Pilot skills
Updated:
Pilot and weapon skills: active skills grouped by icon colour: attack 300, tactical 114, buffs 9, repair 25, defensive 5. Plus 16 weapon EX skills and talents of 90 pilots.
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Attack · 300
| Skill | AP | CD | Effect | |
|---|---|---|---|---|
| 2-Round Burst Equipment skill | 2 | — | Uses Sniper Rifle to shoot a target 2 times, with each shot dealing 0.8x DMG. Does not access Aiming mode before combat. | |
| ALL IN Equipment skill | 4 | — | Uses Light Rifle to attack a target, dealing 1.3x DMG and inflicting Weight of Hit UP immediately. Before combat, access Aiming mode. All enable allies to launch Link Attack against this target. This Link Attack does not require allies to possess a specific skill and does not consume any Link times. | |
| Accurate Fire Equipment skill | 3 | — | Uses a Sniper Rifle to attack a target, dealing 1.0x DMG. Enters Aiming Mode before attacking and gains Hit Rate +15%. | |
| Accurate Sanction Special Assault | 4 | — | Uses a Rail Gun to attack the same part of all targets within a 1x5-tile line or a 4-tile diagonal area and deals 0.85x AoE DMG. Enters Aiming Mode before attacking. | |
| All Fired Up Equipment skill | 5 | — | Uses Shotgun to attack a target and deal 1.4x DMG. If all bullets hit, use the opposite arm to launch Flurry Strike after the enemy's retaliation, dealing 0.5x DMG. | |
| An Offer They Cannot Refuse Special Assault | 2 | — | Uses Railgun to attack 1 enemy within 5 adjacent tiles, dealing 1.0x DMG, as well as all enemies within 1-tile cross-shaped area around the target, dealing 0.5x DMG. After combat, applies Magnetic Lock-On to all the targets hit, then triggers Re-ATK, cannot move before attacking. This skill can be used 1 time per turn. | |
| Annihilation Equipment skill | 4 | — | Uses a Sniper Rifle to attack a target, dealing 1.5x DMG. Enters Aiming Mode before attacking. Hit Rate -20% when executing this skill. | |
| Annihilation Beacon Order | 2 | — | Marks a 5×5 area as Annihilation Zone. Switches to Final Barrage after use. This skill cannot be used again after switching in current turn. Can only be used with 2 Rocket Launchers equipped. | |
| Armed and Ready Equipment skill | 3 | — | Uses a Machine Gun to attack a target, dealing 1.2x DMG. After combat, gains 1 stack of Retaliation Enhancement. Stacks up to 5 times. | |
| Arms Prefer Equipment skill | 3 | — | Uses Pile Bunker or Knuckles to attack a target, dealing 1.35x DMG. This attack prioritizes Arms. After combat, it inflicts Weapon Inhibition on the target, lasting for 1 turn. | |
| Attraction Beacon Order | 1 | 1 | Sylar uses Petal Storm at the selected tile, with skill multiplier reduced by -0.4x. This attack does not consume AP or Rail Gun ammo and is treated as an active attack by Sylar. Can continue to act with remaining movement. | |
| Azure Blitz Special Assault | 3 | — | Selects a tile in a straight direction, then selects an end tile in 3 possible directions, covering up to 4 tiles, and dashes to the ending tile. Uses Chainsaw to attack all enemies along the path, dealing 1.2x AoE DMG. This attack prioritizes the part with lowest HP. When Edge Momentum is at 8 stacks or more, this skill multiplier increases by +0.2. Can consume 5 stacks of Edge Momentum to increase the number of selectable tiles by +2 and change the priority to the part with highest HP. | |
| Balanced Unit Equipment skill | 4 | — | Uses Heavy Machine Gun to attack a target, dealing 1.4x DMG. After combat, repairs own undamaged parts, restoring HP equal to 1x Manipulator Repair AMT. Cannot repair destroyed parts. | |
| Ballistic Bundle Equipment skill | 3 | — | Uses a Machine Gun to attack a target, dealing 1.3x DMG. | |
| Bantering Ease Special Assault | 5 | — | Uses a Sniper Rifle to attack different enemies within range 5 times in order of their HP from lowest to highest, dealing 0.7x DMG. Always target the part with lowest HP. If there are fewer than 5 enemies, extra attacks target random enemies and parts. If a critical hit occurs during the attack, subsequent DMG multiplier is increased by 0.2x. Gains Crit Rate +15% for this attack. | |
| Bertha Assault Equipment skill | 4 | — | Uses a Sniper Rifle to attack a target, dealing 1.35x DMG. Enters Aiming Mode before attacking. For each 2 stacks of Determination, performs 1 additional attack, prioritizing hitting the same part. Each additional attack deals -15% less DMG, up to -60% less than the first attack. | |
| Blade Havoc Equipment skill | 4 | — | Uses two Alter-Blades to strike a single target in rapid succession, hitting at least 4 times. Each attack deals 0.7x DMG. Each additional 1 attack costs 1 AP until any part is destroyed or AP runs out. Ignores the Large Shield Target Shift effect. | |
