Hailis
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Hailis (Hailis Mill) — SSR pilot, role Shifter (Shifter).
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Talents
Pioneer Of Paradox rank 0–2
The piloted ST can use different forms with unique effect and can be equipped with separated weapons and backpacks for each form. At the start of action and upon triggering Activation, gains 1 stack of Particle Energy. Accumulating 5 stacks allows the usage of Particle Burst to remove Virtual Particle Form restriction. This effect can trigger 1 time per turn.
Pioneer Of Paradox rank 3–5 (enhanced)
The piloted ST can use different forms with unique effect and can be equipped with separated weapons and backpacks for each form. At the start of action and upon triggering Activation, gains 1 stack of Particle Energy. Accumulating 5 stacks allows the usage of Particle Burst to remove Virtual Particle Form restriction. This effect can trigger 1 time per turn.
At the start of action, gains corresponding Form Buff based on current form. While carrying Form Buff, DMG dealt increases by 15%.
Pilot skills
Cluster Matrix Equipment skill AP 2-4
Launches 1 attack based on the current form and equipped weapon. The attack multiplier and effect vary based on weapon type. See Form Skills below for each variant.
Forms
Virtual Particle Form
Base
Particle Blade Equipment skill AP 3
Uses condensed star virtual particle to attack a target, dealing 1.4x DMG. This attack always hits the body.
Particle Cannon Equipment skill AP 4
Uses condensed meteorite virtual particle to attack a target, dealing 0.8x DMG. Enters Aiming Mode before attacking. This attack ignores target's Armor and prioritize hitting the same part.
Particle Matrix Equipment skill AP 4
Uses condensed cosmic virtual particle to attack all targets within 4-tile fan-shaped area in front, dealing 1.1x AoE DMG. After combat, if the part hit is at 15% HP or less, that part is instantly destroyed.
Enhanced (EX)
Particle Blade EX Equipment skill AP 3
Uses condensed star virtual particle to attack a target, dealing 1.8x DMG. This attack always hits the body and ignores target's DMG Reduction effect.
Particle Cannon EX Equipment skill AP 4
Uses condensed meteorite virtual particle to attack a target, dealing 1.1x DMG. If the target's HP is at 60% or more, this skill multiplier increases by 10%, up to 40%. Enters Aiming Mode before attacking. This attack ignores target's Armor and prioritize hitting the same part.
Particle Matrix EX Equipment skill AP 5
Uses condensed cosmic virtual particle to attack all targets within 4-tile fan-shaped area in front, dealing 1.4x AoE DMG. After combat, if the part hit is at 15% HP or less, that part is instantly destroyed. For each 1 part destroyed, gains 1 AP, up to 3 AP.
World Chaser Equipment skill AP 5
Unleashes a chain attack using all Particle Weapons in order. Cosmic virtual particle deals 1.2x DMG to the target. Meteorite virtual particle deals 1x DMG to the target's part with highest HP. Star virtual particle deals 1.2x DMG to the target body. After combat, deploys Particle Domain on the area within 1-ring of self, lasting for 2 turns.
Thousand-Form Weapon
Vanguard
Rising Dragon Equipment skill AP 3
Uses a Knuckle or Pilebunker to attack a target, dealing 1.4x DMG. This attack always hits the body part.
Mountain Splitter Equipment skill AP 4
Uses two Melee Weapons to attack a target, dealing 0.9x DMG 2 times. The 1st attack hits the part with the highest HP. If this part is not destroyed, the 2nd attack will hit the same part.
Shadow Rush Equipment skill AP 3
Uses Polearm to thrust 4 tiles forward, dealing 1.4x DMG to the 1st target hit. Inflicts Crash on the target, lasting 1 turn.
Sky Piercer Equipment skill AP 4
Throws a Polearm at all targets within a 4-tile line (including flying targets), dealing 1.3x AoE DMG. Can enter Aiming Mode before combat.
Double-Edged Saw Equipment skill AP 3
Uses a Chainsaw to attack a target, dealing 1.35x DMG. This attack always hits the body part.
