Arnold
Updated:
Arnold (Arnold Whiteread) — SR pilot, role Guardian (Defender).
Ads help keep this site running. If you don’t mind, allow ads on it in your ad blocker.
Talents
Orator rank 0–2
When retaliating, inflict Attack Hindrance I on the target after combat, up to 2 stacks, lasting for 1 turn.
Orator rank 3–5 (enhanced)
When retaliating, inflict Attack Hindrance I on the target after combat, up to 2 stacks and lasting for 1 turn..
When inflicting debuffs, the duration +1.
Tips
There is no full build for this pilot. Below are tips from other guides.
Modules for the ST
See “Best modules for ST”. “Modules from ST” is the signature module taken from another ST.
Neural Drive
Slots: R red, Y yellow, B blue. An effect turns on when the chip levels in the section add up to the min. points.
| Section | Slots | Min. points | Effect |
|---|---|---|---|
| α Alpha | red Rblue Bblue B | 1 | |
| α Alpha | red Rblue Bblue B | 4 | Armor Specialization 1 DMG +20% on Retaliation. |
| α Alpha | red Rblue Bblue B | 7 | AP Optimization 1 Initial AP +1. |
| β Beta | red Ryellow Yblue B | 1 | |
| β Beta | red Ryellow Yblue B | 4 | Armor Specialization 2 When performing Guard, restore 1 AP after combat, effective up to 1 time per turn. |
| β Beta | red Ryellow Yblue B | 7 | AP Optimization 2 AP Cap +1. |
| γ1 Gamma | red Rblue Bblue B | 1 | Indestructible 1 When the Arm suffers overdamage, trigger Guts, locking to 1 HP, effective 1 time per battle. |
| γ1 Gamma | red Rblue Bblue B | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Rblue Bblue B | 7 | Adaptive Warfare 1 At the end of the action, if an Active Attack was not initiated this turn, an extra 2 tiles can be moved. |
| γ1 Gamma | red Rblue Bblue B | 10 | |
| γ1 Gamma | red Rblue Bblue B | 13 | Indestructible 3 Make Guts able to trigger again after 3 turns, with no effective time limit for each battle. |
| γ1 Gamma | red Rblue Bblue B | 16 | Indestructible 4 When any part suffers overdamage, trigger Guts. |
| γ2 Gamma | red Ryellow Yblue B | 1 | |
| γ2 Gamma | red Ryellow Yblue B | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Ryellow Yblue B | 7 | Entrenched 4 Guard can now be triggered an unlimited number of times per turn. |
| γ2 Gamma | red Ryellow Yblue B | 10 | |
| γ2 Gamma | red Ryellow Yblue B | 13 | Doves Style 3 Now, Attack Hindrance is stackable, up to 3 stacks. |
| γ2 Gamma | red Ryellow Yblue B | 16 | Doves Style 4 When Attack Hindrance reaches 3 stacks, also inflict Weapon Hindrance on the target, lasting for 1 turn. |
Biocomputer
| # | Skill | Effect |
|---|---|---|
| 0 | Entrenched 1 | Trigger Guard to protect adjacent (1 tile) allies from Assault and Ranged attacks, effective up to 2 times per turn. |
| 1 | Condemnation | |
| 5 | Resolve | When attacking a target that carries debuffs, DMG +15%. |
| 7 | Shelter | |
| 9 | Multiple-refined | For every 10% reduction in self HP, DMG Taken -4%, up to 20%. |
| 13 | Unilateral Threat | |
| 21 | Shrapnel Scattering | When a Large Shield is broken, enemies within the adjacent (2 tiles) area lose 2 AP, with a trigger interval of 3 turns. |
| 31 | Impeachment |
Ads help keep this site running. If you don’t mind, allow ads on it in your ad blocker.