| Blade Strike Special skill · Cluster Matrix · Vanguard | 2 | 0 | Uses an Alter-Blade to attack a target, dealing 1.35x DMG. This attack always hits the part with lowest HP. | |
| Blazing Offensive Equipment skill | 4 | — | Uses HMG to attack an enemy, dealing 1.55x DMG. Can activate Fury Unleashed. When 2 stacks of Fury are consumed, gains Crit Rate and Crit DMG +30% for this attack. | |
| Blazing Wind Special Assault | 2 | — | Uses a Flamethrower to attack all enemies along the path within range, dealing 0.7x DMG. | |
| Blitz Strike Special skill | 2 | 0 | Attacks a target with two Alter-Blades, dealing 0.85x DMG 2 times. | |
| Bloom Equipment skill | 4 | — | Uses Light Rifle to attack a target, dealing 1.6x DMG. Enters Aiming Mode when equipped with a Small Shield. Before combat, inflicts Ignore Guard on the target, lasting 1 turn. | |
| Boarding Scatter Equipment skill | 3 | — | Uses Shotgun to attack a target, dealing 1.15x DMG. Before combat, gains Crit Rate UP II, lasting 1 turn. | |
| Bola Strike Equipment skill | 3 | — | Simultaneously uses 2 Melee Weapons to attack a target, dealing 2*0.85x DMG. When hitting the Body, inflicts Crash on the target after combat, lasting 1 turn. | |
| Bombardment Command Special skill · Thousand-Form Weapon · Tactical | 4 | 0 | Uses Missile Launcher to attack a target, dealing 1.4x DMG to the part hit and 50% Splash DMG to other parts. Enters Aiming Mode before attacking. Enables all allies to launch Link Attack against it. These Link Attack do not require allies to possess a specific skill and do not consume any Link chances. | |
| Borrowed Strength Special skill | 3 | 0 | Uses cutter to attack all targets within a 2-tile radius area, dealing 1.2x AoE DMG. | |
| Boundless Hunt Order | 0 | — | Uses a Shotgun to launch an Extra Strike, dealing 0.25x DMG to all targets within a 2-tile radius affected by Suppression. This attack can also trigger the Re-ATK effect of Mobile Warfare. | |
| Breakthrough Shot Special Assault | 4 | 1 | Simultaneously uses two Shotguns to attack all targets within a 3x2-tile area ahead, dealing 0.6x AoE DMG 2 times. Inflicts Guard Disabled on targets hit, lasting for 1 turn. | |
| Breath Hold Equipment skill | 5 | — | Use Sniper Rifle to shoot a target, dealing 1.4x DMG. Access Aiming mode before attacking. When in Stealth I status, the Crit Rate is increased to 100%. After combat, the Stealth I status can be retained, and its duration will be refreshed. | |
| Broken Arm Equipment skill | 2 | — | Uses Light Rifle to attack a target, dealing 1.25x DMG. This attack prioritizes Arms. | |
| Brutal Shooting Equipment skill | 5 | — | Simultaneously uses two Shotguns to attack a target, dealing 0.75x DMG 2 times. This attack ignores the target's Armor status. | |
| Bullet Storm Special skill · Thousand-Form Weapon · Assault | 3 | 0 | Uses Heavy Machine Gun to attack all targets within range, dealing 0.5x AoE DMG. DMG dealt increases by 20% against parts with 50% or more HP remaining. | |
| Bullet Storm Equipment skill | 4 | — | Simultaneously uses two Machine Guns to attack a target, dealing 0.75x DMG 2 times, and increases Awakening by 1 level. When in Valhalla's Call Mode, simultaneously uses two Machine Guns to attack a target, dealing 0.75x DMG 2 times. Before combat, gains Hit Rate UP II and Crit Rate UP II, lasting for 2 turns. | |
| Bullets Pouring in Equipment skill | 5 | — | Uses Machine Gun or Shotgun to attack a target, dealing 1.55x DMG. Can trigger Re-ATK after combat, but cannot move before attacking. | |
| Burning Incense Equipment skill | 4 | — | Uses Flamethrower to attack a target, dealing 1.4x DMG. If the target is on Burning Terrain, deals Fixed DMG equal to 0.15x Flamethrower ATK to all parts of the target. Can activate Stratagem Infusion to double the Fixed DMG effect. | |
| Burning Spirit Special skill · Thousand-Form Weapon · Assault | 3 | 0 | Uses a Flamethrower to attack the main target, dealing 1.4x DMG and dealing 20% Flame DMG to other targets in the path. If the main target is on allied Burning Terrain, the terrain effect triggers once after combat. | |
| Burst Strike Equipment skill | 5 | — | Uses a Melee weapon to attack a target, 1.6x DMG. This attack always hits the body. Then follows up with a Shotgun slug shot, dealing 0.5x DMG, prioritizing the part with lowest HP percentage. Critical hit rate increases by 20% for this attack. Inflicts 2 stacks of Suppression on the target before combat. This skill requires both a Melee weapon and a Shotgun to be used. | |
| Cacophony Special Assault | 4 | — | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1x AoE DMG. Inflicts Weapon Inhibition on targets hit, lasting for 1 turn. | |
| Carpet Bombing Special skill · Thousand-Form Weapon · Tactical | 4 | 0 | Uses two Rocket Launcher to attack all targets within the selected 5x5-tile area, dealing 2x0.15x AoE DMG to all parts. After combat, grants 1 random buff to all allies, lasting for 2 turns. | |
