Kelly
Updated:
Kelly (Kelly Polis) — SSR pilot, role Sniper (Gunner). Sniper, Re-ATK without breaking a part.
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Talents
White Stork rank 0–2
Can use the Special Load code. At start of action, gains 1 stack of Reinforced Ammo. Stacks up to 3 times.
Sniper Rifle Weight: -15%.
White Stork rank 3–5 (enhanced)
Can use the Special Load code. At start of action, gains 2 stacks of Reinforced Ammo. Stacks up to 5 times. Each stack grants 5% additional Crit Rate, up to 15%.
Sniper Rifle Weight: -15%.
Build
Weapons
Skill Sets
| Order | Skill | Description |
|---|---|---|
| 1st priority | Shower Active | AP 2 Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 0.75x DMG. If this attack does not destroy a part when in the Improved Fire state, triggers Re-ATK after combat. Cannot move before attacking. |
| 2nd priority one of 2 | Nowhere To Run Active | AP 3 Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. Enters Aiming Mode before attacking. When in the Improved Fire state, applies Exposure II to the part hit, lasting for 2 turns. A single unit can only be affected by 1 type of Hit Boost effect at a time. |
| or Trump Card Command | AP 1 Immediately gains 2 stacks of Reinforced Ammo. Can continue action with remaining Movement. | |
| 3rd priority one of 2 | Superb Passive | When HP is full, DMG +15%. |
| or Snipe Active | AP 2 Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. Enters Aiming Mode before attacking. | |
| 4th priority | — |
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
Forbidden Zone 1 - 4
AP Optimization 3 - 7
Sniper Warfare 4 - 10
Forbidden Zone 2 - 13
Forbidden Zone 3 - 16
Forbidden Zone 4
Lv. 6
Lv. 6
Lv. 4
- 1
Far Ahead 1 - 4
AP Optimization 4 - 7
Power Innovation 3 - 10
Far Ahead 2 - 13
Far Ahead 3 - 16
Far Ahead 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.
ST modules at max (Rainbow)
| ST | Modules | ST parts + LV MAX |
|---|---|---|
After initiating combat, if Re-ATK is triggered: DMG +6% for 2 turns. Up to 5 stacks. | For each buff possessed, DMG +4.5%, up to 18% LV MAX The duration of buffs gained increases by 1. This effect cannot stack with similar effects. |
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 Yyellow Y | 1 | Sniper Warfare 2 After breaking a part, trigger Re-ATK. |
| α Alpha | red Ryellow Yyellow Y | 4 | Power Innovation 1 AP Regen +1. |
| α Alpha | red Ryellow Yyellow Y | 7 | AP Optimization 1 Initial AP +1. |
| β Beta | red Ryellow Yblue B | 1 | Sniper Warfare 3 Upon triggering Re-ATK, allows movement of 2 tiles before attacking. |
| 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 Yblue B | 1 | Forbidden Zone 1 With a Ranged Weapon, launch Vigilant Shot before the enemy attack within range, dealing 0.35x DMG, effective up to 1 time per turn. |
| γ1 Gamma | red Ryellow Yblue B | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Ryellow Yblue B | 7 | |
| γ1 Gamma | red Ryellow Yblue B | 10 | |
| γ1 Gamma | red Ryellow Yblue B | 13 | Forbidden Zone 3 Vigilant Shot's damage multiplier is increased to 0.5. |
| γ1 Gamma | red Ryellow Yblue B | 16 | Forbidden Zone 4 Vigilant Shot is launched against an enemy that has not attacked. Targets the part with the lowest HP. |
| γ2 Gamma | red Ryellow Yblue B | 1 | Far Ahead 1 When initiating combat, if the target is destroyed, gains 1 stack of Reinforced Ammo after combat. Can only trigger 1 time per turn. |
| γ2 Gamma | red Ryellow Yblue B | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Ryellow Yblue B | 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 Yblue B | 10 | |
| γ2 Gamma | red Ryellow Yblue B | 13 | Far Ahead 3 When in the Improved Fire state, gains an additional 1% Crit DMG for every 5% Crit Rate, up to 10%. |
| γ2 Gamma | red Ryellow Yblue B | 16 | Far Ahead 4 Reinforced Ammo gained at start of action is increased to 2 stacks. |
Biocomputer
| # | Skill | Effect |
|---|---|---|
| 0 | Sniper Warfare 1 | When destroying a target, Re-ATK can be triggered, effective up to 2 times per turn. Unable to move before attacking. |
| 1 | Superb | When HP is full, DMG +15%. |
| 5 | Leisure | When initiating combat, if this attack lands a critical hit, the target cannot retaliate. |
| 7 | Nowhere To Run | |
| 9 | Synchronized Command | When in the Improved Fire state, applies DMG UP II to allies engaging in Link Attack after combat. Lasts for 1 turn. |
| 13 | Shower | |
| 21 | Amassment | At end of action, for each Special Load executed during this action, Vigilant Shot multiplier +0.15, up to 0.75. Lasts until the start of the next action. |
| 31 | Trump Card | |
| 3 | Tracking Shot |
Signature weapons
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