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Verna

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Verna (Verna Luno) — SSR pilot, role Guardian (Defender).

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.

Roadmap mark

PilotTop pickGood for PvPColossus
PilotBP pickColossusBP pick

See Roadmap.

ST modules at max (Rainbow)

See “ST modules & Rainbow”.

STModulesST parts + LV MAX
ColossusIron Rain Mod · Colossus
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.

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 Ryellow Yblue B1
Entrenched 3
Guard's effective times per turn +1.
β
Beta
red Ryellow Yblue B4
Armor Specialization 2
When performing Guard, restore 1 AP after combat, effective up to 1 time per turn.
β
Beta
red Ryellow Yblue B7
AP Optimization 2
AP Cap +1.
γ1
Gamma
red Ryellow Yyellow Y1
Phase Shift 1
At the start of action, Balance the HP% of all intact parts.
γ1
Gamma
red Ryellow Yyellow Y4
AP Optimization 3
AP Cap +1.
γ1
Gamma
red Ryellow Yyellow Y7
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 Y10
Phase Shift 2
After Balance, all intact parts additionally recover 10% HP.
γ1
Gamma
red Ryellow Yyellow Y13
Phase Shift 3
When a part is destroyed, DMG Taken -15%.
γ1
Gamma
red Ryellow Yyellow Y16
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 B1
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 B4
AP Optimization 4
AP Cap +1.
γ2
Gamma
red Rblue Bblue B7
Entrenched 4
Guard can now be triggered an unlimited number of times per turn.
γ2
Gamma
red Rblue Bblue B10
Zero-sum Game 2
Railgun magazine capacity +2
γ2
Gamma
red Rblue Bblue B13
Zero-sum Game 3
Railgun DMG dealt increases by 20%
γ2
Gamma
red Rblue Bblue B16
Zero-sum Game 4
Vengeful Strike and Vengeful Strike β base attack count increases by +1.

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
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