MMecharashi Wiki
Language: EN

Yevgeny

Updated:

Yevgeny (Yevgeny Ivanovic Goman) — SSR pilot, role Guardian (Defender).

Talents

Initiative rank 0–2

When attacked and drawn into combat, triggers Quick Draw before the enemy strikes, followed by Add Strike after the attack, dealing 0.75x DMG. Can trigger up to 2 times per turn.

Initiative rank 3–5 (enhanced)

When attacked and drawn into combat, triggers Quick Draw before the enemy strikes, followed by Add Strike after the attack, dealing 0.75x DMG. Can trigger up to 2 times per turn.
Allows a Light Rifle to attack targets within an adjacent (1 tile) area.

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.

Early tips (version 1.0)

  • Role: tank. He stands in front and takes hits for the shooters, for example Hong.
  • ST: Charon (not his signature Dias) with its own modules: Buffering Unit, Adaptive Mod, Armor Mod. It gives allies shields.
  • Skills: damage-reduction passives early; later hit rate and extra attacks, because one light-rifle attack hits weakly.
  • Chips: red for heavy ST defense, blue for heavy ST crit resistance, yellow for shooting hit rate.

The names of these skills and chips were not found, so they are described in words.

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 Rblue Bblue B1
Indestructible 1
When the Arm suffers overdamage, trigger Guts, locking to 1 HP, effective 1 time per battle.
γ1
Gamma
red Rblue Bblue B4
AP Optimization 3
AP Cap +1.
γ1
Gamma
red Rblue Bblue 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 Rblue Bblue B10
Indestructible 2
The part that triggers Guts restores 35% of its HP after combat.
γ1
Gamma
red Rblue Bblue B13
Indestructible 3
Make Guts able to trigger again after 3 turns, with no effective time limit for each battle.
γ1
Gamma
red Rblue Bblue B16
Indestructible 4
When any part suffers overdamage, trigger Guts.
γ2
Gamma
red Ryellow Yyellow Y1
Northern Spirit 1
When triggering Quick Draw or Add Strike, DMG +15%.
γ2
Gamma
red Ryellow Yyellow Y4
AP Optimization 4
AP Cap +1.
γ2
Gamma
red Ryellow Yyellow Y7
Entrenched 4
Guard can now be triggered an unlimited number of times per turn.
γ2
Gamma
red Ryellow Yyellow Y10
Northern Spirit 2
Initiative's effective times per turn +1.
γ2
Gamma
red Ryellow Yyellow Y13
Northern Spirit 3
When triggering Quick Draw, prioritize hitting the Arm part.
γ2
Gamma
red Ryellow Yyellow Y16
Northern Spirit 4
When triggering Add Strike, prioritize hitting the part with the lowest HP.

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
Broken Arm
5
Militant
When taking damage, gains Fury after combat. Stacks up to 4 times. Lasts for 1 turn.
7
Aggressive
9
Multiple-refined
For every 10% HP lost, DMG Taken -4%, up to -20%.
13
Sudden Shot
21
Rifle Mastery
If no part is destroyed after attacking, DMG Taken -15%.
31
Sensor Jamming
3
Guard

Signature weapons