| Chain Collapse Special Assault | 4 | — | Uses both Missile Launchers to attack a target 2 times, each time dealing 2x0.3 DMG to the part hit and 50% Splash DMG to other parts. If possessing 5 or more stacks of Effective Data, consumes 5 stacks to add 1 extra attack, up to a maximum of 3 extra attacks. These extra attacks do not consume AP or ammo. | |
| Chain Finisher Special skill · Thousand-Form Weapon · Assault | 4 | 0 | Uses two Machine Guns to attack a target, dealing 2x0.8 DMG. For each 10% HP missing from the target, increases Critical Hit chance by 5%, up to 30%. | |
| Chain Shot Special skill · Thousand-Form Weapon · Vanguard | 3 | 0 | Uses a Light Rifle to shoot a target 2 times, with each shot dealing 0.9x DMG. Enters Aiming Mode before attacking. | |
| Charged Shot Equipment skill | 3 | — | Uses a Heavy Machine Gun to attack a target, dealing 1.2x DMG. For each buff possessed, DMG +5%, up to 15%. | |
| Chop Equipment skill | 2 | — | Uses a Polearm to attack a target, dealing 1.6x DMG. | |
| Cluster Fire Equipment skill | 3 | — | Uses a Machine Gun to attack a target, dealing 1.25x DMG. Increases Hit Weighting of the part with the lowest HP by 50. | |
| Cluster Matrix Special skill | 2-4 | 0 | Launches 1 attack based on the current form and equipped weapon. The attack multiplier and effect vary based on weapon type. See Form Skills below for each variant. | |
| Cluster Shot Special skill · Thousand-Form Weapon · Assault | 3 | 0 | Uses Machine Gun to attack a target, dealing 1.5x DMG. Hit Weighting against the part with lowest HP increases by +50. | |
| Coercion Equipment skill | 4 | — | Uses a Shotgun to shoot a target 2 times, with each shot dealing 0.65x DMG. Inflicts 2 stacks of Instability II on the target hit, lasting for 2 turns. | |
| Command Override Order | 0 | 0 | If the target actively uses a Command Skill this turn, inflicts Code Inhibition to the target, lasting for 1 turn. Otherwise, inflicts 2 stacks of Structural Damage to the target. This effect is removed after triggering. | |
| Concentrated Fire Special skill · Cluster Matrix · Assault | 3 | 0 | Uses Machine Gun to attack a target, dealing 1.3x DMG. Before combat, grants Hit Rate UP III to self, lasting for 1 turn. | |
| Concentrated Strike Special skill · Thousand-Form Weapon · Tactical | 3 | 0 | Uses two Missile Launchers to attack a target, dealing 2x0.8 DMG. Both missiles will hit the same part, and cause 50% Splash DMG to parts other than the part hit. | |
| Concussive Shot Equipment skill | 3 | — | Uses a Heavy Machine Gun to attack a target, 1.25x DMG. If the target has 5 or more stacks of Instability after combat, removes all stacks and inflicts Structural Instability. | |
| Conquest Siege Equipment skill | 5 | — | Requires both a Shotgun and Melee Weapon. Uses the Shotgun to attack a target, dealing 1.2x DMG, then follows up with a Melee Weapon attack that deals an additional 1.2x DMG to the part with the lowest HP. | |
| Contained Fission Special Assault | 3 | — | Uses a Missile Launcher to attack a target, dealing 1.2x DMG to the part hit and 50% Splash DMG to other parts. Inflicts Retaliation Disabled on the target after combat, this effect is removed after triggering. If possessing 10 or more stacks of Effective Data, consumes 10 stacks to increase Splash DMG percentage by 35%. | |
| Converging Flame Equipment skill | 3 | — | Uses a Flamethrower to attack a target, dealing 1.2x DMG and 20% Fire DMG to other targets along the path. When in Bunker state, applies 2 stacks of Flame Fusion to self. | |
| Corrupting Shadow Order | 0 | 0 | Uses Chainsaw to attack all targets within 1 ring area, dealing 0.25x AoE DMG. Inflicts Armor Down I on targets hit, lasting for 1 turn. Also inflicts 1 stack of Vengeful Edge to all targets hit. | |
| Crescent Moon Order | 2 | 0 | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) area ahead, dealing 0.8x AoE DMG. | |
| Crimson Blitz Equipment skill | 3 | 0 | Uses a Machine Gun, Shotgun, or Flamethrower to attack a target, dealing 1.3x DMG. | |
| Crimson Invasion Special skill · Thousand-Form Weapon · Assault | 4 | 0 | Uses both Flamethrowers to attack a target, dealing 2×0.8 DMG. If the target is on allied Burning Terrain, the skill multiplier increases by +0.1. | |
| Crimson Rondo Equipment skill | 6 | — | Uses two Assault Weapons to attack a target, dealing 0.85x DMG 2 times. After combat, if equipped with a Shotgun, Machine Gun, or Flamethrower, gains Rondo - Shotgun, Rondo - Machine Gun, or Rondo - Flamethrower respectively, lasting for 2 turns. | |
| Critical Smash Special skill | 2 | 0 | Uses a Chainsaw to attack a target, dealing 1.25x DMG. This attack always hits the part with lowest HP. | |
