ST ModuleWhen HP is below 60%, DMG +18%.
The Body is not destroyed when it suffers overdamage, with a trigger interval of 5 turns.
All levels (8)
  • Lv. 1: When HP is below 40%, DMG +3%.
  • Lv. 2: When HP is below 40%, DMG +4%.
  • Lv. 3: When HP is below 40%, DMG +6%.
  • Lv. 4: When HP is below 50%, DMG +8%.
  • Lv. 5: When HP is below 50%, DMG +10%.
  • Lv. 6: When HP is below 60%, DMG +12%.
  • Lv. 7: When HP is below 60%, DMG +14%.
  • Lv. 8: When HP is below 60%, DMG +18%.
    The Body is not destroyed when it suffers overdamage, with a trigger interval of 5 turns.
Integration Mod
max Lv. 8
Innate ST ModuleWhen HP is greater than or equal to 80%, DMG +18%.
Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns.
All levels (8)
  • Lv. 1: When HP is greater than or equal to 80%, DMG +18%.
    Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns.
  • Lv. 2: When HP is greater than or equal to 80%, DMG +18%.
    Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns.
  • Lv. 3: When HP is greater than or equal to 80%, DMG +18%.
    Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns.
  • Lv. 4: When HP is greater than or equal to 90%, DMG +8%.
  • Lv. 5: When HP is greater than or equal to 90%, DMG +10%.
  • Lv. 6: When HP is greater than or equal to 80%, DMG +12%.
  • Lv. 7: When HP is greater than or equal to 80%, DMG +14%.
  • Lv. 8: When HP is greater than or equal to 80%, DMG +18%.
    Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns.
Kinetic Mod
max Lv. 8
Innate ST ModuleBefore an Active Attack in combat, for every 1 tile moved, DMG +4.5%, up to 18%.
ST's Movement +1.
All levels (8)
  • Lv. 1: Before an Active Attack in combat, for every 1 tile moved, DMG +1%, up to 3%.
  • Lv. 2: Before an Active Attack in combat, for every 1 tile moved, DMG +1%, up to 4%.
  • Lv. 3: Before an Active Attack in combat, for every 1 tile moved, DMG +2%, up to 6%.
  • Lv. 4: Before an Active Attack in combat, for every 1 tile moved, DMG +2%, up to 8%.
  • Lv. 5: Before an Active Attack in combat, for every 1 tile moved, DMG +2.5%, up to 10%.
  • Lv. 6: Before an Active Attack in combat, for every 1 tile moved, DMG +3%, up to 12%.
  • Lv. 7: Before an Active Attack in combat, for every 1 tile moved, DMG +3.5%, up to 14%.
  • Lv. 8: Before an Active Attack in combat, for every 1 tile moved, DMG +4.5%, up to 18%.
    ST's Movement +1.
Last Stand Module
max Lv. 8
Innate ST ModuleWhen own HP is not full, DMG dealt increases by 24%.
When actively attacking, the attack multiplier increases by 0.025 for each ally without full HP, up to +0.1. This effect is reduced to 1/4 if equipped with Rocket Launcher.
All levels (8)
  • Lv. 1: When own HP is not full, DMG dealt increases by 4%.
  • Lv. 2: When own HP is not full, DMG dealt increases by 6%.
  • Lv. 3: When own HP is not full, DMG dealt increases by 8%.
  • Lv. 4: When own HP is not full, DMG dealt increases by 10%.
  • Lv. 5: When own HP is not full, DMG dealt increases by 14%.
  • Lv. 6: When own HP is not full, DMG dealt increases by 16%.
  • Lv. 7: When own HP is not full, DMG dealt increases by 18%.
  • Lv. 8: When own HP is not full, DMG dealt increases by 24%.
    When actively attacking, the attack multiplier increases by 0.025 for each ally without full HP, up to +0.1. This effect is reduced to 1/4 if equipped with Rocket Launcher.
Link Mod
max Lv. 8
Innate ST ModuleWhen triggering Link Attack, DMG +30%.
Additionally, Link Attack effective times per turn +1.
All levels (8)
Mass Repair Mod
max Lv. 8
Innate ST ModuleWhen executing Mass repair skills, Repair AMT +18%.
Immune to Active Skill Disabled.
All levels (8)
  • Lv. 1: When executing Mass repair skills, Repair AMT +3%.
  • Lv. 2: When executing Mass repair skills, Repair AMT +4%.
  • Lv. 3: When executing Mass repair skills, Repair AMT +6%.
  • Lv. 4: When executing Mass repair skills, Repair AMT +8%.
  • Lv. 5: When executing Mass repair skills, Repair AMT +10%.
  • Lv. 6: When executing Mass repair skills, Repair AMT +12%.
  • Lv. 7: When executing Mass repair skills, Repair AMT +14%.
  • Lv. 8: When executing Mass repair skills, Repair AMT +18%.
    Immune to Active Skill Disabled.
Matching Mod
max Lv. 8
Innate ST ModuleWhen initiating combat, if the target can retaliate, DMG Taken -18%;
After initiating combat, restores HP equal to 25% of damage dealt.
All levels (8)
  • Lv. 1: During an Active Attack, if the target cannot retaliate, DMG Taken -3%.
  • Lv. 2: During an Active Attack, if the target cannot retaliate, DMG Taken -4%.
  • Lv. 3: During an Active Attack, if the target cannot retaliate, DMG Taken -6%.
  • Lv. 4: During an Active Attack, if the target cannot retaliate, DMG Taken -8%.
  • Lv. 5: During an Active Attack, if the target cannot retaliate, DMG Taken -10%.
  • Lv. 6: During an Active Attack, if the target cannot retaliate, DMG Taken -12%.
  • Lv. 7: During an Active Attack, if the target cannot retaliate, DMG Taken -14%.
  • Lv. 8: When initiating combat, if the target can retaliate, DMG Taken -18%;
    After initiating combat, restores HP equal to 25% of damage dealt.
Maverick Mod
max Lv. 8
Innate ST ModuleWhen there are no allies within 2 adjacent tiles, DMG +18%;
At start of action, if there are no allies within 2 adjacent tiles, AP cost of the first attack initiated this turn -1, down to a minimum of 1 AP.
All levels (8)
  • Lv. 1: When there are no allies within 2 adjacent tiles, DMG +3%
  • Lv. 2: When there are no allies within 2 adjacent tiles, DMG +4%
  • Lv. 3: When there are no allies within 2 adjacent tiles, DMG +6%
  • Lv. 4: When there are no allies within 2 adjacent tiles, DMG +8%
  • Lv. 5: When there are no allies within 2 adjacent tiles, DMG +10%
  • Lv. 6: When there are no allies within 2 adjacent tiles, DMG +12%
  • Lv. 7: When there are no allies within 2 adjacent tiles, DMG +14%
  • Lv. 8: When there are no allies within 2 adjacent tiles, DMG +18%;
    At start of action, if there are no allies within 2 adjacent tiles, AP cost of the first attack initiated this turn -1, down to a minimum of 1 AP.
Mitigation Mod
max Lv. 8
Innate ST ModuleIf unable to retaliate in combat, Dodge Rate +18%.
After performing a perfect dodge, gain Movement UP, lasting for 1 turn.
All levels (8)
  • Lv. 1: If unable to retaliate in combat, Dodge Rate +3%.
  • Lv. 2: If unable to retaliate in combat, Dodge Rate +4%.
  • Lv. 3: If unable to retaliate in combat, Dodge Rate +6%.
  • Lv. 4: If unable to retaliate in combat, Dodge Rate +8%.
  • Lv. 5: If unable to retaliate in combat, Dodge Rate +10%.
  • Lv. 6: If unable to retaliate in combat, Dodge Rate +12%.
  • Lv. 7: If unable to retaliate in combat, Dodge Rate +14%.
  • Lv. 8: If unable to retaliate in combat, Dodge Rate +18%.
    After performing a perfect dodge, gain Movement UP, lasting for 1 turn.
Momentum Module
max Lv. 8
Innate ST ModuleDMG dealt increases by 12%. DMG dealt additionally increases by 1.5% for each 1 debuff the enemy team carries, up to 12%.
When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
All levels (8)
  • Lv. 1: DMG dealt increases by 2%. DMG dealt additionally increases by 0.5% for each 1 debuff the enemy team carries, up to 2%.
    When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
  • Lv. 2: DMG dealt increases by 3%. DMG dealt additionally increases by 0.5% for each 1 debuff the enemy team carries, up to 3%.
    When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
  • Lv. 3: DMG dealt increases by 4%. DMG dealt additionally increases by 0.5% for each 1 debuff the enemy team carries, up to 4%.
    When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
  • Lv. 4: DMG dealt increases by 5%. DMG dealt additionally increases by 1% for each 1 debuff the enemy team carries, up to 5%.
    When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
  • Lv. 5: DMG dealt increases by 7%. DMG dealt additionally increases by 1% for each 1 debuff the enemy team carries, up to 7%.
    When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
  • Lv. 6: DMG dealt increases by 8%. DMG dealt additionally increases by 1% for each 1 debuff the enemy team carries, up to 8%.
    When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
  • Lv. 7: DMG dealt increases by 9%. DMG dealt additionally increases by 1.5% for each 1 debuff the enemy team carries, up to 9%.
    When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
  • Lv. 8: DMG dealt increases by 12%. DMG dealt additionally increases by 1.5% for each 1 debuff the enemy team carries, up to 12%.
    When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
Opportunist Mod
max Lv. 8
Innate ST ModuleWhen in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +18%. If the attack is not an active attack, DMG is additionally +12%. When actively attacking, if consuming greater than or equal to 5 AP, recovers 1 AP, can be triggered up to 1 time per turn.
All levels (8)
  • Lv. 1: When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +3%. If the attack is not an active attack, DMG is additionally +2%.
  • Lv. 2: When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +4%. If the attack is not an active attack, DMG is additionally +3%.
  • Lv. 3: When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +6%. If the attack is not an active attack, DMG is additionally +4%.
  • Lv. 4: When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +8%. If the attack is not an active attack, DMG is additionally +5%.
  • Lv. 5: When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +10%. If the attack is not an active attack, DMG is additionally +7%.
  • Lv. 6: When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +12%. If the attack is not an active attack, DMG is additionally +8%.
  • Lv. 7: When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +14%. If the attack is not an active attack, DMG is additionally +9%.
  • Lv. 8: When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +18%. If the attack is not an active attack, DMG is additionally +12%. When actively attacking, if consuming greater than or equal to 5 AP, recovers 1 AP, can be triggered up to 1 time per turn.
Origin Core
max Lv. 4
Innate ST ModuleDuring enemy turn, increases Dodge Rate by 15% of Firepower. During own turn, increases Firepower by 15% of Dodge Rate.
All levels (4)
  • Lv. 1: During enemy turn, increases Dodge Rate by 3% of Firepower. During own turn, increases Firepower by 3% of Dodge Rate.
  • Lv. 2: During enemy turn, increases Dodge Rate by 6% of Firepower. During own turn, increases Firepower by 6% of Dodge Rate.
  • Lv. 3: During enemy turn, increases Dodge Rate by 9% of Firepower. During own turn, increases Firepower by 9% of Dodge Rate.
  • Lv. 4: During enemy turn, increases Dodge Rate by 15% of Firepower. During own turn, increases Firepower by 15% of Dodge Rate.
Pack Hunt Module
max Lv. 8
Innate ST ModuleDMG dealt increases by 12%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 6% for each 1 additional unit above 2, up to 12%.
Fixed DMG dealt increases by 25%. When attacking, Firepower increases by 2% of current HP.
All levels (8)
  • Lv. 1: DMG dealt increases by 3%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 1.5% for each 1 additional unit above 2, up to 3%.
  • Lv. 2: DMG dealt increases by 4%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 2% for each 1 additional unit above 2, up to 4%.
  • Lv. 3: DMG dealt increases by 5%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 2.5% for each 1 additional unit above 2, up to 5%.
  • Lv. 4: DMG dealt increases by 6%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 3% for each 1 additional unit above 2, up to 6%.
  • Lv. 5: DMG dealt increases by 7%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 3.5% for each 1 additional unit above 2, up to 7%.
  • Lv. 6: DMG dealt increases by 8%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 4% for each 1 additional unit above 2, up to 8%.
