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Camilla

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Camilla (Camilla Cursed) — SSR pilot, role Fighter (Striker). Fighter, Oath — draws attacks onto herself.

Talents

Solitary rank 0–2

At end of action, if there are no other allies within 2 adjacent tiles, gains 3 stacks of Magnetic Armor, lasting for 1 turn.

Solitary rank 3–5 (enhanced)

At end of action, if there are no other allies within 2 adjacent tiles, gains 3 stacks of Magnetic Armor, lasting for 1 turn.
When initiating combat, if no ally triggers Link Attack, DMG +15%.

Build

Skill Sets

OrderSkillDescription
1st priority
one of 2
Deathmatch
Active
AP 4 Consumes all AP. Duels a target with 2 Melee Weapons, dealing 0.65x DMG 2 times. Each additional 1 AP consumed increases this skill's damage multiplier by 0.2. The duel lasts for 4 rounds or until Camilla can no longer attack or the target cannot retaliate. This skirmish will not be affected by external factors such as Guard, Link Attack, or Vigilant Shot.
or
Rapid Strike
Active
AP 3 Uses two Melee Weapons to attack a target, dealing 0.85x DMG 2 times. Increases Body Hit Weighting by 25.
2nd priority
Corporeal Destroyer
Passive
When actively attacking and hitting the Body, DMG +20%.
3rd priority
one of 3
Ghost Step
Passive
If Re-ATK is not triggered this turn, gains Ignore Unit Obstruction and straight-line Movement +1 when moving.
or
Zeal
Command
AP 0 Gains 1 AP and Crit DMG UP II, lasting for 1 turn. Can continue action with remaining Movement.
or
Sworn Duel
Command
AP 1 Applies Oath to a target, lasting for 2 turns. When Oath is active, both parties can only select each other as targets. Only 1 Oath-style effect can exist at a time. This effect is invalid for certain units.

Neural Drive chips γ1, γ2

Which chip goes in which slot: slot colour and type, the number is the chip level (dashed: leave the slot empty). The level sum unlocks the section’s effects at the shown thresholds: unlocked ones are highlighted, hover for the effect text.

γ116 points → unlocked 6 of 6
red 6Attack
Lv. 6
blue 6Critical
Lv. 6
blue 4Critical
Lv. 4
  1. 1Alacrity 1
  2. 4AP Optimization 3
  3. 7Mobile Warfare 4
  4. 10Alacrity 2
  5. 13Alacrity 3
  6. 16Alacrity 4
γ27 points → unlocked 3 of 6
red 6Attack
Lv. 6
yellow 1Dodge
Lv. 1
blue Critical
empty
  1. 1Heart of the Hunter 1
  2. 4AP Optimization 4
  3. 7Power Innovation 3
  4. 10Heart of the Hunter 2
  5. 13Heart of the Hunter 3
  6. 16Heart of the Hunter 4

Bionics: 0 This many Bionic Superconductors are worth spending on this pilot. It is a rare material that raises the γ1 and γ2 chip point cap through the biocomputer.

More tips

Modules for the ST

See “Best modules for ST”. “Modules from ST” is the signature module taken from another ST.

ST modules at max (Rainbow)

See “ST modules & Rainbow”.

STModulesST parts + LV MAX
DragonriderEnlightenment Core · Dragonrider
When attacking with a skill that costs 3 AP or more: DMG +10% and Hit Rate +10%. For every additional AP spent, effect +2%, up to 16%.
When initiating combat, if the target can retaliate: DMG Taken −18%
LV MAX
After initiating combat, restores 25% HP of DMG dealt.

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 Yyellow Y1
Mobile Warfare 2
Upon triggering Re-ATK, allows movement of 2 tiles before attacking.
α
Alpha
red Ryellow Yyellow Y4
Power Innovation 1
AP Regen +1.
α
Alpha
red Ryellow Yyellow Y7
AP Optimization 1
Initial AP +1.
β
Beta
red Ryellow Yblue B1
Mobile Warfare 3
Destroying the target can trigger Re-Act, allowing action with full movement distance.
β
Beta
red Ryellow Yblue B4
Power Innovation 2
When breaking a part, 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
Alacrity 1
During an Active Attack with a Melee Weapon, there is a 20% chance to trigger Flurry Strike following the enemy's attack, dealing 0.5x DMG.
γ1
Gamma
red Rblue Bblue B4
AP Optimization 3
AP Cap +1.
γ1
Gamma
red Rblue Bblue B7
Mobile Warfare 4
Re-ATK or Re-Act's effective times per turn +1.
γ1
Gamma
red Rblue Bblue B10
Alacrity 2
Before an Active Attack, the probability of triggering Flurry Strike increases by 6% for each 1 tile moved, up to 30%.
γ1
Gamma
red Rblue Bblue B13
Alacrity 3
Flurry Strike damage multiplier is increased to 0.75.
γ1
Gamma
red Rblue Bblue B16
Alacrity 4
When triggering Flurry Strike, prioritize hitting the part with the lowest HP.
γ2
Gamma
red Ryellow Yblue B1
Heart of the Hunter 1
When initiating combat, if a part is destroyed, gains 1 stack of Magnetic Armor after combat, lasting for 1 turn. Can trigger up to 2 times per turn.
γ2
Gamma
red Ryellow Yblue B4
AP Optimization 4
AP Cap +1.
γ2
Gamma
red Ryellow Yblue B7
Power Innovation 3
When destroying a target, additionally restore 1 AP after combat, effective up to 2 times per turn.
γ2
Gamma
red Ryellow Yblue B10
Heart of the Hunter 2
When initiating combat, if there are no allies within 2 adjacent tiles, Hit Rate +10%.
γ2
Gamma
red Ryellow Yblue B13
Heart of the Hunter 3
When attacked, if any part is destroyed, gains 1 stack of Magnetic Armor after combat. Can only trigger 1 time per turn.
γ2
Gamma
red Ryellow Yblue B16
Heart of the Hunter 4
When initiating combat, if the target is destroyed, restores 15% of Max HP after combat. Can repair 1 destroyed part. Can only trigger 1 time per turn.

Biocomputer

#SkillEffect
0
Mobile Warfare 1
After breaking a part, Re-ATK can be triggered. Unable to move before the attack, and this can be effective up to 2 times per turn.
1
Ghost Step
If Re-ATK is not triggered this turn, gains Ignore Unit Obstruction and straight-line Movement +1 when moving.
5
Rapid Strike
7
Ready
When actively attacking, gains Ready before combat. Stacks up to 5 times. This effect lasts until a critical hit is landed.
9
Zeal
13
Deathmatch
21
Corporeal Destroyer
When actively attacking and hitting the Body, DMG +20%.
31
Sworn Duel
3
One-Inch Punch

Signature weapons