| Critical Strike Special skill · Thousand-Form Weapon · Vanguard | 4 | 0 | Uses a Chainsaw to attack a target, dealing 1.8x DMG. This attack always hits the part with lowest HP. | |
| Cross Bombing Special Assault | 2 | 0 | Uses a Rocket Launcher to attack all targets within a 1-tile cross area, dealing 0.25x AoE DMG, and an additional 15% DMG to the target in the center tile. | |
| Crow Hunt Special Assault | 4 | — | Uses Cutter to attack up to 4 targets, dealing 1.2x AoE DMG. Can selects the same target repeatedly. Repeat attacks on the same target deal 40% DMG. After attacking, if any part HP is below 2/3 of Crusher threshold, that part is destroyed immediately. | |
| Curtain Call Equipment skill | 5 | — | Uses Sniper Rifle to shoot a target 2 times, with each shot dealing 0.8x DMG. Before combat, access Aiming mode. The 2nd shot will hit a random part | |
| Dark Arrow Equipment skill | 2 | — | Uses Sniper Rifle to shoot a target, dealing 1.35x DMG, and does not access Aiming mode before attacking. After combat, the Stealth I status can be retained, and its duration will be refreshed. | |
| Dawn Annihilation Special Assault | 4 | — | Consumes 2 Rail Gun ammo, uses Rail Gun to attack all targets within a 3x5 area in front, dealing 0.85x AoE DMG. Enters Aiming Mode before attacking. | |
| Deadly Shot Equipment skill | 3 | — | Uses Shotgun to attack a target, dealing 1.2x DMG. DMG Dealt +15% to parts with HP below 50%. | |
| Death Ray Special Assault | 3 | — | Uses Rail Gun to attack all enemies within a cross-shaped area around a target within 5 adjacent tiles, dealing 0.5x DMG. DMG multiplier increases by +0.9x against the target in the center. Enters Aiming Mode before attacking. This attack can target Resonance Node. | |
| Deathmatch Equipment skill | 4 | — | Consumes all AP. Duels a target with 2 Melee Weapons, dealing 0.65x DMG 2 times. Each additional 1 AP consumed increases this skill's damage multiplier by 0.2. The duel lasts for 4 rounds or until Camilla can no longer attack or the target cannot retaliate. This skirmish will not be affected by external factors such as Guard, Link Attack, or Vigilant Shot. | |
| Decisive Strike Equipment skill | 2 | — | Uses Pile Bunker or Knuckles to attack a target, dealing 1.1x DMG. Targets the part with the lowest HP. | |
| Delayed Response Special Assault | 4 | — | Uses cutter to attack an enemy, dealing 4×0.6 DMG and applies Clean Up to the target. | |
| Desperate Shot Special skill · Thousand-Form Weapon · Assault | 4 | 0 | Uses a Shotgun to attack a target, dealing 1.6x DMG. This attack cannot be dodged. | |
| Disaster Raid Equipment skill | 4 | — | Uses Polearm to attack a target 2 times, each time dealing 1.1x DMG. | |
| Disengage Edge Special Assault | 3 | — | Uses Polearm to thrust 4 tiles forward, dealing 1.2x DMG to the 1st target hit, then knocking the target back 2 tiles. If the path is blocked, inflicts Crash on the target, lasting 1 turn. | |
| Disintegration Strike Special Assault | 4 | — | Consumes 2 Rocket Ammo, attacks all enemies within a 5x5 area, dealing 0.25x AoE DMG to all parts of the targets hit. Critical Hit chance increases by 25% for this attack. | |
| Disrupting Shot Equipment skill | 3 | — | Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. Upon Ricochet hitting an enemy, deals 75% Splash DMG to parts other than the part hit. | |
| Double Bolt Equipment skill | 4 | — | Uses two Melee Weapons to attack a target, dealing 0.85x DMG 2 times. The 1st attack hits the part with the highest HP. If this part is not destroyed, the 2nd attack will hit the same part. | |
| Double-Edged Saw Special skill · Thousand-Form Weapon · Vanguard | 3 | 0 | Uses a Chainsaw to attack a target, dealing 1.35x DMG. This attack always hits the body part. Before combat, reduces own HP by 20% of max HP from all parts, then deals 20% of target max HP as Fixed DMG. The HP reduction as well as the Fixed DMG cannot destroy any part. | |
| Double-Edged Saw Equipment skill | 3 | — | Uses a Chainsaw to attack a target, dealing 1.35 DMG. This attack always hits the body part. Before combat, reduces own HP by 20% of max HP from all parts, then deals 20% of target max HP as Fixed DMG. The HP reduction as well as the Fixed DMG cannot destroy any part. | |
| Downwind Blow Equipment skill | 4 | — | Uses Shotgun or Machine Gun to attack a target, dealing 1.4x DMG. Before combat, gains Crit Rate UP II or Hit Rate UP III, lasting 1 turn. | |
| Dramatic Entrance Special Assault | 5 | — | Simultaneously uses two Missile Launchers to attack a target. These 2 missiles hit the same part, dealing 0.85x DMG 2 times and Splash DMG equal to 50% of this damage to other parts. | |
| Dual Barrage Special skill · Thousand-Form Weapon · Assault | 3 | 1 | Simultaneously uses two Shotguns to attack all targets within a 3x2-tile area ahead, dealing 0.6x AoE DMG 2 times. | |