Before combat, reduces own HP by 20% of max HP from all parts, then deals 20% of target max HP as Fixed DMG. The HP reduction as well as the Fixed DMG cannot destroy any part.
Critical Strike Equipment skill AP 4
Uses a Chainsaw to attack a target, dealing 1.8x DMG. This attack always hits the part with lowest HP.
Starfall Flash Equipment skill AP 3
Selects 1 target (including flying target) within 4 adjacent tiles and strikes with Alter-Blade, dealing 1.3x DMG. Enters Aiming Mode before attacking. After attacking, this unit will be positioned on a random unoccupied tile within 1 ring around the target.
Rotating Slash Equipment skill AP 4
Uses two Alter-Blades to attack in a designated direction, dealing 1.5x DMG to the target. Prioritizes attacking parts with less than full HP. If there are adjacent enemies in that direction, can continue to attack adjacent units (attacking up to 4 enemy units), then stops on the opposite side of the farthest target.
Quick Snipe Equipment skill AP 3
Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 0.9x DMG. Enters Aiming Mode before attacking.
Penetrating Shot Equipment skill AP 4
Uses a Sniper Rifle to attack the target and all enemy units along the path within range, dealing 1.1x DMG. Enters Aiming Mode before attacking. If any part is destroyed, the same attack is launched again with 50% reduced multiplier. This effect can be repeated 1 time.
Chain Shot Equipment skill AP 3
Uses a Light Rifle to shoot a target 2 times, with each shot dealing 0.9x DMG. Enters Aiming Mode before attacking.
Marking Shot Equipment skill AP 4
Uses Light Rifle to attack a target, dealing 1.5x DMG. Enters Aiming Mode before attacking. Applies Exposure II to the part hit after combat, lasting for 2 turns.
Assault
Cluster Shot Equipment skill AP 3
Uses Machine Gun to attack a target, dealing 1.5x DMG. Hit Weighting against the part with lowest HP increases by +50.
Chain Finisher Equipment skill AP 4
Uses two Machine Guns to attack a target, dealing 2x0.8 DMG. For each 10% HP missing from the target, increases Critical Hit chance by 5%, up to 30%.
Dual Barrage Equipment skill AP 3 CD 1
Simultaneously uses two Shotguns to attack all targets within a 3x2-tile area ahead, dealing 0.6x AoE DMG 2 times.
Desperate Shot Equipment skill AP 4
Uses a Shotgun to attack a target, dealing 1.6x DMG. This attack cannot be dodged.
Burning Spirit Equipment skill AP 3
Uses a Flamethrower to attack the main target, dealing 1.4x DMG and dealing 20% Flame DMG to other targets in the path. If the main target is on allied Burning Terrain, the terrain effect triggers once after combat.
Crimson Invasion Equipment skill AP 4
Uses both Flamethrowers to attack a target, dealing 2×0.8 DMG. If the target is on allied Burning Terrain, the skill multiplier increases by +0.1.
Bullet Storm Equipment skill AP 3
Uses Heavy Machine Gun to attack all targets within range, dealing 0.5x AoE DMG. DMG dealt increases by 20% against parts with 50% or more HP remaining.
Iron Curtain Equipment skill AP 4
Uses Heavy Machine Gun to attack a target, dealing 1.5x DMG. Inflicts Retaliation Disabled on target before combat.
Tactical
Concentrated Strike Equipment skill AP 3
Uses two Missile Launchers to attack a target, dealing 2x0.8 DMG. Both missiles will hit the same part, and cause 50% Splash DMG to parts other than the part hit.
Bombardment Command Equipment skill AP 4
Uses Missile Launcher to attack a target, dealing 1.4x DMG to the part hit and 50% Splash DMG to other parts. Enters Aiming Mode before attacking. Enables all allies to launch Link Attack against it. These Link Attack do not require allies to possess a specific skill and do not consume any Link chances.
Fiery Rain Equipment skill AP 3
Uses Rocket Launcher to attack all targets within the selected 3x3-tile area, dealing 0.25x AoE DMG to all parts. After combat, applies Burning Terrain to the tiles hit.