  • Lv. 7: DMG dealt increases by 9%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 4.5% for each 1 additional unit above 2, up to 9%.
  • Lv. 8: DMG dealt increases by 12%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 6% for each 1 additional unit above 2, up to 12%.
    Fixed DMG dealt increases by 25%. When attacking, Firepower increases by 2% of current HP.
Poke Mod
max Lv. 8
Innate ST ModuleWithin 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -18%.
Activate the Aura: Inflicts a Hit Rate -8% on enemies within the adjacent 2-tile area.
All levels (8)
  • Lv. 1: Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -3%.
  • Lv. 2: Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -4%.
  • Lv. 3: Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -6%.
  • Lv. 4: Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -8%.
  • Lv. 5: Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -10%.
  • Lv. 6: Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -12%.
  • Lv. 7: Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -14%.
  • Lv. 8: Within 2 adjacent tiles, if there are 3 or more enemies, DMG Taken -18%.
    Activate the Aura: Inflicts a Hit Rate -8% on enemies within the adjacent 2-tile area.
Radiant Core
max Lv. 4
Innate ST ModuleUpon deployment, gains 2 stacks of Storm Surge, up to 5 stacks. After acting, if there are enemy units within 3 adjacent tiles, gains 1 stack of Storm Surge.
All levels (4)
  • Lv. 1: Upon deployment, gains 1 stacks of Storm Surge, up to 2 stacks. After acting, if there are enemy units within 3 adjacent tiles, gains 1 stack of Storm Surge.
  • Lv. 2: Upon deployment, gains 1 stacks of Storm Surge, up to 3 stacks. After acting, if there are enemy units within 3 adjacent tiles, gains 1 stack of Storm Surge.
  • Lv. 3: Upon deployment, gains 1 stacks of Storm Surge, up to 4 stacks. After acting, if there are enemy units within 3 adjacent tiles, gains 1 stack of Storm Surge.
  • Lv. 4: Upon deployment, gains 2 stacks of Storm Surge, up to 5 stacks. After acting, if there are enemy units within 3 adjacent tiles, gains 1 stack of Storm Surge.
Raiding Module
max Lv. 8
Innate ST ModuleWhen actively attacking with a Melee Weapon, DMG Dealt increases by 12%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 6%, up to 18%. This effect is removed at the end of turn.
After triggering Re-ATK, Critical Hit chance and Critical Hit DMG increase by 15%.
All levels (8)
  • Lv. 1: When actively attacking with a Melee Weapon, DMG Dealt increases by 2%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 1%, up to 3%. This effect is removed at the end of turn.
  • Lv. 2: When actively attacking with a Melee Weapon, DMG Dealt increases by 3%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 1.5%, up to 4.5%. This effect is removed at the end of turn.
  • Lv. 3: When actively attacking with a Melee Weapon, DMG Dealt increases by 4%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 2%, up to 6%. This effect is removed at the end of turn.
  • Lv. 4: When actively attacking with a Melee Weapon, DMG Dealt increases by 5%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 2.5%, up to 7.5%. This effect is removed at the end of turn.
  • Lv. 5: When actively attacking with a Melee Weapon, DMG Dealt increases by 7%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 3.5%, up to 10.5%. This effect is removed at the end of turn.
  • Lv. 6: When actively attacking with a Melee Weapon, DMG Dealt increases by 8%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 4%, up to 12%. This effect is removed at the end of turn.
  • Lv. 7: When actively attacking with a Melee Weapon, DMG Dealt increases by 9%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 4.5%, up to 13.5%. This effect is removed at the end of turn.
  • Lv. 8: When actively attacking with a Melee Weapon, DMG Dealt increases by 12%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 6%, up to 18%. This effect is removed at the end of turn.
    After triggering Re-ATK, Critical Hit chance and Critical Hit DMG increase by 15%.
Raptor Unit
max Lv. 4
Innate ST ModuleWhen actively attacking with a Melee Weapon, Critical Hit chance increases by 20%. If the target part has no destroyed parts, DMG Dealt increases by 20%.
All levels (4)
  • Lv. 1: When actively attacking with a Melee Weapon, Critical Hit chance increases by 4%. If the target part has no destroyed parts, DMG Dealt increases by 4%.
  • Lv. 2: When actively attacking with a Melee Weapon, Critical Hit chance increases by 8%. If the target part has no destroyed parts, DMG Dealt increases by 8%.
  • Lv. 3: When actively attacking with a Melee Weapon, Critical Hit chance increases by 14%. If the target part has no destroyed parts, DMG Dealt increases by 14%.
  • Lv. 4: When actively attacking with a Melee Weapon, Critical Hit chance increases by 20%. If the target part has no destroyed parts, DMG Dealt increases by 20%.
Ravage Mod
max Lv. 8
Innate ST ModuleWhen attacking a target on any terrain effect, DMG +18%. Fixed DMG dealt is increased by 25%.
All levels (8)
  • Lv. 1: When attacking a target on any terrain effect, DMG +3%.
  • Lv. 2: When attacking a target on any terrain effect, DMG +4%.
  • Lv. 3: When attacking a target on any terrain effect, DMG +6%.
  • Lv. 4: When attacking a target on any terrain effect, DMG +8%.
  • Lv. 5: When attacking a target on any terrain effect, DMG +10%.
  • Lv. 6: When attacking a target on any terrain effect, DMG +12%.
  • Lv. 7: When attacking a target on any terrain effect, DMG +14%.
  • Lv. 8: When attacking a target on any terrain effect, DMG +18%. Fixed DMG dealt is increased by 25%.
Refraction Array
max Lv. 4
Innate ST ModuleWhen attacking with Tactical weapons, DMG dealt increases by 20%. When attacking with shoulder-mounted weapons, Critical Hit chance increases by 15%.
All levels (4)
  • Lv. 1: When attacking with Tactical weapons, DMG dealt increases by 4%. When attacking with shoulder-mounted weapons, Critical Hit chance increases by 3%.
  • Lv. 2: When attacking with Tactical weapons, DMG dealt increases by 8%. When attacking with shoulder-mounted weapons, Critical Hit chance increases by 6%.
  • Lv. 3: When attacking with Tactical weapons, DMG dealt increases by 14%. When attacking with shoulder-mounted weapons, Critical Hit chance increases by 10%.
  • Lv. 4: When attacking with Tactical weapons, DMG dealt increases by 20%. When attacking with shoulder-mounted weapons, Critical Hit chance increases by 15%.
Repair Mod
max Lv. 8
Innate ST ModuleWhen performing active repairs, if the target's HP is below 60%, Repair AMT +18%.
Remove 1 debuff after repairs.
All levels (8)
  • Lv. 1: When performing active repairs, if the target's HP is below 40%, Repair AMT +3%.
  • Lv. 2: When performing active repairs, if the target's HP is below 40%, Repair AMT +4%.
  • Lv. 3: When performing active repairs, if the target's HP is below 40%, Repair AMT +6%.
  • Lv. 4: When performing active repairs, if the target's HP is below 50%, Repair AMT +8%.
  • Lv. 5: When performing active repairs, if the target's HP is below 50%, Repair AMT +10%.
  • Lv. 6: When performing active repairs, if the target's HP is below 60%, Repair AMT +12%.
  • Lv. 7: When performing active repairs, if the target's HP is below 60%, Repair AMT +14%.
  • Lv. 8: When performing active repairs, if the target's HP is below 60%, Repair AMT +18%.
    Remove 1 debuff after repairs.
Retaliation Mod
max Lv. 8
Innate ST ModuleWhen retaliating, DMG +18%.
Additionally, Quick Draw effective times per turn +1.
All levels (8)
  • Lv. 1: When retaliating, DMG +3%.
  • Lv. 2: When retaliating, DMG +4%.
  • Lv. 3: When retaliating, DMG +6%.
  • Lv. 4: When retaliating, DMG +8%.
  • Lv. 5: When retaliating, DMG +10%.
  • Lv. 6: When retaliating, DMG +12%.
  • Lv. 7: When retaliating, DMG +14%.
  • Lv. 8: When retaliating, DMG +18%.
    Additionally, Quick Draw effective times per turn +1.
Roaring Frame
max Lv. 4
Innate ST ModuleMax HP increases by 15%. When actively attacking, DMG dealt increases by 25% if no movement was made before the attack.
All levels (4)
  • Lv. 1: Max HP increases by 3%. When actively attacking, DMG dealt increases by 5% if no movement was made before the attack.
  • Lv. 2: Max HP increases by 6%. When actively attacking, DMG dealt increases by 10% if no movement was made before the attack.
  • Lv. 3: Max HP increases by 10%. When actively attacking, DMG dealt increases by 15% if no movement was made before the attack.
  • Lv. 4: Max HP increases by 15%. When actively attacking, DMG dealt increases by 25% if no movement was made before the attack.
Safeguard Mod
max Lv. 8
Innate ST ModuleWhen there are 2 or more allies within 2 adjacent tiles, DMG +9% and DMG Taken -9%.
Aura: Grants DMG +5% and DMG Taken -5% to allies within 2 adjacent tiles.
All levels (8)
  • Lv. 1: When there are 2 or more allies within 2 adjacent tiles, DMG +1.5% and DMG Taken -1.5%.
  • Lv. 2: When there are 2 or more allies within 2 adjacent tiles, DMG +2% and DMG Taken -2%.
  • Lv. 3: When there are 2 or more allies within 2 adjacent tiles, DMG +3% and DMG Taken -3%.
  • Lv. 4: When there are 2 or more allies within 2 adjacent tiles, DMG +4% and DMG Taken -4%.
  • Lv. 5: When there are 2 or more allies within 2 adjacent tiles, DMG +5% and DMG Taken -5%.
  • Lv. 6: When there are 2 or more allies within 2 adjacent tiles, DMG +6% and DMG Taken -6%.
  • Lv. 7: When there are 2 or more allies within 2 adjacent tiles, DMG +7% and DMG Taken -7%.
  • Lv. 8: When there are 2 or more allies within 2 adjacent tiles, DMG +9% and DMG Taken -9%.
    Aura: Grants DMG +5% and DMG Taken -5% to allies within 2 adjacent tiles.
Sentinel Mod
max Lv. 8
Innate ST ModuleWhen in combat with a target at Ideal Range, DMG +18%.
When in combat with a target at Ideal Range, Bullets +1.
All levels (8)
  • Lv. 1: When in combat with a target at Ideal Range, DMG +3%.
  • Lv. 2: When in combat with a target at Ideal Range, DMG +4%.
  • Lv. 3: When in combat with a target at Ideal Range, DMG +6%.
  • Lv. 4: When in combat with a target at Ideal Range, DMG +8%.
  • Lv. 5: When in combat with a target at Ideal Range, DMG +10%.
  • Lv. 6: When in combat with a target at Ideal Range, DMG +12%.
  • Lv. 7: When in combat with a target at Ideal Range, DMG +14%.
  • Lv. 8: When in combat with a target at Ideal Range, DMG +18%.
    When in combat with a target at Ideal Range, Bullets +1.
Skirmishing Mod
max Lv. 8
Innate ST ModuleWhen in combat against enemies within 2 tiles, DMG +18%.
When initiating combat, if the target is hit, steals 1 AP from the target after combat. Can only trigger 1 time per turn.
All levels (8)
  • Lv. 1: When in combat against enemies within 2 tiles, DMG +3%.
  • Lv. 2: When in combat against enemies within 2 tiles, DMG +4%.
  • Lv. 3: When in combat against enemies within 2 tiles, DMG +6%.
  • Lv. 4: When in combat against enemies within 2 tiles, DMG +8%.
  • Lv. 5: When in combat against enemies within 2 tiles, DMG +10%.
  • Lv. 6: When in combat against enemies within 2 tiles, DMG +12%.
  • Lv. 7: When in combat against enemies within 2 tiles, DMG +14%.
  • Lv. 8: When in combat against enemies within 2 tiles, DMG +18%.
    When initiating combat, if the target is hit, steals 1 AP from the target after combat. Can only trigger 1 time per turn.
Stargazer Unit
max Lv. 2
Innate ST ModuleRemoves restriction, grants effect: Mech Form: when actively attacking, if Hit Rate is 90% or more, this attack cannot miss. Cruise Form: Movement +1, Vision range +1.