| Efficient Blow Equipment skill | 3 | — | Uses Pile Bunker or Knuckles to attack a target, dealing 1.55x DMG. Targets the part with the lowest HP. | |
| Electric Eel Penetration Equipment skill | 2 | — | Uses a Heavy Machine Gun to attack a target, dealing 0.9x DMG. Changes to Electric Eel Stance before attacking. If the target has 3 or more stacks of Instability, they cannot retaliate. Otherwise, applies 2 stacks of Instability III to the target, lasting for 2 turns. | |
| Everywhere Special Assault | 6 | — | Simultaneously uses two Rocket Launchers to attack all targets within the selected 5x5-tile area, dealing 0.175x AoE DMG 2 times. | |
| Explosive Attack Special Assault | 4 | — | Uses a Missile Launcher to attack a target, dealing 1.0x DMG to 1 part and Splash DMG equal to 100% of this damage to other parts. | |
| Extermination Order Equipment skill | 4 | — | Uses a Sniper Rifle to attack a target, dealing 1.4x DMG. Enters Aiming Mode before attacking. Ricochet count increases by +2. If Personal Aide is within 3 adjacent tiles of Audrey, this attack and Ricochet ignores target's DMG Reduction effect. | |
| Falling Sky Order | 4 | 0 | Uses a Machine Gun to attack a target, dealing 1.45x DMG. Hit Weighting of the part with the lowest HP +50. If this attack destroys a part, gains 1 Shift Energy. | |
| Fate's Verdict Equipment skill | 6 | — | Simultaneously uses two Machine Guns to attack a target, dealing 0.85x DMG 2 times, and increases Awakening by 2 levels. When in Valhalla's Call Mode, simultaneously uses two Machine Guns and Cutter to attack a target. The Machine Guns deal 0.85x DMG 2 times, and the Cutter consumes 2 Ammo to deal 0.3x DMG 4 times. If the target is destroyed, refunds 2 AP and 1 Cutter Ammo. | |
| Fierce Assault Special skill | 3 | 0 | Uses a Shotgun to attack a target, dealing 1.4x DMG. Before attacking, gains 1 random debuff, lasting for 2 turns. | |
| Fiery Rain Special skill · Thousand-Form Weapon · Tactical | 3 | 0 | Uses Rocket Launcher to attack all targets within the selected 3x3-tile area, dealing 0.25x AoE DMG to all parts. After combat, applies Burning Terrain to the tiles hit. | |
| Final Barrage Order | 4 | 0 | Attacks all targets within Annihilation Zone with both Rocket Launchers, dealing 2x0.2 AoE DMG. For each 1 stack of Structural Damage the target carries, Final DMG dealt increases by 15%. Removes all Structural Damage stacks on targets hit after combat. Switches to Annihilation Beacon after use. This skill cannot be used again after switching in current turn. If not used by the end of turn, removes Annihilation Zone and switchs back to Annihilation Beacon. | |
| Final Burial Equipment skill | 3 | — | Uses both Machine Guns to attack a target, dealing 2x0.5 DMG. Inflicts 1 random debuff on the target for 2 turns before combat. This skill multiplier increases by 0.075 for each debuff the target carries, up to a maximum of 2x1.1. While Fate Hunt is active, additionally inflicts Intimidation on the target for 1 turn. | |
| Final Salute Special Assault | 5 | — | Simultaneously uses two Flamethrowers to deal 0.35x DMG 2 times to all enemy units within range. When Hellstorm Burst I is triggered during this attack, Fixed DMG is increased by 30%. | |
| Final Test Equipment skill | 4 | — | Uses Sniper Rifle to attack a target, dealing 1.3x DMG. Before combat, access Aiming mode and gain Crit Rate UP I, lasting 1 turn. | |
| Finishing Strike Equipment skill | 4 | — | Uses a Chainsaw to attack a target, dealing 1.8x DMG. For each stack of Heroism, damage multiplier is increased by 0.15. | |
| Fire Support Bombing Special Assault | 6 | — | Simultaneously uses two Rocket Launchers to attack all targets within the selected 5x5-tile area, dealing 0.15x AoE DMG 2 times. For each target hit, grants all allies 1 stack of Ambush Tactics after combat, stackable up to 5 times. A single attack can grant up to 5 stacks. | |
| Firestorm Special Assault | 4 | — | Simultaneously uses two Machine Guns to attack all targets within a fan-shaped area ahead, dealing 0.3x AoE DMG 2 times. Gains 1 stack of Retaliation Enhancement after combat for each target hit, stacking up to 3 times per 1 attack. Stacks up to 5 times in total. | |
| Fireworks Special Assault | 4 | — | Uses Flamethrower to attack all targets within a 4-tile fan-shaped area in front, dealing 0.8x AoE DMG. Can activate Stratagem Infusion to apply Burning Terrain to all tiles within attack range, lasting for 2 turns. | |
| First Strike Special Assault | 3 | — | Uses a Polearm to attack all targets within an I-shaped (3x1-tile) or L-shaped (3x1-tile) area ahead, dealing 0.9x AoE DMG. For each 1 target hit, gains 1 stack of Advantage, up to 3 stacks. | |
| Flame Strike Special skill · Cluster Matrix · Assault | 3 | 0 | Uses Flamethrower to attack a target, dealing 1.3x DMG and dealing 20% Flame DMG to other targets in the path. Applies Burning Terrain to all tiles along the attack path, lasting for 2 turns. | |
