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Blackout

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Blackout (--------) — SSR pilot, role Guardian (Defender).

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.

Roadmap mark

PilotGood for PvPNidhogg

See Roadmap.

ST modules at max (Rainbow)

See “ST modules & Rainbow”.

STModulesST parts + LV MAX
NidhoggDMG 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.

SectionSlotsMin. pointsEffect
α
Alpha
red Ryellow Yblue B1
Entrenched 2
When performing Guard, DMG Taken -10%.
α
Alpha
red Ryellow Yblue B4
Armor Specialization 1
DMG +20% on Retaliation.
α
Alpha
red Ryellow Yblue B7
AP Optimization 1
Initial AP +1.
β
Beta
red Ryellow Yblue B1
Entrenched 3
Guard's effective times per turn +1.
β
Beta
red Ryellow Yblue B4
Armor Specialization 2
When performing Guard, restore 1 AP after combat, effective up to 1 time per turn.
β
Beta
red Ryellow Yblue B7
AP Optimization 2
AP Cap +1.
γ1
Gamma
red Rblue Bblue B1
Phase Shift 1
At the start of action, Balance the HP% of all intact parts.
γ1
Gamma
red Rblue Bblue B4
AP Optimization 3
AP Cap +1.
γ1
Gamma
red Rblue Bblue B7
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 B10
Phase Shift 2
After Balance, all intact parts additionally recover 10% HP.
γ1
Gamma
red Rblue Bblue B13
Phase Shift 3
When a part is destroyed, DMG Taken -15%.
γ1
Gamma
red Rblue Bblue B16
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 Y1
Undertaker 1
When not affected by Fate Hunt, Final DMG Taken reduces by 20%, AP recovery increases by +1. Guard can additionally block Melee attacks.
γ2
Gamma
red Ryellow Yyellow Y4
AP Optimization 4
AP Cap +1.
γ2
Gamma
red Ryellow Yyellow Y7
Entrenched 4
Guard can now be triggered an unlimited number of times per turn.
γ2
Gamma
red Ryellow Yyellow Y10
Undertaker 2
Gains 1 stack of Undying at the start of battle. Gains 1 stack of Undying for every 4 Machine Gun attacks. This effect can trigger 2 times per turn.
γ2
Gamma
red Ryellow Yyellow Y13
Undertaker 3
DMG Dealt increases by 30% to enemy units within Assault Field.
γ2
Gamma
red Ryellow Yyellow Y16
Undertaker 4
For each 1 attack launched with Machine Gun, Machine Gun bullet count +1, up to a maximum of 4.

Biocomputer

#SkillEffect
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.