At the end of turn, if Configuration Shift has been used 2 or more times, gains 1 AP, otherwise gains 1 Shift Energy. When piloted by Lustre, CP +3 in the lowest unlocked Neural Drive Sector.
All levels (2)
  • Lv. 1: Removes restriction, grants effect: Mech Form: when actively attacking, if Hit Rate is 90% or more, this attack cannot miss. Cruise Form: Movement +1, Vision range +1.
  • Lv. 2: Removes restriction, grants effect: Mech Form: when actively attacking, if Hit Rate is 90% or more, this attack cannot miss. Cruise Form: Movement +1, Vision range +1.
    At the end of turn, if Configuration Shift has been used 2 or more times, gains 1 AP, otherwise gains 1 Shift Energy. When piloted by Lustre, CP +3 in the lowest unlocked Neural Drive Sector.
Sturdy Shield Mod
max Lv. 8
Innate ST ModuleWhen attacked, if not possessing temporary HP, any undestroyed part having 70% or less HP gain temporary HP equal to 15% of that part max HP. When gaining temporary HP, grants DMG UP III and Hit Rate UP IV to self and 1 random ally within 2-tile diamond area around self, lasting for 2 turns.
All levels (8)
  • Lv. 1: When attacked, if not possessing temporary HP, any undestroyed part having 30% or less HP gain temporary HP equal to 3%
  • Lv. 2: When attacked, if not possessing temporary HP, any undestroyed part having 30% or less HP gain temporary HP equal to 4%
  • Lv. 3: When attacked, if not possessing temporary HP, any undestroyed part having 30% or less HP gain temporary HP equal to 5%
  • Lv. 4: When attacked, if not possessing temporary HP, any undestroyed part having 50% or less HP gain temporary HP equal to 6%
  • Lv. 5: When attacked, if not possessing temporary HP, any undestroyed part having 50% or less HP gain temporary HP equal to 8%
  • Lv. 6: When attacked, if not possessing temporary HP, any undestroyed part having 70% or less HP gain temporary HP equal to 10%
  • Lv. 7: When attacked, if not possessing temporary HP, any undestroyed part having 70% or less HP gain temporary HP equal to 12%
  • Lv. 8: When attacked, if not possessing temporary HP, any undestroyed part having 70% or less HP gain temporary HP equal to 15% of that part max HP. When gaining temporary HP, grants DMG UP III and Hit Rate UP IV to self and 1 random ally within 2-tile diamond area around self, lasting for 2 turns.
Support Mod
max Lv. 8
Innate ST ModuleWhen attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 18%.
At the end of turn, if 2 or more code or attack skills are used this turn, recovers 1 AP.
All levels (8)
  • Lv. 1: When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 3%.
  • Lv. 2: When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 4%.
  • Lv. 3: When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 6%.
  • Lv. 4: When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 8%.
  • Lv. 5: When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 10%.
  • Lv. 6: When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 12%.
  • Lv. 7: When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 14%.
  • Lv. 8: When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 18%.
    At the end of turn, if 2 or more code or attack skills are used this turn, recovers 1 AP.
Suppression Mod
max Lv. 8
Innate ST ModuleDuring an Active Attack in combat, if the target cannot retaliate, DMG +18%.
Equally, dispel 1 buff from the target before combat.
All levels (8)
  • Lv. 1: During an Active Attack in combat, if the target cannot retaliate, DMG +3%.
  • Lv. 2: During an Active Attack in combat, if the target cannot retaliate, DMG +4%.
  • Lv. 3: During an Active Attack in combat, if the target cannot retaliate, DMG +6%.
  • Lv. 4: During an Active Attack in combat, if the target cannot retaliate, DMG +8%.
  • Lv. 5: During an Active Attack in combat, if the target cannot retaliate, DMG +10%.
  • Lv. 6: During an Active Attack in combat, if the target cannot retaliate, DMG +12%.
  • Lv. 7: During an Active Attack in combat, if the target cannot retaliate, DMG +14%.
  • Lv. 8: During an Active Attack in combat, if the target cannot retaliate, DMG +18%.
    Equally, dispel 1 buff from the target before combat.
Surmount Mod
max Lv. 8
Innate ST ModuleWhen attacking a target with HP higher than 60%, DMG +18%.
If a part is not broken, trigger Flurry Strike, dealing 0.25x DMG.
All levels (8)
  • Lv. 1: When attacking a target with full HP, DMG +3%.
  • Lv. 2: When attacking a target with full HP, DMG +4%.
  • Lv. 3: When attacking a target with full HP, DMG +6%.
  • Lv. 4: When attacking a target with HP higher than 80%, DMG +8%.
  • Lv. 5: When attacking a target with HP higher than 80%, DMG +10%.
  • Lv. 6: When attacking a target with HP higher than 60%, DMG +12%.
  • Lv. 7: When attacking a target with HP higher than 60%, DMG +14%.
  • Lv. 8: When attacking a target with HP higher than 60%, DMG +18%.
    If a part is not broken, trigger Flurry Strike, dealing 0.25x DMG.
Ulfhednar Mod
max Lv. 8
Innate ST ModuleWhen attacking, if this unit's HP percentage is below 60%, ignores 35% of the target's Armor and 18% of Dodge.
ST Movement increased by 1 tile. Ignores unit obstruction when moving, and when attacking enemy STs along the movement path, its triggered Flurry Strike effect is replaced with Gusty Strike.
All levels (8)
  • Lv. 1: When attacking, if this unit's HP percentage is below 40%, ignores 6% of the target's Armor and 3% of Dodge.
  • Lv. 2: When attacking, if this unit's HP percentage is below 40%, ignores 8% of the target's Armor and 4% of Dodge.
  • Lv. 3: When attacking, if this unit's HP percentage is below 40%, ignores 12% of the target's Armor and 6% of Dodge.
  • Lv. 4: When attacking, if this unit's HP percentage is below 50%, ignores 16% of the target's Armor and 8% of Dodge.
  • Lv. 5: When attacking, if this unit's HP percentage is below 50%, ignores 19% of the target's Armor and 10% of Dodge.
  • Lv. 6: When attacking, if this unit's HP percentage is below 60%, ignores 23% of the target's Armor and 12% of Dodge.
  • Lv. 7: When attacking, if this unit's HP percentage is below 60%, ignores 27% of the target's Armor and 14% of Dodge.
  • Lv. 8: When attacking, if this unit's HP percentage is below 60%, ignores 35% of the target's Armor and 18% of Dodge.
    ST Movement increased by 1 tile. Ignores unit obstruction when moving, and when attacking enemy STs along the movement path, its triggered Flurry Strike effect is replaced with Gusty Strike.
Urgent Repair Mod
max Lv. 8
Innate ST ModuleWhen performing active repairs on a part with the lowest HP, Repair AMT +36%;
When performing active repairs, can repair 1 additional destroyed part.
All levels (8)
  • Lv. 1: When performing active repairs on parts with the lowest HP, Repair AMT +6%.
  • Lv. 2: When performing active repairs on parts with the lowest HP, Repair AMT +8%.
  • Lv. 3: When performing active repairs on parts with the lowest HP, Repair AMT +12%.
  • Lv. 4: When performing active repairs on parts with the lowest HP, Repair AMT +16%.
  • Lv. 5: When performing active repairs on parts with the lowest HP, Repair AMT +20%.
  • Lv. 6: When performing active repairs on parts with the lowest HP, Repair AMT +24%.
  • Lv. 7: When performing active repairs on parts with the lowest HP, Repair AMT +28%.
  • Lv. 8: When performing active repairs on a part with the lowest HP, Repair AMT +36%;
    When performing active repairs, can repair 1 additional destroyed part.
Vigilant Mod
max Lv. 8
Innate ST ModuleWhen triggering Vigilant Shot, DMG +30%.
Additionally, Vigilant Shot trigger chances per turn +1.
All levels (8)
Xeno-Gear Module
max Lv. 8
Innate ST ModuleDMG dealt increases by 24% while equipped with 2 different weapon types.
After an action, the DMG multiplier of the next active attack increases by +0.1.
All levels (8)
  • Lv. 1: DMG dealt increases by 4% while equipped with 2 different weapon types.
  • Lv. 2: DMG dealt increases by 6% while equipped with 2 different weapon types.
  • Lv. 3: DMG dealt increases by 8% while equipped with 2 different weapon types.
  • Lv. 4: DMG dealt increases by 10% while equipped with 2 different weapon types.
  • Lv. 5: DMG dealt increases by 14% while equipped with 2 different weapon types.
  • Lv. 6: DMG dealt increases by 16% while equipped with 2 different weapon types.
  • Lv. 7: DMG dealt increases by 18% while equipped with 2 different weapon types.
  • Lv. 8: DMG dealt increases by 24% while equipped with 2 different weapon types.
    After an action, the DMG multiplier of the next active attack increases by +0.1.
Air Glow Mod
max Lv. 4
Producible ModuleWhen actively attacking, for each 1 AP consumes, increases DMG dealt by 5% before battle, up to 35%. After combat, this increment is reduced by 10%.
All levels (4)
  • Lv. 1: When actively attacking, for each 1 AP consumes, increases DMG dealt by 2% before battle, up to 8%. After combat, this increment is reduced by 4%.
  • Lv. 2: When actively attacking, for each 1 AP consumes, increases DMG dealt by 3% before battle, up to 15%. After combat, this increment is reduced by 6%.
  • Lv. 3: When actively attacking, for each 1 AP consumes, increases DMG dealt by 4% before battle, up to 24%. After combat, this increment is reduced by 8%.
  • Lv. 4: When actively attacking, for each 1 AP consumes, increases DMG dealt by 5% before battle, up to 35%. After combat, this increment is reduced by 10%.
Annihilation Drive
max Lv. 4
Producible ModuleAfter combat, increases DMG dealt by 4% and DMG of the ally initiated the attack by 2%, stacking up to 5 times, lasting for 2 turns.
All levels (4)
  • Lv. 1: After combat, increases DMG dealt by 1.5% and DMG of the ally initiated the attack by 0.5%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 2: After combat, increases DMG dealt by 2.5% and DMG of the ally initiated the attack by 1.5%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 3: After combat, increases DMG dealt by 3% and DMG of the ally initiated the attack by 1.5%, stacking up to 5 times, lasting for 2 turns.
  • Lv. 4: After combat, increases DMG dealt by 4% and DMG of the ally initiated the attack by 2%, stacking up to 5 times, lasting for 2 turns.
Auto-Adaptive Mod
max Lv. 4
Producible ModuleWhen in combat with an enemy with no destroyed parts, DMG +25%.
All levels (4)
  • Lv. 1: When in combat with an enemy with no destroyed parts, DMG +5%.
  • Lv. 2: When in combat with an enemy with no destroyed parts, DMG +10%.
  • Lv. 3: When in combat with an enemy with no destroyed parts, DMG +16%.
  • Lv. 4: When in combat with an enemy with no destroyed parts, DMG +25%.
Bloodlust Unit
max Lv. 4
Producible ModuleAfter being attacked, gain DMG +6% after combat, up to 5 stacks, lasting for 1 turn.
All levels (4)
  • Lv. 1: After being attacked, gain DMG +2% after combat, up to 3 stacks, lasting for 1 turn.
  • Lv. 2: After being attacked, gain DMG +4% after combat, up to 3 stacks, lasting for 1 turn.
  • Lv. 3: After being attacked, gain DMG +4% after combat, up to 5 stacks, lasting for 1 turn.
  • Lv. 4: After being attacked, gain DMG +6% after combat, up to 5 stacks, lasting for 1 turn.
Cavalry System
max Lv. 4
Producible ModuleWhen a single weapon is equipped in both hands, DMG +20%.
All levels (4)
  • Lv. 1: When a single weapon is equipped in both hands, DMG +4%.
  • Lv. 2: When a single weapon is equipped in both hands, DMG +8%.
  • Lv. 3: When a single weapon is equipped in both hands, DMG +14%.
  • Lv. 4: When a single weapon is equipped in both hands, DMG +20%.
Cluster Energizer
max Lv. 4
Producible ModuleWhen casting an AoE attack, if it hits 2 or fewer targets, DMG +25%.