| Flame Strike Special skill | 3 | 0 | Uses a Flamethrower to attack a target, dealing 1.2x DMG and 20% Fire DMG to other targets along the path. After combat, applies Burning Terrain to all tiles along the attack path, lasting 2 turns. Can activate Stratagem Infusion to increase Fire DMG to 40%. | |
| Flames of War Special Assault | 4 | — | Uses two Machine Guns to attack all targets within a 3x2-tile area ahead, dealing 0.35x AoE DMG 2 times. | |
| Flash Hunt Special Assault | 3 | — | Uses Polearm to thrust 4 tiles forward, dealing 1.7x DMG to the 1st target hit and applies Provocation, lasting for 2 turns. | |
| Floating Cannon Special skill · Cluster Matrix · Tactical | 3 | 0 | Uses Cutter to attack all targets within the selected 2-tile radius area, dealing 1.25x AoE DMG. | |
| Flurry Strike Order | — | — | Uses the opposite arm to launch an additional attack, dealing bonus DMG. The multiplier is increased by the Gun Heart, Blade Soul passive line. | |
| Focused Barrage Special Assault | 5 | — | Uses a Missile Launcher to attack a single target, dealing 1.4x DMG and Splash DMG equal to 50% of this damage to other parts. Enters Aiming before attacking. If the target is affected by Lock, enables all allies to launch Link Attack against it. These Link Attack do not require allies to possess a specific skill and do not consume any Link chances. | |
| Focused Scorch Special skill | 3 | — | Uses a Flamethrower to attack the main target, dealing 1.2x DMG and dealing 20% Flame DMG to other targets in the path. After combat, applies Burning Terrain to tiles hit, lasting for 2 turns. | |
| Fortissimo Aria Special Assault | 4 | — | Consumes 2 rounds of Ammo. Uses a Rail Gun to attack all targets in a 3x5-tile line, dealing 0.85x AoE DMG. Increases Hit Weighting of the part with the lowest HP by 50. | |
| Fracture Equipment skill | 2 | — | Uses a Polearm to attack a target, dealing 1.5x DMG. If a part is destroyed successfully and both Arms remain undestroyed, deals 0.25x AoE DMG to targets within 1 ring after combat. | |
| Full Evaluation Equipment skill | 3 | — | Attacks a target with Light Rifle, dealing 1.5x DMG. Enters Aiming Mode before attacking. After combat, applies all Battle Wound debuffs to the target, lasting for 2 turns. | |
| Full Power Equipment skill | 4 | — | Uses Heavy Machine Gun to attack a target, dealing 1.55x DMG. | |
| Full Salvo Special Assault | 0 | — | Fires all Missile Launcher Ammo, randomly attacking targets affected by Lock. Each missile deals 0.65x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. Each missile fired consumes 1 AP, until Ammo is depleted or AP is exhausted. A single target can be attacked a maximum of 5 times. Requires Missile Launchers to be mounted on both shoulders. | |
| GKD Assault Special Assault | 3 | — | Uses a Heavy Machine Gun to attack all targets within a fan-shaped area in front, dealing 0.45x AoE DMG. Changes to GKD Stance and applies Armor Down I to all targets before attacking. If a target has 3 or more stacks of Suppression, upgrades Armor Down I to Armor Down II. | |
| Ghost Patrol Special Assault | 4 | — | Uses a Knuckle or a Pilebunker to attack in a designated direction, dealing 1.35x DMG to the target hit. This skill prioritizes the part with highest HP. If there are adjacent enemies in that direction, can continue to attack adjacent units (attacking up to 4 enemy units), then stops on the opposite side of the farthest target. The talent Fixed DMG triggered by this attack is increased by 50%. | |
| Giant Antelope Strike Special skill | 2 | — | Uses a Polearm to attack a target, dealing 0.9x DMG. Enters Aiming Mode before attacking. Can consume 0%/50% of current Feral Spirit stacks to deal Fixed DMG to the part hit equal to the amount consumed. | |
| Graphite Warhead Special Assault | 4 | — |
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| Great Creation Equipment skill | 5 | — | Uses Sniper Rifle to attack a target, dealing 1.2x DMG. Before combat, access Aiming mode. If the target has the Short Circuit effect, inflict Short Circuit on enemies in the adjacent (1 tile) area after combat, dealing Fixed DMG once, which is 0.4x DMG. | |
| Guerrilla Equipment skill | 4 | — | Uses Sniper Rifle to shoot a target, dealing 1.3x DMG. Access Aiming mode before attacking. If there are no enemies within the adjacent (2 tiles) area, gain Stealth I status. After combat, the Stealth I status can be retained, and its duration will be refreshed. | |
| Guided Bombardment Special Assault | 4 | — | Uses a Missile Launcher to attack up to 2 targets, consuming up to 2 Ammo, dealing 0.9x DMG to parts hit and Splash DMG equal to 50% of this damage to other parts. Requires Missile Launchers to be mounted on both shoulders. | |
