Yevgeny
Updated:
Yevgeny (Yevgeny Ivanovic Goman) — SSR pilot, role Guardian (Defender).
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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.
| 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 Rblue Bblue B | 1 | Indestructible 1 When the Arm suffers overdamage, trigger Guts, locking to 1 HP, effective 1 time per battle. |
| γ1 Gamma | red Rblue Bblue B | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Rblue Bblue 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 Rblue Bblue B | 10 | |
| γ1 Gamma | red Rblue Bblue B | 13 | Indestructible 3 Make Guts able to trigger again after 3 turns, with no effective time limit for each battle. |
| γ1 Gamma | red Rblue Bblue B | 16 | Indestructible 4 When any part suffers overdamage, trigger Guts. |
| γ2 Gamma | red Ryellow Yyellow Y | 1 | |
| γ2 Gamma | red Ryellow Yyellow Y | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Ryellow Yyellow Y | 7 | Entrenched 4 Guard can now be triggered an unlimited number of times per turn. |
| γ2 Gamma | red Ryellow Yyellow Y | 10 | |
| γ2 Gamma | red Ryellow Yyellow Y | 13 | Northern Spirit 3 When triggering Quick Draw, prioritize hitting the Arm part. |
| γ2 Gamma | red Ryellow Yyellow Y | 16 | Northern Spirit 4 When triggering Add Strike, prioritize hitting the part with the lowest HP. |
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 | 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
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