All levels (4)
  • Lv. 1: When casting an AoE attack, if it hits 2 or fewer targets, DMG +5%.
  • Lv. 2: When casting an AoE attack, if it hits 2 or fewer targets, DMG +10%.
  • Lv. 3: When casting an AoE attack, if it hits 2 or fewer targets, DMG +16%.
  • Lv. 4: When casting an AoE attack, if it hits 2 or fewer targets, DMG +25%.
Coordination Unit
max Lv. 4
Producible ModuleAfter performing active repairs, grant the DMG UP III effect to up to 3 repair targets.
All levels (4)
  • Lv. 1: After performing active repairs, grant the DMG UP III effect to up to 3 repair targets.
  • Lv. 2: After performing active repairs, grant the DMG UP III effect to up to 3 repair targets.
  • Lv. 3: After performing active repairs, grant the DMG UP III effect to up to 3 repair targets.
  • Lv. 4: After performing active repairs, grant the DMG UP III effect to up to 3 repair targets.
Discipline Mod
max Lv. 4
Producible ModuleWhen actively attacking with Sniper Rifle, for each 1 hit landed, increases DMG dealt and Critical Hit chance by 4%, stacking up to 5 times, lasting for 2 turns.
All levels (4)
  • Lv. 1: When actively attacking with Sniper Rifle, for each 1 hit landed, increases DMG dealt and Critical Hit chance by 2%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 2: When actively attacking with Sniper Rifle, for each 1 hit landed, increases DMG dealt and Critical Hit chance by 3%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 3: When actively attacking with Sniper Rifle, for each 1 hit landed, increases DMG dealt and Critical Hit chance by 3%, stacking up to 5 times, lasting for 2 turns.
  • Lv. 4: When actively attacking with Sniper Rifle, for each 1 hit landed, increases DMG dealt and Critical Hit chance by 4%, stacking up to 5 times, lasting for 2 turns.
Dominator Locator
max Lv. 4
Producible ModuleIn combat, when Hit Rate exceeds 70%, each 1% above that converts into a 1% DMG Bonus, up to 25%.
All levels (4)
  • Lv. 1: In combat, when Hit Rate exceeds 70%, each 1% above that converts into a 0.5% DMG Bonus, up to 5%.
  • Lv. 2: In combat, when Hit Rate exceeds 70%, each 1% above that converts into a 0.5% DMG Bonus, up to 10%.
  • Lv. 3: In combat, when Hit Rate exceeds 70%, each 1% above that converts into a 1% DMG Bonus, up to 16%.
  • Lv. 4: In combat, when Hit Rate exceeds 70%, each 1% above that converts into a 1% DMG Bonus, up to 25%.
Eclipse Fire Core
max Lv. 4
Producible ModuleWhen actively attacking with tactical weapons, Critical Hit chance increases by 20% and DMG dealt increases by15%.
All levels (4)
  • Lv. 1: When actively attacking with tactical weapons, Critical Hit chance increases by 4% and DMG dealt increases by3%.
  • Lv. 2: When actively attacking with tactical weapons, Critical Hit chance increases by 8% and DMG dealt increases by6%.
  • Lv. 3: When actively attacking with tactical weapons, Critical Hit chance increases by 14% and DMG dealt increases by10%.
  • Lv. 4: When actively attacking with tactical weapons, Critical Hit chance increases by 20% and DMG dealt increases by15%.
Energy Booster
max Lv. 4
Producible ModuleWhen there are enemies within the current weapon's range, DMG +15%. For each additional 1 enemy, DMG increases by an extra 2.5%, upto 30%.
All levels (4)
  • Lv. 1: When there are enemies within the current weapon's range, DMG +3%. For each additional 1 enemy, DMG increases by an extra 1.5%, upto 6%.
  • Lv. 2: When there are enemies within the current weapon's range, DMG +6%. For each additional 1 enemy, DMG increases by an extra 1.5%, upto 12%.
  • Lv. 3: When there are enemies within the current weapon's range, DMG +10%. For each additional 1 enemy, DMG increases by an extra 2.5%, upto 20%.
  • Lv. 4: When there are enemies within the current weapon's range, DMG +15%. For each additional 1 enemy, DMG increases by an extra 2.5%, upto 30%.
Enlightenment Core
max Lv. 4
Producible ModuleWhen attacking with a skill that costs 3 AP or more, DMG +10% and Hit Rate +10%. For every additional AP consumed, effect +2%, up to 16%.
All levels (4)
  • Lv. 1: When attacking with a skill that costs 3 AP or more, DMG +10% and Hit Rate +10%. For every additional AP consumed, effect +2%, up to 16%.
  • Lv. 2: When attacking with a skill that costs 3 AP or more, DMG +4% and Hit Rate 1. For every additional AP consumed, effect +1%, up to 6%.
  • Lv. 3: When attacking with a skill that costs 3 AP or more, DMG +7% and Hit Rate 1. For every additional AP consumed, effect +2%, up to 11%.
  • Lv. 4: When attacking with a skill that costs 3 AP or more, DMG +10% and Hit Rate +10%. For every additional AP consumed, effect +2%, up to 16%.
Equilibrium
max Lv. 4
Producible ModuleAfter landing critical hits, Dodge Rate +15%. After a perfect dodge, Crit Rate +15%, lasting for 1 turn.
All levels (4)
  • Lv. 1: After landing critical hits, Dodge Rate +3%. After a perfect dodge, Crit Rate +3%, lasting for 1 turn.
  • Lv. 2: After landing critical hits, Dodge Rate +6%. After a perfect dodge, Crit Rate +6%, lasting for 1 turn.
  • Lv. 3: After landing critical hits, Dodge Rate +10%. After a perfect dodge, Crit Rate +10%, lasting for 1 turn.
  • Lv. 4: After landing critical hits, Dodge Rate +15%. After a perfect dodge, Crit Rate +15%, lasting for 1 turn.
Fang Frame
max Lv. 4
Producible ModuleWhen equipping two weapons of different [type]s in both hands, DMG +20%.
All levels (4)
  • Lv. 1: When equipping two weapons of different [type]s in both hands, DMG +4%.
  • Lv. 2: When equipping two weapons of different [type]s in both hands, DMG +8%.
  • Lv. 3: When equipping two weapons of different [type]s in both hands, DMG +14%.
  • Lv. 4: When equipping two weapons of different [type]s in both hands, DMG +20%.
Fireweaver Chip
max Lv. 4
Producible ModuleWhen attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo in the Magazine, DMG is further increased by 5%, up to 35%.
All levels (4)
  • Lv. 1: When attacking with a Tactical Weapon, DMG +3%. For every 1 Ammo in the Magazine, DMG is further increased by 2%, up to 7%.
  • Lv. 2: When attacking with a Tactical Weapon, DMG +6%. For every 1 Ammo in the Magazine, DMG is further increased by 3%, up to 15%.
  • Lv. 3: When attacking with a Tactical Weapon, DMG +10%. For every 1 Ammo in the Magazine, DMG is further increased by 4%, up to 22%.
  • Lv. 4: When attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo in the Magazine, DMG is further increased by 5%, up to 35%.
Flame Chaser
max Lv. 4
Producible ModuleDMG dealt increases by 10%. For each 2 tiles moved, DMG dealt additionally increases by 5%, up to 25%, lasting for 2 turns.
All levels (4)
  • Lv. 1: DMG dealt increases by 2%. For each 2 tiles moved, DMG dealt additionally increases by 2%, up to 6%, lasting for 2 turns.
  • Lv. 2: DMG dealt increases by 4%. For each 2 tiles moved, DMG dealt additionally increases by 3%, up to 9%, lasting for 2 turns.
  • Lv. 3: DMG dealt increases by 7%. For each 2 tiles moved, DMG dealt additionally increases by 3.5%, up to 17.5%, lasting for 2 turns.
  • Lv. 4: DMG dealt increases by 10%. For each 2 tiles moved, DMG dealt additionally increases by 5%, up to 25%, lasting for 2 turns.
Flame Core
max Lv. 4
Producible ModuleWhen attacking with a skill that costs 3 AP or more, DMG +20%. For every 1 additional AP consumed, this effect +5%, up to 35%.
All levels (4)
  • Lv. 1: When attacking with a skill that costs 3 AP or more, DMG +4%. For every 1 additional AP consumed, this effect +3%, up to 7%.
  • Lv. 2: When attacking with a skill that costs 3 AP or more, DMG +8%. For every 1 additional AP consumed, this effect +3%, up to 14%.
  • Lv. 3: When attacking with a skill that costs 3 AP or more, DMG +14%. For every 1 additional AP consumed, this effect +5%, up to 24%.
  • Lv. 4: When attacking with a skill that costs 3 AP or more, DMG +20%. For every 1 additional AP consumed, this effect +5%, up to 35%.
Flash Array
max Lv. 4
Producible ModuleDMG +10%. When attacking, DMG is further increased by 25%, decreasing by 5% after each attack. Resets after destroying any target.
All levels (4)
  • Lv. 1: DMG +3%. When attacking, DMG is further increased by 5%, decreasing by 1% after each attack. Resets after destroying any target.
  • Lv. 2: DMG +5%. When attacking, DMG is further increased by 10%, decreasing by 2% after each attack. Resets after destroying any target.
  • Lv. 3: DMG +5%. When attacking, DMG is further increased by 20%, decreasing by 4% after each attack. Resets after destroying any target.
  • Lv. 4: DMG +10%. When attacking, DMG is further increased by 25%, decreasing by 5% after each attack. Resets after destroying any target.
Garm Unit
max Lv. 4
Producible ModuleDuring the Enemy Turn, DMG +30%.
All levels (4)
  • Lv. 1: During the Enemy Turn, DMG +6%.
  • Lv. 2: During the Enemy Turn, DMG +12%.
  • Lv. 3: During the Enemy Turn, DMG +20%.
  • Lv. 4: During the Enemy Turn, DMG +30%.
HCI System
max Lv. 4
Producible ModuleDuring an Active Attack, there is a 100% chance to trigger Flurry Strike, dealing 0.3x DMG, effective up to 1 time per turn.
All levels (4)
  • Lv. 1: During an Active Attack, there is a 20% chance to trigger Flurry Strike, dealing 0.3x DMG, effective up to 1 time per turn.
  • Lv. 2: During an Active Attack, there is a 40% chance to trigger Flurry Strike, dealing 0.3x DMG, effective up to 1 time per turn.
  • Lv. 3: During an Active Attack, there is a 70% chance to trigger Flurry Strike, dealing 0.3x DMG, effective up to 1 time per turn.
  • Lv. 4: During an Active Attack, there is a 100% chance to trigger Flurry Strike, dealing 0.3x DMG, effective up to 1 time per turn.
HM Bridged Unit
max Lv. 4
Producible ModuleWhen fighting enemies within the 1-ring area, Hit Rate +15%, Crit Rate +15%.
All levels (4)
  • Lv. 1: When fighting enemies within the 1-ring area, Hit Rate +3%
  • Lv. 2: When fighting enemies within the 1-ring area, Hit Rate +6%
  • Lv. 3: When fighting enemies within the 1-ring area, Hit Rate +10%
  • Lv. 4: When fighting enemies within the 1-ring area, Hit Rate +15%, Crit Rate +15%.
Heartsplitter Mod
max Lv. 4
Producible ModuleDuring combat, for each 1 debuff the target carries, increases own DMG dealt by 5% and target DMG taken by 2%, stacking up to 5 times, lasting for 2 turns.
All levels (4)
  • Lv. 1: During combat, for each 1 debuff the target carries, increases own DMG dealt by 2% and target DMG taken by 1%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 2: During combat, for each 1 debuff the target carries, increases own DMG dealt by 3% and target DMG taken by 2%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 3: During combat, for each 1 debuff the target carries, increases own DMG dealt by 3% and target DMG taken by 2%, stacking up to 5 times, lasting for 2 turns.
  • Lv. 4: During combat, for each 1 debuff the target carries, increases own DMG dealt by 5% and target DMG taken by 2%, stacking up to 5 times, lasting for 2 turns.
Hrodvitnir Unit
max Lv. 4
Producible ModuleWhen initiating combat, has a 20% chance to trigger Flurry Strike, dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 20%.
