Kaidan
Updated:
Kaidan (Kaidan Newman) — SSR pilot, role Fighter (Striker). Hits the body/weak part, reaction.
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Talents
Hyper-reaction rank 0–2
With a Melee Weapon, Reaction Attack can be triggered against the enemy within attack range, dealing 0.6x DMG, with a trigger interval of 1 turn.
Hyper-reaction rank 3–5 (enhanced)
With a Melee Weapon, trigger Reaction Attack against the enemy within range, dealing 0.6x DMG, with a trigger interval of 1 turn.
When in combat with an enemy in the adjacent (1 tile) area, Hit Rate +12% and Dodge Rate +12%.
Build
Skill Sets
| Order | Skill | Description |
|---|---|---|
| 1st priority | Impending Victory Passive | During an Active Attack in combat, if the HP% is higher than the target's, DMG +15%. |
| 2nd priority | First-mover Advantage Passive | During an Active Attack in combat, Crit DMG +15%. |
| 3rd priority one of 2 | Weakness Strike Active | AP 3 Uses Shotgun or Melee Weapon to attack a target, dealing 1.2x DMG or 1.55x DMG. Shotgun DMG +50% when attacking the part with the lowest HP. When using Melee Weapon, Hit Weight for part with the lowest HP +40%. |
| or Victory Rush Active | AP 4 Uses Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. Targets the part with the lowest HP. Upon breaking this part, uses the opposite arm to launch a Flurry Strike, dealing 1.0x DMG. | |
| 4th priority one of 2 | Heavy Strike Active | AP 2 Uses a Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. |
| or 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. 1
empty
- 1
Alacrity 1 - 4
AP Optimization 3 - 7
Mobile Warfare 4 - 10
Alacrity 2 - 13
Alacrity 3 - 16
Alacrity 4
Lv. 6
Lv. 6
Lv. 4
- 1
Head of GKD 1 - 4
AP Optimization 4 - 7
Power Innovation 3 - 10
Head of GKD 2 - 13
Head of GKD 3 - 16
Head of GKD 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
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 | Mobile Warfare 2 Upon triggering Re-ATK, allows movement of 2 tiles before attacking. |
| 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 Rred Rblue B | 1 | Mobile Warfare 3 Destroying the target can trigger Re-Act, allowing action with full movement distance. |
| β Beta | red Rred Rblue B | 4 | Power Innovation 2 When breaking a part, restore 1 AP after combat, effective up to 1 time per turn. |
| β Beta | red Rred Rblue B | 7 | AP Optimization 2 AP Cap +1. |
| γ1 Gamma | red Ryellow Yyellow Y | 1 | 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 Ryellow Yyellow Y | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Ryellow Yyellow Y | 7 | |
| γ1 Gamma | red Ryellow Yyellow Y | 10 | 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 Ryellow Yyellow Y | 13 | Alacrity 3 Flurry Strike damage multiplier is increased to 0.75. |
| γ1 Gamma | red Ryellow Yyellow Y | 16 | Alacrity 4 When triggering Flurry Strike, prioritize hitting the part with the lowest HP. |
| γ2 Gamma | yellow Yblue Bblue B | 1 | Head of GKD 1 The damage multiplier for Reaction Attack is increased to 0.9. |
| γ2 Gamma | yellow Yblue Bblue B | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | yellow Yblue Bblue B | 7 | Power Innovation 3 When destroying a target, additionally restore 1 AP after combat, effective up to 2 times per turn. |
| γ2 Gamma | yellow Yblue Bblue B | 10 | Head of GKD 2 When triggering Reaction Attack, prioritize targeting the part with the lowest HP. |
| γ2 Gamma | yellow Yblue Bblue B | 13 | Head of GKD 3 Enable Reaction Attack to be effective 1 time per turn. |
| γ2 Gamma | yellow Yblue Bblue B | 16 | Head of GKD 4 Able to use a Shotgun to launch Reaction Attack against the enemy, dealing 0.7x DMG. |
Biocomputer
| # | Skill | Effect |
|---|---|---|
| 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 | First-mover Advantage | During an Active Attack in combat, Crit DMG +15%. |
| 5 | Deadly Shot | |
| 7 | Dodge Propensity | If unable to retaliate in combat, Dodge Rate +12%. |
| 9 | Triumphant Progress | When breaking a part, grant Crit Rate UP II to self after combat, lasting for 1 turn. |
| 13 | Weakness Strike | |
| 21 | Impending Victory | During an Active Attack in combat, if the HP% is higher than the target's, DMG +15%. |
| 31 | Victory Rush |
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