Verna
Updated:
Verna (Verna Luno) — SSR pilot, role Guardian (Defender).
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Talents
Creed Of Sin rank 0–2
Can equip Railgun, Railgun weight reduced by -360. Can use command skill Vengeful Strike. When actively attacked, recovers 1 tactical ammo and applies Magnetic Lock-On to the attacker
Creed Of Sin rank 3–5 (enhanced)
Can equip Railgun, Railgun weight reduced by -360. Can use command skill Vengeful Strike. When actively attacked, recovers 1 tactical ammo and applies Magnetic Lock-On to the attacker
For each 1 enemy carrying Magnetic Lock-On, increases DMG dealt by 5% and reduces DMG taken by 5%, up to 20%. Guard can additionally block missiles and melee attack.
Pilot skills
Hunting Prelude Special Assault AP 4 CD 2
Throws a powerful magnetic projectile with a Large Shield or Small Shield at any tile within 4-tile diamond area, dealing 0.1x AoE DMG to the body of all enemies within 3 tiles of the target, then forcibly moves them 2 tiles toward the center. Applies Magnetic Lock-On to all targets hit, and triggers Re-ATK in place. This attack is guaranteed to hit.
Guard Order 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 Defensive Stance II. Can only trigger 1 time per turn.
Tips
There is no full build for this pilot. Below are tips from other guides.
Signature ST
The pilot’s own ST is the first pick. Below are its built-in modules.
ST modules at max (Rainbow)
| ST | Modules | ST parts + LV MAX |
|---|---|---|
When attacking with a tactical weapon: DMG +15%. For every 1 round spent, DMG +4% for 2 turns. Up to 5 stacks. | When hit by an attack, if there is no temporary HP: any intact part with HP at or below 70% gains temporary HP equal to 15% of that part’s max HP LV MAX When gaining temporary HP, gives DMG +15% and Hit Rate +15% to itself and 1 random ally within 2 tiles for 2 turns. |
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 Ryellow Yyellow Y | 1 | Phase Shift 1 At the start of action, Balance the HP% of all intact parts. |
| γ1 Gamma | red Ryellow Yyellow Y | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Ryellow Yyellow Y | 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 Yyellow Y | 10 | |
| γ1 Gamma | red Ryellow Yyellow Y | 13 | Phase Shift 3 When a part is destroyed, DMG Taken -15%. |
| γ1 Gamma | red Ryellow Yyellow Y | 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 Rblue Bblue B | 1 | Zero-sum Game 1 At the start of turn, if there are enemies carrying Magnetic Lock-On, immediately release Vengeful Strike β |
| γ2 Gamma | red Rblue Bblue B | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Rblue Bblue B | 7 | Entrenched 4 Guard can now be triggered an unlimited number of times per turn. |
| γ2 Gamma | red Rblue Bblue B | 10 | Zero-sum Game 2 Railgun magazine capacity +2 |
| γ2 Gamma | red Rblue Bblue B | 13 | Zero-sum Game 3 Railgun DMG dealt increases by 20% |
| γ2 Gamma | red Rblue Bblue B | 16 |
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 | Unconcerned | At the end of turn, reload 1 ammo to Railgun magazine |
| 5 | Repulsion | Reduces DMG taken by 12.5%. If the attacker carries Magnetic Lock-On, additionally reduces DMG taken by 12.5%. |
| 7 | An Offer They Cannot Refuse | |
| 9 | Tempo Surge | When initiating combat against a target carrying Magnetic Lock-On using a Shield, applies Short Circuit II and Movement Inhibition II to the target before attacking, lasting for 2 turns. |
| 21 | Shared Vengeance | When an ally with 30% or lower HP is attacked, Guard can be triggered regardless of distance. Can trigger 2 times per turn. |
| 31 | Luno's Oath |
Signature weapons
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