All levels (4)
  • Lv. 1: When initiating combat, has a 4% chance to trigger Flurry Strike, dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 4%.
  • Lv. 2: When initiating combat, has a 8% chance to trigger Flurry Strike, dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 8%.
  • Lv. 3: When initiating combat, has a 14% chance to trigger Flurry Strike, dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 14%.
  • Lv. 4: When initiating combat, has a 20% chance to trigger Flurry Strike, dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 20%.
Immaculateur
max Lv. 4
Producible ModuleWhen a Fighter attacks, DMG +18%, with an additional increase of 12% against the part with the highest HP.
All levels (4)
  • Lv. 1: When a Fighter attacks, DMG +4%, with an additional increase of 2% against the part with the highest HP.
  • Lv. 2: When a Fighter attacks, DMG +8%, with an additional increase of 4% against the part with the highest HP.
  • Lv. 3: When a Fighter attacks, DMG +12%, with an additional increase of 8% against the part with the highest HP.
  • Lv. 4: When a Fighter attacks, DMG +18%, with an additional increase of 12% against the part with the highest HP.
Iron Rain Mod
max Lv. 4
Producible ModuleIncreases DMG dealt by 15% when attacking with tactical weapon. For each 1 tactical ammo consumed, additionally increases DMG dealt by 4%, up to 5 stacks, lasting for 2 turns.
All levels (4)
  • Lv. 1: Increases DMG dealt by 3% when attacking with tactical weapon. For each 1 tactical ammo consumed, additionally increases DMG dealt by 2%, up to 3 stacks, lasting for 2 turns.
  • Lv. 2: Increases DMG dealt by 6% when attacking with tactical weapon. For each 1 tactical ammo consumed, additionally increases DMG dealt by 3%, up to 3 stacks, lasting for 2 turns.
  • Lv. 3: Increases DMG dealt by 10% when attacking with tactical weapon. For each 1 tactical ammo consumed, additionally increases DMG dealt by 3%, up to 5 stacks, lasting for 2 turns.
  • Lv. 4: Increases DMG dealt by 15% when attacking with tactical weapon. For each 1 tactical ammo consumed, additionally increases DMG dealt by 4%, up to 5 stacks, lasting for 2 turns.
Kinetic Monitor
max Lv. 4
Producible ModuleAfter executing a single-target repair skill, if the target's HP is full, grants the target Kinetic Monitor. Can only trigger 1 time per turn.
All levels (4)
  • Lv. 1: After executing a single-target repair skill, if the target's HP is full, grants the target Kinetic Monitor. Can only trigger 1 time per turn.
  • Lv. 2: After executing a single-target repair skill, if the target's HP is full, grants the target Kinetic Monitor. Can only trigger 1 time per turn.
  • Lv. 3: After executing a single-target repair skill, if the target's HP is full, grants the target Kinetic Monitor. Can only trigger 1 time per turn.
  • Lv. 4: After executing a single-target repair skill, if the target's HP is full, grants the target Kinetic Monitor. Can only trigger 1 time per turn.
Lamination Unit
max Lv. 4
Producible ModuleAfter performing active repairs, any overflow repair amount will temporarily raise the HP cap by up to 15%.
All levels (4)
  • Lv. 1: After performing active repairs, any overflow repair amount will temporarily raise the HP cap by up to 3%.
  • Lv. 2: After performing active repairs, any overflow repair amount will temporarily raise the HP cap by up to 6%.
  • Lv. 3: After performing active repairs, any overflow repair amount will temporarily raise the HP cap by up to 10%.
  • Lv. 4: After performing active repairs, any overflow repair amount will temporarily raise the HP cap by up to 15%.
Liquid Repair Kit
max Lv. 4
Producible ModuleWhen HP falls below 50%, there is a 100% chance to restore 6% HP after taking damage, effective up to 2 times per turn.
All levels (4)
  • Lv. 1: When HP falls below 50%, there is a 40% chance to restore 3% HP after taking damage, effective up to 2 times per turn.
  • Lv. 2: When HP falls below 50%, there is a 60% chance to restore 4% HP after taking damage, effective up to 2 times per turn.
  • Lv. 3: When HP falls below 50%, there is a 80% chance to restore 5% HP after taking damage, effective up to 2 times per turn.
  • Lv. 4: When HP falls below 50%, there is a 100% chance to restore 6% HP after taking damage, effective up to 2 times per turn.
Lumiflow Lidar
max Lv. 4
Producible ModuleWhen attacking, DMG +5% for every 1 tile from the target, up to +25%.
All levels (4)
  • Lv. 1: When attacking, DMG 1 for every 2% tile from the target, up to +6%.
  • Lv. 2: When attacking, DMG 1 for every 2.5% tile from the target, up to +10%.
  • Lv. 3: When attacking, DMG 1 for every 3% tile from the target, up to +15%.
  • Lv. 4: When attacking, DMG +5% for every 1 tile from the target, up to +25%.
M-SWR Scope
max Lv. 4
Producible ModuleAfter initiating combat, if Re-ATK is triggered, gains DMG +6%. Stacks up to 5 times. Lasts for 2 turns.
All levels (4)
  • Lv. 1: After initiating combat, if Re-ATK is triggered, gains DMG +2%. Stacks up to 3 times. Lasts for 2 turns.
  • Lv. 2: After initiating combat, if Re-ATK is triggered, gains DMG +4%. Stacks up to 3 times. Lasts for 2 turns.
  • Lv. 3: After initiating combat, if Re-ATK is triggered, gains DMG +4%. Stacks up to 5 times. Lasts for 2 turns.
  • Lv. 4: After initiating combat, if Re-ATK is triggered, gains DMG +6%. Stacks up to 5 times. Lasts for 2 turns.
Mirror Core
max Lv. 4
Producible ModuleWhen both hands are equipped with the same weapon type, DMG +20%.
All levels (4)
  • Lv. 1: When both hands are equipped with the same weapon type, DMG +4%.
  • Lv. 2: When both hands are equipped with the same weapon type, DMG +8%.
  • Lv. 3: When both hands are equipped with the same weapon type, DMG +14%.
  • Lv. 4: When both hands are equipped with the same weapon type, DMG +20%.
ProxBot Jammer
max Lv. 4
Producible ModuleActivate the Aura: Inflicts a Dodge Rate -12% on enemies within the adjacent 2-tile area.
All levels (4)
  • Lv. 1: Activate the Aura: Inflicts a Dodge Rate 2 on enemies within the adjacent 2.5%-tile area.
  • Lv. 2: Activate the Aura: Inflicts a Dodge Rate 2 on enemies within the adjacent 5%-tile area.
  • Lv. 3: Activate the Aura: Inflicts a Dodge Rate 2 on enemies within the adjacent 8%-tile area.
  • Lv. 4: Activate the Aura: Inflicts a Dodge Rate -12% on enemies within the adjacent 2-tile area.
Rad-Synchronizer
max Lv. 4
Producible ModuleFor each buff gained, DMG +6%, up to 30%. Lasts for 2 turns.
All levels (4)
  • Lv. 1: For each buff gained, DMG +2%, up to 6%. Lasts for 2 turns.
  • Lv. 2: For each buff gained, DMG +4%, up to 12%. Lasts for 2 turns.
  • Lv. 3: For each buff gained, DMG +4%, up to 20%. Lasts for 2 turns.
  • Lv. 4: For each buff gained, DMG +6%, up to 30%. Lasts for 2 turns.
Rebel Mod
max Lv. 4
Producible ModuleWhen attacked, for each 1 hit dodged, DMG dealt increases by 2.5%, up to 35%. This effect is reduced by 10% at the end of turn.
All levels (4)
  • Lv. 1: When attacked, for each 1 hit dodged, DMG dealt increases by 1%, up to 8%. This effect is reduced by 2% at the end of turn.
  • Lv. 2: When attacked, for each 1 hit dodged, DMG dealt increases by 1.5%, up to 15%. This effect is reduced by 4% at the end of turn.
  • Lv. 3: When attacked, for each 1 hit dodged, DMG dealt increases by 2%, up to 24%. This effect is reduced by 7% at the end of turn.
  • Lv. 4: When attacked, for each 1 hit dodged, DMG dealt increases by 2.5%, up to 35%. This effect is reduced by 10% at the end of turn.
Sentinel Unit
max Lv. 4
Producible ModuleAfter performing active repairs, applies DMG UP III to all repaired targets, lasting for 2 turns. If the target already has a DMG UP effect, increases the effect by 1 level, up to a maximum of DMG UP V.
All levels (4)
  • Lv. 1: After performing active repairs, applies DMG UP III to all repaired targets, lasting for 2 turns. If the target already has a DMG UP effect, increases the effect by 1 level, up to a maximum of DMG UP V.
  • Lv. 2: After performing active repairs, applies DMG UP III to all repaired targets, lasting for 2 turns. If the target already has a DMG UP effect, increases the effect by 1 level, up to a maximum of DMG UP V.
  • Lv. 3: After performing active repairs, applies DMG UP III to all repaired targets, lasting for 2 turns. If the target already has a DMG UP effect, increases the effect by 1 level, up to a maximum of DMG UP V.
  • Lv. 4: After performing active repairs, applies DMG UP III to all repaired targets, lasting for 2 turns. If the target already has a DMG UP effect, increases the effect by 1 level, up to a maximum of DMG UP V.
Sentry Mod
max Lv. 4
Producible ModuleBefore performing Link Attack, DMG dealt increases by 5% and Critical Hit chance increases by 2%, stacking up to 5 times, lasting for 2 turns.
All levels (4)
  • Lv. 1: Before performing Link Attack, DMG dealt increases by 2% and Critical Hit chance increases by 1%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 2: Before performing Link Attack, DMG dealt increases by 3.5% and Critical Hit chance increases by 1.5%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 3: Before performing Link Attack, DMG dealt increases by 3.5% and Critical Hit chance increases by 1.5%, stacking up to 5 times, lasting for 2 turns.
  • Lv. 4: Before performing Link Attack, DMG dealt increases by 5% and Critical Hit chance increases by 2%, stacking up to 5 times, lasting for 2 turns.
Skydome Hub
max Lv. 4
Producible ModuleWhen there are 3 or more enemies within the current weapon's range, Crit Rate +12%. For each additional enemy, the Crit Rate will continue to increase by 6%, up to 24%.
All levels (4)
  • Lv. 1: When there are 3 or more enemies within the current weapon's range, Crit Rate +12%. For each additional enemy, the Crit Rate will continue to increase by 6%, up to 24%.
  • Lv. 2: When there are 3 or more enemies within the current weapon's range, Crit Rate +6%. For each additional enemy, the Crit Rate will continue to increase by 2%, up to 10%.
  • Lv. 3: When there are 2 or more enemies within the current weapon's range, Crit Rate +8%. For each additional enemy, the Crit Rate will continue to increase by 4%, up to 16%.
  • Lv. 4: When there are 3 or more enemies within the current weapon's range, Crit Rate +12%. For each additional enemy, the Crit Rate will continue to increase by 6%, up to 24%.
Slipstream Chip
max Lv. 4
Producible ModuleRepair AMT +15%. When executing a single-target repair skill, if the target's HP is below 90%, applies Movement UP to the target, lasting for 1 turn.
All levels (4)
  • Lv. 1: Repair AMT +3%. When executing a single-target repair skill, if the target's HP is below 30%, applies Movement UP to the target, lasting for 1 turn.
  • Lv. 2: Repair AMT +6%. When executing a single-target repair skill, if the target's HP is below 50%, applies Movement UP to the target, lasting for 1 turn.
  • Lv. 3: Repair AMT +10%. When executing a single-target repair skill, if the target's HP is below 70%, applies Movement UP to the target, lasting for 1 turn.
  • Lv. 4: Repair AMT +15%. When executing a single-target repair skill, if the target's HP is below 90%, applies Movement UP to the target, lasting for 1 turn.
Supercomputer Type-R
max Lv. 4
Producible ModuleWhen actively attacking, gains DMG +6% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns.
All levels (4)
  • Lv. 1: When actively attacking, gains DMG +2% for each debuff inflicted. Stacks up to 3 times. Lasts for 2 turns.
  • Lv. 2: When actively attacking, gains DMG +4% for each debuff inflicted. Stacks up to 3 times. Lasts for 2 turns.