Carpet Bombing Equipment skill AP 4
Uses two Rocket Launcher to attack all targets within the selected 5x5-tile area, dealing 2x0.15x AoE DMG to all parts. After combat, grants 1 random buff to all allies, lasting for 2 turns.
Ray Of Light Equipment skill AP 3
Uses a Rail Gun to attack the same part of all targets within a 1x5-tile line or a 4-tile diagonal area and deals 0.9x AoE DMG. Enters Aiming Mode before attacking.
Piercing Thorn Equipment skill AP 4
Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 0.95x AoE DMG. This attack always hits the body part.
Meteor Shower Equipment skill AP 3
Uses Cutter to attack up to 4 targets within attack range, dealing 1.2x AoE DMG. Can select same target repeatedly. Repeated attack on the same target deals 40% increased DMG.
Total Assault Equipment skill AP 4
Uses a Cutter to attack all targets within 4 tiles, dealing 1.3x AoE DMG. If a target is destroyed after combat, grants all allies DMG UP III, lasting for 1 turn.
Cluster Matrix
Vanguard
Weakness Strike Equipment skill AP 2
Uses a Knuckle or Pilebunker to attack a target, dealing 1.35x DMG. This attack always hits the part with lowest HP.
Spear Strike Equipment skill AP 2
Uses a Polearm to attack a target, dealing 1.35x DMG. This attack always hits the part with lowest HP.
Saw Strike Equipment skill AP 2
Uses a Chainsaw to attack a target, dealing 1.35x DMG. This attack always hits the part with lowest HP.
Blade Strike Equipment skill AP 2
Uses an Alter-Blade to attack a target, dealing 1.35x DMG. This attack always hits the part with lowest HP.
Snipe Equipment skill AP 2
Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. Enters Aiming Mode before attacking.
Lock-On Equipment skill AP 2
Uses a Light Rifle to attack a target, dealing 1.3x DMG. Enters Aiming Mode before attacking.
Assault
Concentrated Fire Equipment skill AP 3
Uses Machine Gun to attack a target, dealing 1.3x DMG. Before combat, grants Hit Rate UP III to self, lasting for 1 turn.
Turbo Shot Equipment skill AP 3
Uses Shotgun to attack a target, dealing 1.3x DMG. DMG dealt increases by 15% against part with 50% HP or less.
Flame Strike Equipment skill AP 3
Uses Flamethrower to attack a target, dealing 1.3x DMG and dealing 20% Flame DMG to other targets in the path. Applies Burning Terrain to all tiles along the attack path, lasting for 2 turns.
Bullet Rain Equipment skill AP 3
Uses Heavy Machine Gun to attack a target, dealing 1.3x DMG. Inflicts Dodge Rate Down III on the target hit, lasting for 2 turns.
Tactical
Piercing Wind Equipment skill AP 3
Uses Missile Launcher to attack a target, dealing 2.2x DMG to the part hit. This attack prioritizes attacking part without full HP.
Sweeping Barrage Equipment skill AP 4
Uses Rocket Launcher to attack all targets within the selected 3x3-tile area, dealing 0.275x AoE DMG to all parts. After combat, inflicts Short Circuit I to all targets hit.
Magnetized Shot Equipment skill AP 3
Uses a Rail Gun to attack the same part of all targets within a 1x5-tile line, dealing 1x AoE DMG. Inflicts Movement Inhibition I on the target hit, lasting for 1 turn.
Floating Cannon Equipment skill AP 3
Uses Cutter to attack all targets within the selected 2-tile radius area, dealing 1.25x AoE DMG.
