Frida
Updated:
Frida (Frida Garcia) — SSR pilot, role Raider (Assault). Raider, top DPS; Load/Raid vs big targets.
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Talents
Secret Execution rank 0–2
When initiating combat with a Shotgun, inflicts Instability II on the target before combat. Stacks up to 5 times. Lasts for 2 turns. The target cannot be affected by Guard during this skirmish.
Secret Execution rank 3–5 (enhanced)
When initiating combat with a Shotgun, inflicts Instability II on the target before combat. Stacks up to 5 times. Lasts for 2 turns. The target cannot be affected by Guard during this skirmish.
When in combat with a target affected by Instability stacks, gains Crit Rate +5% per stack (up to 15%).
Build
Skill Sets
| Order | Skill | Description |
|---|---|---|
| 1st priority | Load Raid Command | AP 1 When an Arm suffers overdamage, triggers Guts to lock HP at 1. After actively attacking, triggers Re-ATK, allowing the unit to move 1 tile before attacking again. These effects are unlimited and last until the next action. The unit can continue to act after executing this skill. |
| 2nd priority | Extreme Will Talent | During an Active Attack, if a part is broken, gain Euphoria II after combat, up to 5 stacks, lasting for 2 turns. |
| 3rd priority | Shooting Cans Passive | In combat, if Hit Rate is greater than or equal to 80%, DMG +15%. |
| 4th priority | Turbo Shooting Active | AP 3 Uses a Shotgun to attack a target, dealing 1.3x DMG. |
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.
Lv. 6
Lv. 6
Lv. 4
- 1
Perfect Position 1 - 4
AP Optimization 3 - 7
Adaptive Warfare 1 - 10
Perfect Position 2 - 13
Perfect Position 3 - 16
Perfect Position 4
Lv. 6
Lv. 1
empty
- 1
High Pressure Vibration 1 - 4
AP Optimization 4 - 7
Adaptive Warfare 2 - 10
High Pressure Vibration 2 - 13
High Pressure Vibration 3 - 16
High Pressure Vibration 4
Bionics: 5 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.
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 | Power Innovation 1 AP Regen +1. |
| α Alpha | red Ryellow Yblue B | 7 | AP Optimization 1 Initial AP +1. |
| β Beta | red Ryellow Yyellow Y | 1 | CEC 3 Link Attack's damage multiplier is increased to 0.3. |
| β Beta | red Ryellow Yyellow Y | 4 | Power Innovation 2 When breaking a part, restore 1 AP after combat, effective up to 1 time per turn. |
| β Beta | red Ryellow Yyellow Y | 7 | AP Optimization 2 AP Cap +1. |
| γ1 Gamma | red Ryellow Yblue B | 1 | Perfect Position 1 Unlock the Assault Weapon's Ideal Range ability. When in combat with a target at Ideal Range, final DMG +15%. |
| γ1 Gamma | red Ryellow Yblue B | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Ryellow Yblue 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 Ryellow Yblue B | 10 | |
| γ1 Gamma | red Ryellow Yblue B | 13 | |
| γ1 Gamma | red Ryellow Yblue B | 16 | |
| γ2 Gamma | red Rblue Bblue B | 1 | High Pressure Vibration 1 When initiating combat with a Shotgun, if the target is within the adjacent (1 tile) area, knocks it back 1 tile after combat. |
| γ2 Gamma | red Rblue Bblue B | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Rblue Bblue B | 7 | |
| γ2 Gamma | red Rblue Bblue B | 10 | High Pressure Vibration 2 When knocking back a target, if the path is blocked, inflicts Intimidation on the target, lasting for 1 turn. |
| γ2 Gamma | red Rblue Bblue B | 13 | High Pressure Vibration 3 When using a Shotgun to initiate combat with a target within the adjacent (1 tile) area, DMG +35% when hitting the Body. |
| γ2 Gamma | red Rblue Bblue B | 16 | High Pressure Vibration 4 When knocking back a target, if the path is blocked, additionally deals Fixed DMG once for 0.35x DMG to the target. |
Biocomputer
| # | Skill | Effect |
|---|---|---|
| 0 | CEC 1 | In cooperation with allies, use Assault Weapons to launch a Link Attack against the target, dealing 0.2x DMG, effective up to 1 time per turn. |
| 1 | Shooting Cans | In combat, if Hit Rate is greater than or equal to 80%, DMG +15%. |
| 5 | Eradication | When initiating combat, has a 20% chance to use the opposite arm to launch a Flurry Strike, dealing 0.5x DMG. For every 1 stack of Instability on the target, the probability increases by 10%, up to 50%. After using Flurry Strike, inflicts 1 stack of Instability II on the target, lasting for 2 turns. |
| 7 | Coercion | |
| 9 | Breakthrough Shot | |
| 13 | Load Raid | |
| 21 | Charge Up | When initiating combat and landing 12 or more Hits, restores 1 AP after combat. Can trigger 2 times per turn. |
| 31 | Brutal Shooting | |
| 3 | Invasion |
Signature weapons
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