  • Lv. 3: When actively attacking, gains DMG +4% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns.
  • Lv. 4: When actively attacking, gains DMG +6% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns.
Synchronize Hub
max Lv. 4
Producible ModuleWhen both shoulders are equipped with the same weapon type, DMG +20%.
All levels (4)
  • Lv. 1: When both shoulders are equipped with the same weapon type, DMG +4%.
  • Lv. 2: When both shoulders are equipped with the same weapon type, DMG +8%.
  • Lv. 3: When both shoulders are equipped with the same weapon type, DMG +14%.
  • Lv. 4: When both shoulders are equipped with the same weapon type, DMG +20%.
Tempered Frame
max Lv. 4
Producible ModuleWhen both hands and backpack slots are equipped with weapon, DMG dealt increases by 30%.
All levels (4)
  • Lv. 1: When both hands and backpack slots are equipped with weapon, DMG dealt increases by 6%.
  • Lv. 2: When both hands and backpack slots are equipped with weapon, DMG dealt increases by 12%.
  • Lv. 3: When both hands and backpack slots are equipped with weapon, DMG dealt increases by 20%.
  • Lv. 4: When both hands and backpack slots are equipped with weapon, DMG dealt increases by 30%.
Thermostatic Mod
max Lv. 4
Producible ModuleWhen actively attacking, if 3 or more targets are hit, restores 1 AP after combat. Can only trigger 1 time per turn.
All levels (4)
  • Lv. 1: When actively attacking, if 4 or more targets are hit, restores 1 AP after combat. This effect has a 2-turn trigger interval.
  • Lv. 2: When actively attacking, if 4 or more targets are hit, restores 1 AP after combat. This effect has a 1-turn trigger interval.
  • Lv. 3: When actively attacking, if 3 or more targets are hit, restores 1 AP after combat. This effect has a 1-turn trigger interval.
  • Lv. 4: When actively attacking, if 3 or more targets are hit, restores 1 AP after combat. Can only trigger 1 time per turn.
Thorn Circuit
max Lv. 4
Producible ModuleFor each 1 enemy within 1 ring area, DMG taken reduces by 15% and DMG dealt increases by 15%. For each 1 additional enemy, DMG dealt additionally increases by 5%, up to 15%.
All levels (4)
  • Lv. 1: For each 1 enemy within 3% ring area, DMG taken reduces by 3% and DMG dealt increases by 15%. For each 1% additional enemy, DMG dealt additionally increases by 3%
  • Lv. 2: For each 1 enemy within 6% ring area, DMG taken reduces by 6% and DMG dealt increases by 15%. For each 2% additional enemy, DMG dealt additionally increases by 6%
  • Lv. 3: For each 1 enemy within 11% ring area, DMG taken reduces by 11% and DMG dealt increases by 15%. For each 3% additional enemy, DMG dealt additionally increases by 9%
  • Lv. 4: For each 1 enemy within 1 ring area, DMG taken reduces by 15% and DMG dealt increases by 15%. For each 1 additional enemy, DMG dealt additionally increases by 5%, up to 15%.
ThunderCloud FES
max Lv. 4
Producible ModuleWhen executing an AoE attack, for every 1 target hit, DMG +6% before combat. Stacks up to 5 times. Lasts for 2 turns.
All levels (4)
  • Lv. 1: When executing an AoE attack, for every 1 target hit, DMG +2% before combat. Stacks up to 3 times. Lasts for 2 turns.
  • Lv. 2: When executing an AoE attack, for every 1 target hit, DMG +4% before combat. Stacks up to 3 times. Lasts for 2 turns.
  • Lv. 3: When executing an AoE attack, for every 1 target hit, DMG +4% before combat. Stacks up to 5 times. Lasts for 2 turns.
  • Lv. 4: When executing an AoE attack, for every 1 target hit, DMG +6% before combat. Stacks up to 5 times. Lasts for 2 turns.
Triangular Frame
max Lv. 4
Producible ModuleWhen on any allied terrain effect, DMG Dealt +15% and DMG Taken -15%.
All levels (4)
  • Lv. 1: When on any allied terrain effect, DMG Dealt +3% and DMG Taken -3%.
  • Lv. 2: When on any allied terrain effect, DMG Dealt +6% and DMG Taken -6%.
  • Lv. 3: When on any allied terrain effect, DMG Dealt +10% and DMG Taken -10%.
  • Lv. 4: When on any allied terrain effect, DMG Dealt +15% and DMG Taken -15%.
Turbo Booster
max Lv. 4
Producible ModuleWhen your AP exceeds 2, for each point of excess AP, DMG +6%, up to 30%.
All levels (4)
  • Lv. 1: When your AP exceeds 2, for each point of excess AP, DMG +2%, up to 6%.
  • Lv. 2: When your AP exceeds 2, for each point of excess AP, DMG +4%, up to 12%.
  • Lv. 3: When your AP exceeds 2, for each point of excess AP, DMG +4%, up to 20%.
  • Lv. 4: When your AP exceeds 2, for each point of excess AP, DMG +6%, up to 30%.
Wayward Engine
max Lv. 4
Producible ModuleFor each 1 target affected by repair effect, Fixed DMG or Splash DMG from this unit, increases DMG dealt by 6% and Repair AMT by 4%, stacking up to 5 times, lasting for 2 turns.
All levels (4)
  • Lv. 1: For each 1 target affected by repair effect, Fixed DMG or Splash DMG from this unit, increases DMG dealt by 2% and Repair AMT by 2%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 2: For each 1 target affected by repair effect, Fixed DMG or Splash DMG from this unit, increases DMG dealt by 4% and Repair AMT by 3%, stacking up to 3 times, lasting for 2 turns.
  • Lv. 3: For each 1 target affected by repair effect, Fixed DMG or Splash DMG from this unit, increases DMG dealt by 4% and Repair AMT by 3%, stacking up to 5 times, lasting for 2 turns.
  • Lv. 4: For each 1 target affected by repair effect, Fixed DMG or Splash DMG from this unit, increases DMG dealt by 6% and Repair AMT by 4%, stacking up to 5 times, lasting for 2 turns.
Zanshin
max Lv. 4
Producible ModuleEach time an enemy ST is hit by an attack that includes Fixed DMG or Splash DMG, DMG increases by 6% for 2 turns. Stacks up to 5 times.
All levels (4)
  • Lv. 1: Each time an enemy ST is hit by an attack that includes Fixed DMG or Splash DMG, DMG increases by 2% for 3 turns. Stacks up to 2 times.
  • Lv. 2: Each time an enemy ST is hit by an attack that includes Fixed DMG or Splash DMG, DMG increases by 4% for 3 turns. Stacks up to 2 times.
  • Lv. 3: Each time an enemy ST is hit by an attack that includes Fixed DMG or Splash DMG, DMG increases by 4% for 5 turns. Stacks up to 2 times.
  • Lv. 4: Each time an enemy ST is hit by an attack that includes Fixed DMG or Splash DMG, DMG increases by 6% for 2 turns. Stacks up to 5 times.

Modules on ST · 162

ModuleEffect (max level)ST
AI Aiming Unit
Lv. 2
Hit Rate +10%
Abnomality Mod
Lv. 8
For each 1 buff or debuff carried, DMG dealt increases by 3%, up to 24%.
If this unit carries 6 or more total buffs and debuffs, assault weapon bullet count increases by +1.
Accumulator Mod
Lv. 8 · all levels
Before actively attacking, if distance moved is 2 tiles or less, DMG +18%;
At end of action, immediately gain 1 AP. This effect has a 1-turn trigger interval.
Accuracy Mod
Lv. 4 · all levels
Hit Rate +10%.
Accurate Accumulator
Lv. 1
When actively attacking, for each 1 AP consumed, Hit Rate +2.5%, up to 10%.
Adaptive Energy Mod
Lv. 8
Repair AMT increases by 12%. When actively using repair skills, Repair AMT additionally increases by 12%;
After using non-attack command skills, next active attack skill AP cost reduces by -1. After using active attack skills, next active non-attack command skills AP cost reduces by -1. This effect can trigger 1 time per turn.
Adaptive Mod
Lv. 2–8 · all levels
When HP is below 50%, DMG Taken -18%.
When HP is above 50%, DMG +20%.
Aggression Mod
Lv. 8 · all levels
When actively attacking, critical hit chance increases by 20%. If the attack does not score a critical hit, the next attack critical hit chance increases by additionally 15%. This effect is reset upon scoring a critical hit.
When entering Aiming Mode, the attack multiplier is increased by +0.1.
Aim Afar Mod
Lv. 2–8 · all levels
When there are no enemies within the adjacent (2 tiles) area, DMG +18%.
Activate the Aura: Grants a Hit Rate +8% to allies within the adjacent (2 tiles) area.
Aiming Aid
Lv. 4
When attacking with a Tactical Weapon, there is a 70% chance to trigger: DMG +15%.
Air Glow Mod
Lv. 4 · all levels
When actively attacking, for each 1 AP consumes, increases DMG dealt by 5% before battle, up to 35%. After combat, this increment is reduced by 10%.
All Creation Module
Lv. 8
For each 1 different profession on the team, DMG dealt increases by 6%, up to 24%.
If there are 4 or more professions on the team, Initial AP +1, AP recovery +1. Enters the Restriction Removal state, activating the extra module effect integrated within the part.
Annihilation Drive
Lv. 4 · all levels
After combat, increases DMG dealt by 4% and DMG of the ally initiated the attack by 2%, stacking up to 5 times, lasting for 2 turns.
Annihilation Module
Lv. 8 · all levels
Critical Hit chance increases by 12%. When actively attacking, Critical Hit chance additionally increases by 3% for each 1 target within skill range, up to a maximum of 12%.
If Critical Hit chance exceeds 50%, Critical Hit DMG increases by 1% for each 1% of Critical Hit chance above the threshold, up to +15%. If an active attack scores a Critical Hit on 2 or more targets, gains 1 AP. This effect can trigger 1 time per turn.
Armor Mod
Lv. 4 · all levels
Armor +35%.
Ascendancy Core
Lv. 4
In combat, gains DMG and Fixed DMG +5% every 5 hits. Stacks up to 5 times. Lasts for 2 turns.
Assaulter Fixture
Lv. 2
When initiating combat, if the target cannot retaliate, DMG +15%.
Asynchronous Sensor
Lv. 4 · all levels
DMG Dealt increases by 15%. When the target is more than 2 tiles away, DMG Dealt additionally increases by 5% for each 1 tile further away, up to 20%.
Augmenter
Lv. 8 · all levels
When attacking a part with HP above 60%, DMG +18%. CP +3 in the lowest unlocked Neural Drive Sector.
Auto-Adaptive Mod
Lv. 4 · all levels
When in combat with an enemy with no destroyed parts, DMG +25%.
Basher
Lv. 4
When attacking with a Melee Weapon, there is a 70% chance to trigger: DMG +15%.
Bastion Mod
Lv. 8 · all levels
When attacking with two weapons of the same type simultaneously, DMG +18%. Assault Weapon Range +1 when retaliating.
Bloodlust Unit
Lv. 4 · all levels
After being attacked, gain DMG +6% after combat, up to 5 stacks, lasting for 1 turn.
Bombardment Mod
Lv. 8 · all levels
When executing Code attacks, DMG +18%.
When actively attacking with a Tactical Weapon, if 3 or more targets are hit, randomly reloads 1 Ammo after combat, up to 1 time per turn.
Breaker Mod
Lv. 2–8 · all levels
When executing an AoE Attack, DMG Dealt +18%.
If 3 or more targets are hit, inflicts Movement Inhibition I on targets hit after combat, lasting for 2 turns.
Buffering Unit
Lv. 4
When taking damage, there is a 70% chance to trigger: Armor +45%.
Burning Soul Mod
Lv. 8
DMG dealt increases by 12%. For each 1 friendly Burning Terrain tile, DMG dealt additionally increases by 2%, up to 18%. After actively attacking, next active attack multiplier increases by +0.05. If the attack does not destroy the target, can move 1 additional tile.
Cavalry System
Lv. 4 · all levels
When a single weapon is equipped in both hands, DMG +20%.
Cluster Energizer
Lv. 4 · all levels
When casting an AoE attack, if it hits 2 or fewer targets, DMG +25%.
