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Tiphys

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Tiphys (Tiphys Mill) — SSR pilot, role Guardian (Defender). Guardian/support, auras, slow.

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

OrderSkillDescription
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.

γ17 points → unlocked 3 of 6
red 6Attack
Lv. 6
yellow 1Dodge
Lv. 1
blue Critical
empty
  1. 1Indestructible 1
  2. 4AP Optimization 3
  3. 7Adaptive Warfare 1
  4. 10Indestructible 2
  5. 13Indestructible 3
  6. 16Indestructible 4
γ216 points → unlocked 6 of 6
red 6Attack
Lv. 6
yellow 4Dodge
Lv. 4
blue 6Critical
Lv. 6
  1. 1Invictus Legacy 1
  2. 4AP Optimization 4
  3. 7Entrenched 4
  4. 10Invictus Legacy 2
  5. 13Invictus Legacy 3
  6. 16Invictus 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)

See “ST modules & Rainbow”.

STModulesST parts + LV MAX
EuclaseTriangular Frame · Euclase
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.

SectionSlotsMin. pointsEffect
α
Alpha
red Ryellow Yblue B1
Entrenched 2
When performing Guard, DMG Taken -10%.
α
Alpha
red Ryellow Yblue B4
Armor Specialization 1
DMG +20% on Retaliation.
α
Alpha
red Ryellow Yblue B7
AP Optimization 1
Initial AP +1.
β
Beta
red Rblue Bblue B1
Entrenched 3
Guard's effective times per turn +1.
β
Beta
red Rblue Bblue B4
Armor Specialization 2
When performing Guard, restore 1 AP after combat, effective up to 1 time per turn.
β
Beta
red Rblue Bblue B7
AP Optimization 2
AP Cap +1.
γ1
Gamma
red Ryellow Yblue B1
Indestructible 1
When the Arm suffers overdamage, trigger Guts, locking to 1 HP, effective 1 time per battle.
γ1
Gamma
red Ryellow Yblue B4
AP Optimization 3
AP Cap +1.
γ1
Gamma
red Ryellow Yblue B7
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 B10
Indestructible 2
The part that triggers Guts restores 35% of its HP after combat.
γ1
Gamma
red Ryellow Yblue B13
Indestructible 3
Make Guts able to trigger again after 3 turns, with no effective time limit for each battle.
γ1
Gamma
red Ryellow Yblue B16
Indestructible 4
When any part suffers overdamage, trigger Guts.
γ2
Gamma
red Ryellow Yblue B1
Invictus Legacy 1
Defense Field duration +1 turn.
γ2
Gamma
red Ryellow Yblue B4
AP Optimization 4
AP Cap +1.
γ2
Gamma
red Ryellow Yblue B7
Entrenched 4
Guard can now be triggered an unlimited number of times per turn.
γ2
Gamma
red Ryellow Yblue B10
Invictus Legacy 2
When deploying a Defense Field, skill range is extended by 1 tile.
γ2
Gamma
red Ryellow Yblue B13
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 B16
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

#SkillEffect
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