Blackout
Updated:
Blackout (--------) — SSR pilot, role Guardian (Defender).
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Talents
Punisher rank 0–2
Can use command skill Limit Break. Carries Assault Field aura.
Punisher rank 3–5 (enhanced)
Can use command skill Limit Break. Carries Assault Field aura.
Guard range increases to 2 tiles. Using Limit Break additionally grants Rampage effect.
Tips
There is no full build for this pilot. Below are tips from other guides.
Signature ST
The pilot’s own ST is the first pick. Below are its built-in modules.
ST modules at max (Rainbow)
| ST | Modules | ST parts + LV MAX |
|---|---|---|
| DMG Taken −15% from debuffed enemies; DMG +15% against debuffed enemies. Plus DMG +3% for each extra debuff on the target, up to 30%. | When attacking a target with 1 or more debuffs: after combat, all intact parts gain temporary HP equal to 1.5% of the unit’s max HP, stacking up to 24% LV MAX Activates an aura: enemy units within 3 tiles get skill multiplier −0.1 when attacking (if the effective weapon is a missile, the effect drops to 1/4). For each enemy under the aura, your skill multiplier +0.025, up to +0.1. |
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 Ryellow Yblue B | 1 | |
| α Alpha | red Ryellow Yblue B | 4 | Armor Specialization 1 DMG +20% on Retaliation. |
| α Alpha | red Ryellow Yblue 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 | Phase Shift 1 At the start of action, Balance the HP% of all intact parts. |
| 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 | Phase Shift 3 When a part is destroyed, DMG Taken -15%. |
| γ1 Gamma | red Rblue Bblue B | 16 | Phase Shift 4 After taking damage, if HP is below 50%, trigger Balance and repair 1 destroyed part. Can trigger again after 3 turns. |
| γ2 Gamma | red Ryellow Yyellow Y | 1 | |
| γ2 Gamma | red Ryellow Yyellow Y | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Ryellow Yyellow Y | 7 | Entrenched 4 Guard can now be triggered an unlimited number of times per turn. |
| γ2 Gamma | red Ryellow Yyellow Y | 10 | |
| γ2 Gamma | red Ryellow Yyellow Y | 13 | |
| γ2 Gamma | red Ryellow Yyellow Y | 16 | Undertaker 4 For each 1 attack launched with Machine Gun, Machine Gun bullet count +1, up to a maximum of 4. |
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 | Formation Guard | |
| 5 | Strike Back | |
| 7 | Final Burial | |
| 9 | Kill Zone | |
| 13 | Judgment Of The Damned | When an ally initiates combat against an enemy unit within Assault Field, if the target is afflicted with 3 or more debuffs after combat, uses a Machine Gun to launch an attack against that target, dealing 0.4x DMG and inflicting 1 random debuff on the target for 2 turns. This effect can trigger 2 times per turn. |
| 21 | Reversal Cage | After being actively attacked, reflects up to 5 dispellable debuffs on self to the attacker. This effect can trigger 1 time per turn. |
| 31 | Undying Soldier | When any part is destroyed, consumes 1 PP to restore that part to max HP after combat. Gains 2 PP at the start of battle. |
| 3 | Banishment | All enemies within the range of Assault Field cannot trigger Re-ATK, Re-Act or Move Again. This effect is not applied to targets immune to Re-Act Prohibition. |
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