Rei
Updated:
Rei (Rei Ayanami) — SSR pilot, role Guardian (Defender). Guardian, melee protection, link.
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Talents
EVA-00 Pilot rank 0–2
Can perform Synchronization with ST. Can use an Assault Weapon to launch a Link Attack against the target of an ally's attack, dealing 0.2x DMG. Can trigger up to 2 times per turn.
EVA-00 Pilot rank 3–5 (enhanced)
Can perform Synchronization with ST. Can use an Assault Weapon to launch a Link Attack against the target of an ally's attack, dealing 0.2x DMG. Can trigger up to 2 times per turn.
Expands the minimum range of Guard to 2 tiles, and reduces the chance of receiving a Crit by 20% for allies within Guard range.
Build
Weapons
Skill Sets
| Order | Skill | Description |
|---|---|---|
| 1st priority | 3D Defense Passive | Guard can additionally block Melee Weapon attacks. |
| 2nd priority one of 2 | Speechless Passive | At end of action, grants 1 random buff to self and 1 ally within 3 adjacent tiles, lasting for 2 turns. |
| or Synchronized Strike Active | AP 3 Uses a Machine Gun to attack a target, dealing 1.15x DMG. After combat, applies 1 random buff to all allies involved in this attack, lasting for 2 turns. | |
| 3rd priority one of 2 | Rei's Sacrifice Active | AP 4 Uses a Large Shield to attack a target, dealing Fixed DMG equal to 50% of the current Arm's Max HP plus 20% of its current HP. Targets the Body and increases Hit Rate by 15%, dealing Splash DMG equal to 15% of the damage dealt to all other parts. Upon hit, destroys the current Arm. |
| or Aegis Command | AP 1 Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Triggers up to 2 times per turn and lasts 2 turns. Additionally, gains Substitute. Can only trigger 1 time per turn. | |
| 4th priority | Formation Guard Command | AP 1 Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Triggers up to 2 times per turn and lasts 2 turns. Additionally, gains 1 stack of Undying. |
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
Phase Shift 1 - 4
AP Optimization 3 - 7
Adaptive Warfare 1 - 10
Phase Shift 2 - 13
Phase Shift 3 - 16
Phase Shift 4
Lv. 6
Lv. 6
Lv. 4
- 1
Link Tactics 1 - 4
AP Optimization 4 - 7
Entrenched 4 - 10
Link Tactics 2 - 13
Link Tactics 3 - 16
Link Tactics 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
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 |
|---|---|---|
In combat, every 5 hits: DMG +5% and fixed DMG +5% for 2 turns. Up to 5 stacks. | If there are enemy units within 2 adjacent tiles: DMG +9%, DMG Taken −9% LV MAX Immune to percentage-based fixed DMG. |
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 | Armor Specialization 1 DMG +20% on Retaliation. |
| α Alpha | red Ryellow Yblue B | 7 | AP Optimization 1 Initial AP +1. |
| β Beta | red Ryellow Yblue B | 1 | |
| β Beta | red Ryellow Yblue B | 4 | Armor Specialization 2 When performing Guard, 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 Rblue Bblue B | 1 | Phase Shift 1 At the start of action, Balance the HP% of all intact parts. |
| γ1 Gamma | red Rblue Bblue B | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Rblue Bblue 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 Rblue Bblue B | 10 | |
| γ1 Gamma | red Rblue Bblue B | 13 | Phase Shift 3 When a part is destroyed, DMG Taken -15%. |
| γ1 Gamma | red Rblue Bblue B | 16 | Phase Shift 4 After taking damage, if HP is below 50%, trigger Balance and repair 1 destroyed part. Can trigger again after 3 turns. |
| γ2 Gamma | red Ryellow Yblue B | 1 | Link Tactics 1 After participating in a Link Attack, apply 1 random buff to all other allies involved in this attack, lasting 2 turns. |
| γ2 Gamma | red Ryellow Yblue B | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Ryellow Yblue B | 7 | Entrenched 4 Guard can now be triggered an unlimited number of times per turn. |
| γ2 Gamma | red Ryellow Yblue B | 10 | Link Tactics 2 The Talent's Link Attack can trigger 1 additional time per turn. |
| γ2 Gamma | red Ryellow Yblue B | 13 | Link Tactics 3 After each Link Attack trigger, gain DMG Taken -5%, stackable up to 3 times, resets at start of action. |
| γ2 Gamma | red Ryellow Yblue B | 16 | Link Tactics 4 Link Attack multiplier +0.1; when Sync Ratio is above 50%, every 10% additionally increases Link Attack multiplier by 0.05, up to +0.2. |
Biocomputer
| # | Skill | Effect |
|---|---|---|
| 0 | Entrenched 1 | Trigger Guard to protect adjacent (1 tile) allies from Assault and Ranged attacks, effective up to 2 times per turn. |
| 1 | Synchronized Strike | |
| 5 | 3D Defense | Guard can additionally block Melee Weapon attacks. |
| 7 | Reserve Shield | |
| 9 | Precise Assist | When initiating a Link Attack, if any enemy part is destroyed during this skirmish, allied units involved in the Link Attack recover 1 AP after combat. Can only trigger 1 time per turn. |
| 13 | Tactical Shift | |
| 21 | Speechless | At end of action, grants 1 random buff to self and 1 ally within 3 adjacent tiles, lasting for 2 turns. |
| 31 | Rei's Sacrifice | |
| 3 | Aegis |
Signature weapons
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