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Frida

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Frida (Frida Garcia) — SSR pilot, role Raider (Assault). Raider, top DPS; Load/Raid vs big targets.

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

OrderSkillDescription
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.

γ116 points → unlocked 6 of 6
red 6Attack
Lv. 6
yellow 6Dodge
Lv. 6
blue 4Critical
Lv. 4
  1. 1Perfect Position 1
  2. 4AP Optimization 3
  3. 7Adaptive Warfare 1
  4. 10Perfect Position 2
  5. 13Perfect Position 3
  6. 16Perfect Position 4
γ27 points → unlocked 3 of 6
red 6Attack
Lv. 6
blue 1Critical
Lv. 1
blue Critical
empty
  1. 1High Pressure Vibration 1
  2. 4AP Optimization 4
  3. 7Adaptive Warfare 2
  4. 10High Pressure Vibration 2
  5. 13High Pressure Vibration 3
  6. 16High 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.

SectionSlotsMin. pointsEffect
α
Alpha
red Ryellow Yblue B1
CEC 2
Link Attack's effective times per turn +1.
α
Alpha
red Ryellow Yblue B4
Power Innovation 1
AP Regen +1.
α
Alpha
red Ryellow Yblue B7
AP Optimization 1
Initial AP +1.
β
Beta
red Ryellow Yyellow Y1
CEC 3
Link Attack's damage multiplier is increased to 0.3.
β
Beta
red Ryellow Yyellow Y4
Power Innovation 2
When breaking a part, restore 1 AP after combat, effective up to 1 time per turn.
β
Beta
red Ryellow Yyellow Y7
AP Optimization 2
AP Cap +1.
γ1
Gamma
red Ryellow Yblue B1
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 B4
AP Optimization 3
AP Cap +1.
γ1
Gamma
red Ryellow Yblue 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 Ryellow Yblue B10
Perfect Position 2
When in combat with a target at Ideal Range, Hit Rate +12%.
γ1
Gamma
red Ryellow Yblue B13
Perfect Position 3
When in combat with a target at Ideal Range, Crit Rate +12%.
γ1
Gamma
red Ryellow Yblue B16
Perfect Position 4
When in combat with a target at Ideal Range, final DMG +30%.
γ2
Gamma
red Rblue Bblue B1
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 B4
AP Optimization 4
AP Cap +1.
γ2
Gamma
red Rblue Bblue B7
Adaptive Warfare 2
Before actively attacking, if not moved, can trigger Re-ATK. Can only trigger 1 time per turn. Unable to move before attacking.
Effects similar to Re-ATK cannot be re-triggered.
γ2
Gamma
red Rblue Bblue B10
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 B13
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 B16
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

#SkillEffect
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