Combo Mod
Lv. 8 · all levels
After triggering Re-ATK, DMG +18%.
Each turn, after triggering the first Re-ATK, AP Cost -1, with a minimum of 1.
Conflux Hub
Lv. 1
Doubles levels of modules slotted in Legs.
Constellation Mod
Lv. 8
When using code skill to attack, DMG dealt increases by 12%, for each 1 hit landed, DMG dealt additionally increases by 3%, up to 24%.
When actively attacking, multi-hit weapons hit count increases by +1. If a part is broken after attacking, gains Movement UP, lasting for 1 turn.
Coordination Unit
Lv. 4 · all levels
After performing active repairs, grant the DMG UP III effect to up to 3 repair targets.
Counterattack Mod
Lv. 8
When attacked, if the attacker hit rate is 70% or less, increases Retaliation DMG by 24%;
After each Retaliation, skill multiplier is increased by +0.05, up to +0.15. This effect is removed at the end of turn.
Cover Fire Mod
Lv. 8
DMG dealt increases by 12%. On the 5th or later hit, DMG dealt additionally increases by 12%. When equipped with two assault weapons, DMG multiplier increases by +0.05. Sentry Mod max stack increases by +3, and gains 4 stacks at the start of battle.
Crit DMG Mod
Lv. 4 · all levels
Crit DMG +10%.
Crit RES Mod
Lv. 4 · all levels
Crit RES +10%.
Crit Rate Mod
Lv. 4 · all levels
Crit Rate +10%.
Crusher Mod
Lv. 2–8 · all levels
When attacking a target that carries debuffs, DMG +14%.
When inflicting debuffs, the duration +1.
DLSS
Lv. 1
Stationary Arm Blaster. Can execute Shock Wave with a single Blaster. Can execute High Tide with two Blasters.
DMG Taken Mod
Lv. 4 · all levels
DMG Taken -10%.
Deep Linker
Lv. 4 · all levels
DMG dealt increases by 15%. For each 1 debuff applied, DMG dealt additionally increases by 4%, stacking up to 5 times, lasting for 2 turns.
Defender Mod
Lv. 2 · all levels
If unable to retaliate in combat, DMG Taken -4%.
Descension Module
Lv. 8 · all levels
Increases DMG dealt to targets within 2 adjacent tiles by 24%. Reduces DMG taken from attacker beyond 2 adjacent tiles by 24%.
Favorable Event trigger rate increases by +10%. DMG calculation will use the highest number of pilot's attributes
Dignity Mod
Lv. 8
During combat, if own HP percentage is equal to or greater than the enemy, DMG dealt increases by 24%. When attacking, if there is an ally within 3 adjacent tiles, AP Cost is reduced by -1, to a minimum of 1 AP. This effect can trigger 1 time per turn.
Discipline Mod
Lv. 4 · all levels
When actively attacking with Sniper Rifle, for each 1 hit landed, increases DMG dealt and Critical Hit chance by 4%, stacking up to 5 times, lasting for 2 turns.
Dodge Mod
Lv. 4 · all levels
Dodge Rate +10%.
Dominator Locator
Lv. 4 · all levels
In combat, when Hit Rate exceeds 70%, each 1% above that converts into a 1% DMG Bonus, up to 25%.
Doomsday Core
Lv. 4 · all levels
Reduces DMG taken by 15% when attacked by enemies afflicted with debuffs. DMG dealt increases by 15% when attacking enemies afflicted with debuffs. DMG dealt additionally increases by 3% for each 1 debuff present, up to 30%.
Dragon's Might - Enlightenment
Lv. 2
Increases DMG dealt by allies within 3 adjacent tiles by 3%. If piloted by Wataru, this effect is doubled.
Dragon's Might - Guard
Lv. 2
When a Shield is equipped on left arm, DMG taken reduces by 5%. This effect is doubled against bosses.
Dragon's Might - Rising Wind
Lv. 2
Shield cannot be equipped on right arm. When equipping other melee weapons, DMG dealt increases by 5%. This effect is doubled against bosses.
Dragon's Might - Unfettered
Lv. 2
Ignores unit obstruction when moving. When Wataru pilots the complete Huilong, movement +1 and movement type changes to Levitating, allowing this unit to pass over low obstacle.
Eclipse Fire Core
Lv. 4 · all levels
When actively attacking with tactical weapons, Critical Hit chance increases by 20% and DMG dealt increases by15%.
Electronic Blocker
Lv. 4
When attacking, there is a 70% chance to trigger: target's Dodge Rate -12%.
Energy Booster
Lv. 4 · all levels
When there are enemies within the current weapon's range, DMG +15%. For each additional 1 enemy, DMG increases by an extra 2.5%, upto 30%.
Enlightenment Core
Lv. 4 · all levels
When attacking with a skill that costs 3 AP or more, DMG +10% and Hit Rate +10%. For every additional AP consumed, effect +2%, up to 16%.
Equilibrium
Lv. 4 · all levels
After landing critical hits, Dodge Rate +15%. After a perfect dodge, Crit Rate +15%, lasting for 1 turn.
Eruption Mod
Lv. 8 · all levels
When attacking a target within the attack range of both the held weapon and the backpack weapon, DMG Dealt +18%;
Enters the Restriction Removal state, activating the extra module effect integrated within the part.
Execution Mod
Lv. 2–8 · all levels
When attacking a part with HP lower than 60%, DMG +18%.
If a part is broken, trigger Flurry Strike to deal 0.25x DMG.
Fang Frame
Lv. 4 · all levels
When equipping two weapons of different [type]s in both hands, DMG +20%.
Firepower Module
Lv. 4
Firepower +10%.
Fireweaver Chip
Lv. 4 · all levels
When attacking with a Tactical Weapon, DMG +15%. For every 1 Ammo in the Magazine, DMG is further increased by 5%, up to 35%.
Flame Chaser
Lv. 4 · all levels
DMG dealt increases by 10%. For each 2 tiles moved, DMG dealt additionally increases by 5%, up to 25%, lasting for 2 turns.
Flame Core
Lv. 4 · all levels
When attacking with a skill that costs 3 AP or more, DMG +20%. For every 1 additional AP consumed, this effect +5%, up to 35%.
Flash Array
Lv. 4 · all levels
DMG +10%. When attacking, DMG is further increased by 25%, decreasing by 5% after each attack. Resets after destroying any target.
Flawless Mod
Lv. 2–8 · all levels
When HP is higher than 80%, DMG +9%, DMG Taken -9%.
At the start of each turn, restore 8% of HP.
Fluid Generator
Lv. 2
When actively attacking or retaliating, restores HP to undestroyed parts equal to 15% of damage dealt after combat, and can repair 1 destroyed part.
Focus Mod
Lv. 8 · all levels
If this unit doesn't move before actively attacking, Crit Rate +24%. If a critical hit occurs when attacking, Crit DMG +3% after combat. This effect can stack up to a maximum increase of 15%.
Force Field Module
Lv. 8 · all levels
When attacking a target carrying debuffs, all intact parts gain Temporary HP equal to 1.5% of max HP, up to a maximum of 24% of max HP.
Reduces the skill multiplier of all enemies within 3 adjacent tiles by 0.1 (this effect is reduced to 1/4 against Rocket weapons). For every affected target within range, this unit's skill multiplier increases by 0.025, up to a maximum of 0.1.
Fortification Mod
Lv. 8 · all levels
For each buff possessed, DMG +4.5%, up to 18%.
The duration of the buff gained increases by 1. This effect cannot stack with similar effects.
Fortitude Mod
Lv. 2–8 · all levels
When HP is below 60%, DMG +18%.
The Body is not destroyed when it suffers overdamage, with a trigger interval of 5 turns.
Garm Unit
Lv. 4 · all levels
During the Enemy Turn, DMG +30%.
HCI System
Lv. 4 · all levels
During an Active Attack, there is a 100% chance to trigger Flurry Strike, dealing 0.3x DMG, effective up to 1 time per turn.
HM Bridged Unit
Lv. 4 · all levels
When fighting enemies within the 1-ring area, Hit Rate +15%, Crit Rate +15%.
HP Mod
Lv. 4 · all levels
HP +10%.
Heartsplitter Mod
Lv. 4 · all levels
During combat, for each 1 debuff the target carries, increases own DMG dealt by 5% and target DMG taken by 2%, stacking up to 5 times, lasting for 2 turns.
Hrodvitnir Unit
Lv. 4 · all levels
When initiating combat, has a 20% chance to trigger Flurry Strike, dealing 0.25x DMG. For every 15% decrease in HP percentage, trigger chance increases by 20%.
Hyper Frame
Lv. 2
When possessing Temporary HP, DMG +15%.
Immaculateur
Lv. 4 · all levels
When a Fighter attacks, DMG +18%, with an additional increase of 12% against the part with the highest HP.
Inner-Cycle Hub
Lv. 4
When casting a skill with an AP Cost of 3 or more, there is a 25% chance to trigger and restore 1 AP after combat.
Inspiration Mod
Lv. 8
When allies within 2 adjacent tiles have over 50% HP, DMG Taken -12%;
After performing active repairs, can trigger Re-ATK. Cannot move before attacking. Can only trigger 1 time per turn.
Integration Mod
Lv. 8 · all levels
When HP is greater than or equal to 80%, DMG +18%.
Any Arm that suffers overdamage remains undestroyed. Has a trigger interval of 4 turns.
Intensive Analyzer
Lv. 4
When performing active repairs, there is a 70% chance to trigger Repair AMT +15%.
Iron Rain Mod
Lv. 4 · all levels
Increases DMG dealt by 15% when attacking with tactical weapon. For each 1 tactical ammo consumed, additionally increases DMG dealt by 4%, up to 5 stacks, lasting for 2 turns.
Kinetic Mod
Lv. 2–8 · all levels
Before an Active Attack in combat, for every 1 tile moved, DMG +4.5%, up to 18%.
ST's Movement +1.
Kinetic Monitor
Lv. 4 · all levels
After executing a single-target repair skill, if the target's HP is full, grants the target Kinetic Monitor. Can only trigger 1 time per turn.
Lamination Unit
Lv. 4 · all levels
After performing active repairs, any overflow repair amount will temporarily raise the HP cap by up to 15%.
Last Stand Module
Lv. 8 · all levels
When own HP is not full, DMG dealt increases by 24%.
When actively attacking, the attack multiplier increases by 0.025 for each ally without full HP, up to +0.1. This effect is reduced to 1/4 if equipped with Rocket Launcher.
Liquid Repair Kit
Lv. 4 · all levels
When HP falls below 50%, there is a 100% chance to restore 6% HP after taking damage, effective up to 2 times per turn.
Lumiflow Lidar
Lv. 4 · all levels
When attacking, DMG +5% for every 1 tile from the target, up to +25%.
M-SWR Scope
Lv. 4 · all levels
After initiating combat, if Re-ATK is triggered, gains DMG +6%. Stacks up to 5 times. Lasts for 2 turns.
MMA PTX
Lv. 1
Stationary Arm Blaster. Can execute Shock Wave with a single Blaster. Can execute High Tide with two Blasters.
Mass Repair Mod
Lv. 8 · all levels
When executing Mass repair skills, Repair AMT +18%.
Immune to Active Skill Disabled.
Matching Mod
Lv. 2–8 · all levels
When initiating combat, if the target can retaliate, DMG Taken -18%;
After initiating combat, restores HP equal to 25% of damage dealt.
Maverick Mod
Lv. 8 · all levels
When there are no allies within 2 adjacent tiles, DMG +18%;
At start of action, if there are no allies within 2 adjacent tiles, AP cost of the first attack initiated this turn -1, down to a minimum of 1 AP.
Mini-PC - Sniper
Lv. 4
When attacking with a Ranged Weapon, there is a 70% chance to trigger: DMG +15%.
Mirror Core
Lv. 4 · all levels
When both hands are equipped with the same weapon type, DMG +20%.
Mirror Matrix
Lv. 4
When attacking, increases DMG based on hits. For every 1 hit, DMG +5%, up to 30%. Resets after attacking.
Mitigation Mod
Lv. 8 · all levels
If unable to retaliate in combat, Dodge Rate +18%.