| Heartpiercing Duo Equipment skill | 5 | — | Uses two Assault Weapons to attack a target, dealing 0.75x DMG 2 times. After combat, gains 1 random buff, lasting for 2 turns. | |
| Heavy Strike Equipment skill | 2 | — | Uses Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. | |
| Herd Mentality Equipment skill | 2 | — | Uses Light Rifle to attack a target, dealing 1.25x DMG. This attack prioritizes Arms. | |
| Heroic Guggle! Order | 4 | — | Uses a Machine Gun to attack all targets within a 3x3 tile area in front, dealing 0.6x AoE DMG, and inflicts Guggle's Forever! on targets hit. | |
| High Tide Order | 2 | 0 | Knocks all targets in a cone ahead back 2 tiles. | |
| Hip Shot Equipment skill | 4 | — | Uses Shotgun to attack a target, dealing 1.4x DMG. Before combat, gains Hit Rate UP II, lasting 1 turn. | |
| Hook - Chase Order | 0 | 0 | Grapples to an ally or enemy target with hook and drags Maat to the target's side, ignoring unit collision on the path. Then triggers Re-ATK, allowing movement of 2 tiles before attacking. | |
| Hook - Grab Order | 0 | 0 | Grapples to an ally or enemy target with hook and drags them to Maat's front tile, ignoring unit collision on the path. Then triggers Re-ATK, allowing movement of 2 tiles before attacking. This effect can only displace each unit 1 time per turn. | |
| Hunting Prelude Special skill | 4 | 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. | |
| Hyperlimit Burst Equipment skill | 4 | — | Simultaneously uses 2 Machine Guns to attack a target, dealing 2* 0.7 DMG. Before combat, gain Crit DMG UP I, lasting for 1 turn. | |
| Impeachment Equipment skill | 4 | — | Uses Light Rifle to attack a target, dealing 1.25x DMG. This attack prioritizes the Body. For each 1 debuff the target carries, the damage multiplier increases by 0.15, up to 0.45. | |
| Impromtu Experiment Equipment skill | 1 | — | Uses a Sniper Rifle to attack a target, dealing 0.8 DMG. Enters Aiming Mode before attacking. Triggers Re-ATK after combat. Cannot move before attacking. Can only use 1 time per turn. | |
| Incinerate Equipment skill | 4 | — | Uses a Large Shield to attack a target, consuming all War Flame stacks, dealing Fixed DMG equal to 70% of current arm max HP, additionally increased by 10% for each 1 stack of War Flame consumed. This attack always hits the body and deals 50% Splash DMG to other parts. If 4 or more stacks of War Flame are consumed, inflicts Thermal Corrosion on the target. | |
| Inevitable Slash Equipment skill | 2 | — | Attacks a target with a Chainsaw, dealing 1.5x DMG. If the target's HP is below 50%, this attack cannot be dodged. | |
| Injury Assessment Special skill | 2 | 0 | Attacks a target with Light Rifle, dealing 1.25x DMG. If there are no allies within 2 adjacent tiles of this unit, can enter Aiming Mode before attacking. | |
| Intercepting Strike Equipment skill | 4 | — | Jumps and attacks 1 target within 2 adjacent tiles with two Machine Guns, dealing 2x0.7 DMG. Then lands on an empty tile 2 away on the opposite side of target. The target cannot launch Retaliation or Link Retaliation. If possesses 80 or more stacks of Overcharged Bullet, this attack's Critical Hit chance and Critical Hit DMG are increased by 20%. | |
| Intuitive Fire Equipment skill | 2 | — | Uses Sniper Rifle to attack a target, dealing 1.6x DMG. Cannot access Aiming mode before combat. | |
| Invasion Equipment skill | 3 | — | Uses a Shotgun to attack a target, dealing 1.2x DMG. Hit Rate +10%. | |
| Invitation to Dance Equipment skill | 4 | — | Simultaneously uses two Flamethrowers to attack a target, dealing 0.75x DMG 2 times. Before combat, inflicts Hellstorm on enemies within 1 ring around the target. | |
| Judgment Equipment skill | 3 | — | Uses a Light Rifle to attack a target, dealing 1.55x DMG. Targets the part with the lowest HP. | |
| Kill Zone Special Assault | 4 | — | Uses both Machine Guns to attack, dealing 2x0.4 DMG to all targets within range. Before combat, inflicts 3 random debuffs on all targets for 2 turns. This skill multiplier increases by 0.15 against units carrying 5 or more debuffs. While under the effect of Fate Hunt, this skill ignores enemy armor. | |
| Landslide Special Assault | 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. | |
| Landslide Shot Special skill | 2 | 0 | Uses a Sniper Rifle to attack a target, dealing 1x DMG. Enters Aiming Mode before attacking. | |
| Leap Strike Special Assault | 3 | — | Selects 1 target within 4 adjacent tiles and strikes using a Polearm to deal 1.25x DMG to the target's Body, then remains on an empty tile within 1 ring around the target. | |
| Legs Prefer Equipment skill | 3 | — | Uses Pile Bunker or Knuckles to attack a target, dealing 1.35x DMG. This attack prioritizes Legs. After combat, it inflicts Movement Inhibition II on the target, lasting 1 turn. | |