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 |
|---|---|---|
2 modules (1) When actively attacking: DMG +20%; if the weapon type used differs from the previous one, another +15%. (2) Removes limits and enhances all forms: Vanguard Form: Crit Rate and Crit DMG +10%; ST movement +1; when actively attacking with melee and ranged weapons, DMG and Crit Rate +15%. Assault Form: bullets +1; can activate Link Attack at 0.2x DMG up to 2 times per turn; when attacking with assault weapons, bullets +1. Tactical Form: when using tactical weapons, for every 1 AP spent, Hit Rate +3%, up to 15%; attacks do not use ammo, and after combat you can keep moving with the remaining movement; on active tactical weapon attacks, for every 1 AP spent, DMG +5%, up to 25%. Virtual Form: AP cost −1, final DMG +15%, movement +1; can act twice; cannot be targeted by Quick Draw, Vigilant Shot, Add Strike or Parry. | For every 1 different profession in the team: DMG +6%, up to 24% LV MAX If the team has 4 or more different professions: initial AP +1 and AP recovery +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 | Form Shift 2 When Activation is triggered, gains 2 AP. |
| 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 Yblue B | 1 | Form Shift 3 When attacking, DMG calculation uses the highest value of all pilot attributes. |
| β Beta | red Ryellow Yblue B | 4 | Power Innovation 2 When breaking a part, 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 Ryellow Yyellow Y | 1 | Guiding Dawn Star 1 When Activation is triggered, grants 1 random buffs to all allies within 3 adjacent tiles, lasting for 2 turns. |
| γ1 Gamma | red Ryellow Yyellow Y | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Ryellow Yyellow Y | 7 | Form Shift 4 At the start of action, enables Activation trigger for 2 forms other than the current one for 1 time each. When all allies have ended their turn, if Hailis is in Pending Activation state, triggers Activation for current form, gaining 1 extra turn, but cannot gain Particle Energy. This effect can trigger 1 time per turn. |
| γ1 Gamma | red Ryellow Yyellow Y | 10 | |
| γ1 Gamma | red Ryellow Yyellow Y | 13 | Guiding Dawn Star 3 At the start of action, if 2 or more Activation was triggered in previous turn, all allies DMG dealt increases by 15%, lasting for 1 turn. |
| γ1 Gamma | red Ryellow Yyellow Y | 16 | Guiding Dawn Star 4 After triggering Activation, if Hailis is on the field, the next ally attack or command skill costs 1 less AP, to a minimum of 1 AP. This effect is removed after any ally uses an attack or command skill. |
| γ2 Gamma | red Ryellow Yyellow Y | 1 | Singularity Deferrence 1 When Activation is triggered, gains Form Buff based on current form as well as 1 random buff, lasting for 2 turns. |
| γ2 Gamma | red Ryellow Yyellow Y | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Ryellow Yyellow Y | 7 | Power Innovation 3 When destroying a target, additionally restore 1 AP after combat, effective up to 2 times per turn. |
| γ2 Gamma | red Ryellow Yyellow Y | 10 | Singularity Deferrence 2 After triggering Activation, next attack cost -1 AP, to a minimum of 1. This effect can trigger 2 times per turn. |
| γ2 Gamma | red Ryellow Yyellow Y | 13 | Singularity Deferrence 3 After triggering Activation for 3 different forms, DMG dealt increases 25% till the end of battle. |
| γ2 Gamma | red Ryellow Yyellow Y | 16 | Singularity Deferrence 4 When triggering Activation, restores 1 destroyed part and 7.5% HP to all intact parts. Also deals Fixed DMG equal to 15% of this unit body part max HP to all enemies within 2 adjacent tiles. |
Biocomputer
| # | Skill | Effect |
|---|---|---|
| 0 | Form Shift 1 | At the end of action, if other allies can still act, enters Pending Activation state. If an ally actively attacks with weapon corresponding to a form, triggers Activation to enter the corresponding Form Shift. This effect can trigger 1 time per turn. |
| 1 | Ultimate Mastery | When HP percentage is 50% or more, DMG dealt increases by 15% and DMG taken reduces by 10%. |
| 5 | Deep Analysis | When actively attacked, if the corresponding weapon type is equipped, DMG taken reduces by 20%. |
| 7 | Thousand-Form Weapon | |
| 9 | Form Synchronization | When Activation is triggered, gains Defensive Stance III, effective for 1 times. This effect can trigger 1 time per turn. |
| 13 | Restructure | |
| 21 | Energy Circulation | While in Virtual Particle Form, if possesses 5 or less AP, consumes 1 PP to recover 3 AP. This effect can trigger 1 time per turn. Gains 2 PP at the start of battle. |
| 31 | Virtual Particle Protocol |
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