After performing a perfect dodge, gain Movement UP, lasting for 1 turn.
Momentum Module
Lv. 8 · all levels
DMG dealt increases by 12%. DMG dealt additionally increases by 1.5% for each 1 debuff the enemy team carries, up to 12%.
When initiating combat, there is a 25% chance to trigger Flurry Strike following the enemy's attack, dealing 0.25x DMG. This trigger chance increases by 25% for each debuff the target carries before combat.
Opportunist Mod
Lv. 8 · all levels
When in combat, if this unit's HP percentage is greater than or equal to the target's, DMG +18%. If the attack is not an active attack, DMG is additionally +12%. When actively attacking, if consuming greater than or equal to 5 AP, recovers 1 AP, can be triggered up to 1 time per turn.
Origin Core
Lv. 4 · all levels
During enemy turn, increases Dodge Rate by 15% of Firepower. During own turn, increases Firepower by 15% of Dodge Rate.
Overcapacity Mod
Lv. 8
When receiving repair effects, any overflow Repair AMT is converted into Temporary HP, up to 24%.
When attacked in battle, if possessing Temporary HP, triggers Quick Draw.
Pack Hunt Module
Lv. 8 · all levels
DMG dealt increases by 12%. When there are 2 or more enemy units within attack range, DMG dealt additionally increases by 6% for each 1 additional unit above 2, up to 12%.
Fixed DMG dealt increases by 25%. When attacking, Firepower increases by 2% of current HP.
Power Mod
Lv. 4 · all levels
ST Power +100
Pressurized Accumulator
Lv. 1
When actively attacking, for every 1 AP consumed, DMG +2.5%, up to 10%.
Pressurizer
Lv. 4
When attacking with an Assault Weapon, there is a 70% chance to trigger: DMG +15%.
ProxBot Jammer
Lv. 4 · all levels
Activate the Aura: Inflicts a Dodge Rate -12% on enemies within the adjacent 2-tile area.
RTX Frame
Lv. 1
When there is a surplus of ST Power, for every 50 surplus Power, DMG +3%, up to 15%
Rad-Synchronizer
Lv. 4 · all levels
For each buff gained, DMG +6%, up to 30%. Lasts for 2 turns.
Radar Jammer
Lv. 4
When attacked and retaliated, there is a 70% chance to trigger: Dodge Rate +12%.
Radiance Mod
Lv. 8
For each 1 AP currently possesses, DMG dealt increases by 3%, up to 24%.
When initiating combat with a skill costing 6 AP or more, this attack cannot be dodged, Quick Draw or Vigilant Shot against, and will always score a critical hit.
Radiant Core
Lv. 4 · all levels
Upon deployment, gains 2 stacks of Storm Surge, up to 5 stacks. After acting, if there are enemy units within 3 adjacent tiles, gains 1 stack of Storm Surge.
Raging Tide Mod
Lv. 8
DMG dealt increases by 12%, additionally increases by 1.5% for each 1 hit landed, up to 24%.
When actively attacking, if 6 or more hits landed, skill multiplier increases by +0.1. This effect is reset after attacking.
Raiding Module
Lv. 8 · all levels
When actively attacking with a Melee Weapon, DMG Dealt increases by 12%. For each 1 Re-ATK triggered during the turn, DMG Dealt additionally increases by 6%, up to 18%. This effect is removed at the end of turn.
After triggering Re-ATK, Critical Hit chance and Critical Hit DMG increase by 15%.
Raptor Unit
Lv. 4 · all levels
When actively attacking with a Melee Weapon, Critical Hit chance increases by 20%. If the target part is at full HP, DMG Dealt increases by 20%.
Ravage Mod
Lv. 8 · all levels
When attacking a target on any terrain effect, DMG +18%. Fixed DMG dealt is increased by 25%.
Rebel Mod
Lv. 4 · all levels
When attacked, for each 1 hit dodged, DMG dealt increases by 2.5%, up to 35%. This effect is reduced by 10% at the end of turn.
Rebuilder Fixture
Lv. 2
When any Arm is destroyed, restores 50% HP to 1 Arm. This effect can trigger again after an interval of 3 turns.
Refraction Array
Lv. 4 · all levels
When attacking with Tactical weapons, DMG dealt increases by 20%. When attacking with both shoulder-mounted weapons, Critical Hit chance increases by 15%.
Remote Strike Mod
Lv. 8
When actively attacking, if the target is 5 or more tiles away, DMG dealt increases by 24%. When actively attacking, if inflicted a cumulative of 4 debuffs or more, reloads 1 tactical ammo and applies Movement Inhibition I to the target after combat, lasting for 2 turns. This effect can trigger 1 time per turn and stops accumulating after triggering.
Repair Mod
Lv. 8 · all levels
When performing active repairs, if the target's HP is below 60%, Repair AMT +18%.
Remove 1 debuff after repairs.
Retaliation Mod
Lv. 8 · all levels
When retaliating, DMG +18%.
Additionally, Quick Draw effective times per turn +1.
Roaring Frame
Lv. 4 · all levels
Max HP increases by 15%. When actively attacking, DMG dealt increases by 25% if no movement was made before the attack.
Safeguard Mod
Lv. 8 · all levels
When there are 2 or more allies within 2 adjacent tiles, DMG +9% and DMG Taken -9%.
Aura: Grants DMG +5% and DMG Taken -5% to allies within 2 adjacent tiles.
Sentinel Mod
Lv. 8 · all levels
When in combat with a target at Ideal Range, DMG +18%.
When in combat with a target at Ideal Range, Bullets +1.
Sentinel Unit
Lv. 4 · all levels
After performing active repairs, applies DMG UP III to all repaired targets, lasting for 2 turns. If the target already has a DMG UP effect, increases the effect by 1 level, up to a maximum of DMG UP V.
Sentry Mod
Lv. 4 · all levels
Before performing Link Attack, DMG dealt increases by 5% and Critical Hit chance increases by 2%, stacking up to 5 times, lasting for 2 turns.
Shadow Strike Mod
Lv. 4
When attacking with assault weapon, DMG dealt increases by 15%. Critical Hit chance increases by 5% per 1 bullet count, up to 30%.
Shatter Array
Lv. 4
When attacking, there is a 70% chance to trigger: ignore 45% of the target's Armor.
Shock Absorber
Lv. 4
When taking damage, there is a 70% chance to trigger: DMG Taken -15%.
Siege Mod
Lv. 8
When there are enemy units within 2 adjacent tiles, DMG +9% and DMG Taken -9%.
Immune to Percentage-Based Fixed DMG
Skirmishing Mod
Lv. 8 · all levels
When in combat against enemies within 2 tiles, DMG +18%.
When initiating combat, if the target is hit, steals 1 AP from the target after combat. Can only trigger 1 time per turn.
Skydome Hub
Lv. 4 · all levels
When there are 3 or more enemies within the current weapon's range, Crit Rate +12%. For each additional enemy, the Crit Rate will continue to increase by 6%, up to 24%.
Slipstream Chip
Lv. 4 · all levels
Repair AMT +15%. When executing a single-target repair skill, if the target's HP is below 90%, applies Movement UP to the target, lasting for 1 turn.
Sniping Mod
Lv. 8
When attacking, DMG dealt increases by 12%. For each 1 tile away from the target, DMG dealt additionally increases by 2%, up to 24%.
If the distance to target is 5 tiles or more when attacking, skill multiplier increases by 0.1. The effect is doubled if this attack is not an active attack.
Stargazer Unit
Lv. 2 · all levels
Removes restriction, grants effect: Mech Form: when actively attacking, if Hit Rate is 90% or more, this attack cannot miss. Cruise Form: Movement +1, Vision range +1.
At the end of turn, if Configuration Shift has been used 2 or more times, gains 1 AP, otherwise gains 1 Shift Energy. When piloted by Lustre, CP +3 in the lowest unlocked Neural Drive Sector.
Sturdy Shield Mod
Lv. 8 · all levels
When attacked, if not possessing temporary HP, any undestroyed part having 70% or less HP gain temporary HP equal to 15% of that part max HP. When gaining temporary HP, grants DMG UP III and Hit Rate UP IV to self and 1 random ally within 2-tile diamond area around self, lasting for 2 turns.
Supercomputer Type-R
Lv. 4 · all levels
When actively attacking, gains DMG +6% for each debuff inflicted. Stacks up to 5 times. Lasts for 2 turns.
Support Mod
Lv. 8 · all levels
When attacking, if there are allies within 4 adjacent tiles, DMG dealt increases by 18%.
At the end of turn, if 2 or more code or attack skills are used this turn, recovers 1 AP.
Suppression Mod
Lv. 2–8 · all levels
During an Active Attack in combat, if the target cannot retaliate, DMG +18%.
Equally, dispel 1 buff from the target before combat.
Surmount Mod
Lv. 2–8 · all levels
When attacking a target with HP higher than 60%, DMG +18%.
If a part is not broken, trigger Flurry Strike, dealing 0.25x DMG.
Sustain Mod
Lv. 8
When performing active repairs, Repair AMT increases by 12%, with an additional increase of 24% to the part with the lowest HP.
This unit and the first summoned unit will not be destroyed when taking fatal damage. After battle, repairs all destroyed parts and restores 30% of Max HP to all allies within a 2-block range. This effect can be activated 1 time per deployment.
Synchronize Hub
Lv. 4 · all levels
When both shoulders are equipped with the same weapon type, DMG +20%.
Tempered Frame
Lv. 4 · all levels
When both hands and backpack slots are equipped with weapon, DMG dealt increases by 30%.
Tending Mod
Lv. 4 · all levels
Received Repair AMT +10%.
Tensor Core
Lv. 1
At end of action, if no movement occurred during this action, randomly loads 1 Ammo for 1 non-exhausted weapon.
Thermostatic Mod
Lv. 4 · all levels
When actively attacking, if 3 or more targets are hit, restores 1 AP after combat. Can only trigger 1 time per turn.
Thorn Circuit
Lv. 4 · all levels
For each 1 enemy within 1 ring area, DMG taken reduces by 15% and DMG dealt increases by 15%. For each 1 additional enemy, DMG dealt additionally increases by 5%, up to 15%.
ThunderCloud FES
Lv. 4 · all levels
When executing an AoE attack, for every 1 target hit, DMG +6% before combat. Stacks up to 5 times. Lasts for 2 turns.
Tiger Soul - Unbound
Lv. 2
When Toraoh pilots the complete Shadowtiger, ignores unit obstruction when moving, movement is not reduced when legs are destroyed, and movement type changes to Levitating, allowing this unit to pass over low obstacle.
Triangular Frame
Lv. 4 · all levels
When on any allied terrain effect, DMG Dealt +15% and DMG Taken -15%.
True Knowledge System
Lv. 4
When actively attacking, DMG dealt increases by 20%. If the current weapon is different than the previous one, DMG dealt additionally increases by 15%.
Turbo Booster
Lv. 4 · all levels
When your AP exceeds 2, for each point of excess AP, DMG +6%, up to 30%.
Ulfhednar Mod
Lv. 8 · all levels
When attacking, if this unit's HP percentage is below 60%, ignores 35% of the target's Armor and 18% of Dodge.
ST Movement increased by 1 tile. Ignores unit obstruction when moving, and when attacking enemy STs along the movement path, its triggered Flurry Strike effect is replaced with Gusty Strike.
Urgent Repair Mod
Lv. 2–8 · all levels
When performing active repairs on a part with the lowest HP, Repair AMT +36%;
When performing active repairs, can repair 1 additional destroyed part.
Valor Core
Lv. 4
When actively attacking, DMG dealt increases by 15%. This effect is doubled against bosses.
Wayward Engine
Lv. 4 · all levels
For each 1 target affected by repair effect, Fixed DMG or Splash DMG from this unit, increases DMG dealt by 6% and Repair AMT by 4%, stacking up to 5 times, lasting for 2 turns.
Xeno-Gear Module
Lv. 8 · all levels
DMG dealt increases by 24% while equipped with 2 different weapon types.
After an action, the DMG multiplier of the next active attack increases by +0.1.
Zanshin
Lv. 4 · all levels
Each time an enemy ST is hit by an attack that includes Fixed DMG or Splash DMG, DMG increases by 6% for 2 turns. Stacks up to 5 times.