Tiphys
Updated:
Tiphys (Tiphys Mill) — SSR pilot, role Guardian (Defender). Guardian/support, auras, slow.
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Talents
Battle-Hardened rank 0–2
Can use the Defense Field code. This skill has a 2-turn trigger interval.
Battle-Hardened rank 3–5 (enhanced)
Can use the Defense Field code. This skill has a 2-turn trigger interval.
When on the battlefield, grants DMG +10% to allies within a Defense Field.
Build
Skill Sets
| Order | Skill | Description |
|---|---|---|
| 1st priority | Ironbound Respect Command | AP 2 Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Also, grants Magnetoresistive Field to self and deployed Defense Field terrain. Lasts for 2 turns. |
| 2nd priority | Frontline Leadership Passive | DMG Taken -10%. For each ally within a Defense Field, DMG +5% on retaliation, up to 15%. |
| 3rd priority one of 2 | Airspace Blockade Command | AP 1 Designates 1 enemy on the battlefield to afflict with Airspace Blockade. This can only be used when a Defense Field is deployed. |
| or Landslide Command | AP 4 Uses a Machine Gun to attack all targets within a 3x2-tile area ahead, dealing 0.6x AoE DMG. If the target is within an ally Defense Field, also inflicts Intimidation on targets hit, lasting for 1 turn. | |
| 4th priority | Ironbound Respect Command | AP 2 Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Also, grants Magnetoresistive Field to self and deployed Defense Field terrain. Lasts for 2 turns. |
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
Indestructible 1 - 4
AP Optimization 3 - 7
Adaptive Warfare 1 - 10
Indestructible 2 - 13
Indestructible 3 - 16
Indestructible 4
Lv. 6
Lv. 4
Lv. 6
- 1
Invictus Legacy 1 - 4
AP Optimization 4 - 7
Entrenched 4 - 10
Invictus Legacy 2 - 13
Invictus Legacy 3 - 16
Invictus Legacy 4
Bionics: 2 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 |
|---|---|---|
Under any allied terrain effect: DMG dealt +15% and DMG Taken −15%. | If there are 2 or more allies within 2 adjacent tiles: DMG +9%, DMG Taken −9% LV MAX Activates an aura: allies within 2 adjacent tiles get DMG +5% and DMG Taken −5%. |
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 Rblue Bblue B | 1 | |
| β Beta | red Rblue Bblue B | 4 | Armor Specialization 2 When performing Guard, restore 1 AP after combat, effective up to 1 time per turn. |
| β Beta | red Rblue Bblue B | 7 | AP Optimization 2 AP Cap +1. |
| γ1 Gamma | red Ryellow Yblue B | 1 | Indestructible 1 When the Arm suffers overdamage, trigger Guts, locking to 1 HP, effective 1 time per battle. |
| γ1 Gamma | red Ryellow Yblue B | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Ryellow Yblue 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 Ryellow Yblue B | 10 | |
| γ1 Gamma | red Ryellow Yblue B | 13 | Indestructible 3 Make Guts able to trigger again after 3 turns, with no effective time limit for each battle. |
| γ1 Gamma | red Ryellow Yblue B | 16 | Indestructible 4 When any part suffers overdamage, trigger Guts. |
| γ2 Gamma | red Ryellow Yblue B | 1 | |
| 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 | Invictus Legacy 2 When deploying a Defense Field, skill range is extended by 1 tile. |
| γ2 Gamma | red Ryellow Yblue B | 13 | Invictus Legacy 3 When on the battlefield, allies deployed within a Defense Field are immune to Displacement effects from enemy units and cannot be affected by Guard Disabled and Ignore Guard-style effects. |
| γ2 Gamma | red Ryellow Yblue B | 16 | Invictus Legacy 4 When Defense Field expires, deals Fixed DMG equal to 15% of Max HP to all enemy parts within the deployed area and its surrounding 1 ring. |
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 | Mobile Interception | |
| 5 | Revitalize | Each time a destroyed part is repaired, DMG Dealt +5%, up to 20%. |
| 7 | Ironbound Respect | |
| 9 | Locational Advantage | When receiving active repairs within an allied Defense Field, Repair AMT +30% for the part with the lowest HP. |
| 13 | Airspace Blockade | |
| 21 | Frontline Leadership | DMG Taken -10%. For each ally within a Defense Field, DMG +5% on retaliation, up to 15%. |
| 31 | Landslide | |
| 3 | Guard |
Signature weapons
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