| Light Dragon - Phoenix Blade Special skill | 3 | 0 | Uses an Alter-Blade to attack a target, dealing 1.6x DMG. This attack always hits the part with highest HP. | |
| Light Dragon - Thunder Fist Special Assault | 4 | — | Uses an Alter-Blade to draw upon the power of Dragon God, attacking all enemies within 3x4 square area in front, dealing 0.9x AoE DMG, prioritizing parts without full HP. If any part is destroyed, immediately launches the same attack 1 more time with 50% reduced multiplier. Can repeat up to 2 times. After attacking, clear fog of war effect on hit tile for 1 turn. Can only be used with both hands intact. | |
| Light Dragon Ultimate - Dragon Phoenix Sword Equipment skill | 4 | — | Consumes all AP to deal 1.8x to a target with Alter-Blade. For each 1 AP consumed, increases this skill multiplier by 0.25x, up to a maximum of 1.25x. This skill prioritizes hitting body. DMG dealt against bosses increases by 50%. This skill can only be used with an Alter-Blade and a Small Shield equipped. | |
| Load - Sabot Slug Special Assault | 4 | — | Fires 1 Sabot Slug Shotgun round at a single target within 3 tiles, dealing 0.8x DMG. Targets the part with the lowest HP. | |
| Lock-On Special skill · Cluster Matrix · Vanguard | 2 | 0 | Uses a Light Rifle to attack a target, dealing 1.3x DMG. Enters Aiming Mode before attacking. | |
| Magnetized Shot Special skill · Cluster Matrix · Tactical | 3 | 0 | Uses a Rail Gun to attack the same part of all targets within a 1x5-tile line, dealing 1x AoE DMG. Inflicts Movement Inhibition I on the target hit, lasting for 1 turn. | |
| Malfunction Implant Order | — | — | When attacking with a Machine Gun, inflicts 1 stack of Fire Control Delay on the target, up to 5 stacks. | |
| Marking Shot Special skill · Thousand-Form Weapon · Vanguard | 4 | 0 | Uses Light Rifle to attack a target, dealing 1.5x DMG. Enters Aiming Mode before attacking. Applies Exposure II to the part hit after combat, lasting for 2 turns. | |
| Matrix Sweep Special Assault | 4 | — | Uses Polearm to attack all targets within a Half-Ring area in front, dealing 0.9x AoE DMG. After combat, it inflicts DMG Taken UP I on targets hit, lasting 1 turn. | |
| Metal Storm Special Assault | 4 | — |
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| Meteor Shower Special skill · Thousand-Form Weapon · Tactical | 3 | 0 | Uses Cutter to attack up to 4 targets within attack range, dealing 1.2x AoE DMG. Can select same target repeatedly. Repeated attack on the same target deals 40% increased DMG. | |
| Mighty Throw Special Assault | 4 | — | Throws a Polearm at all targets within a 4-tile line (including flying targets), dealing 1.5x DMG to the first target hit, with the damage multiplier decreasing by 0.4 when hitting each subsequent target. Can enter Aiming Mode before combat. AP Cost +1 after each use. Can stack. Resets after taking action. | |
| Mobile Interception Equipment skill | 3 | — | Uses a Machine Gun to attack a target, dealing 1.15x DMG. Inflicts Movement Inhibition I on the target hit for 1 turn. If the target is within an ally Defense Field, also inflicts Weapon Inhibition, lasting for 1 turn. | |
| Moon Raker Order | 3 | 0 | Dashes 4 tiles in the selected direction using Mystic Arc, dealing 1.2x AoE DMG to all targets hit (including flying units). This attack prioritizes hitting the body. Before activation, selects an ally within 2 adjacent tiles to warp to this unit's side after the dash. This skill can only be used 1 time per turn. | |
| Moonscourge Equipment skill | 4 | — | Uses Polearm to attack a target, dealing 1.5x DMG. This attack prioritizes the Body. If the target is destroyed, inflicts Intimidation on enemies within range of Mental Pressure Aura, lasting for 1 turn. | |
| Mountain Splitter Special skill · Thousand-Form Weapon · Vanguard | 4 | 0 | Uses two Melee Weapons to attack a target, dealing 0.9x DMG 2 times. The 1st attack hits the part with the highest HP. If this part is not destroyed, the 2nd attack will hit the same part. | |
| Multi-Phase Plan Equipment skill | 4 | — | Attacks a target with Light Rifle, dealing 0.7x DMG. Selects 2 additional target to deal 0.7x each. Enters Aiming Mode before attacking. Can select the same target multiple times. Only the first target will counter attack. | |
| Night Requiem Order | 4 | 0 | Uses a Machine Gun to attack a target, dealing 1.2x DMG. Enters Aiming Mode before combat. This attack prioritizes the aimed part. If this unit is not destroyed after combat, all parts are restored to their pre-combat HP and the target suffers Fixed DMG equal to the DMG this unit took during combat. | |
| Nowhere To Run Equipment skill | 3 | — | Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. Enters Aiming Mode before attacking. When in the Improved Fire state, applies Exposure II to the part hit, lasting for 2 turns. A single unit can only be affected by 1 type of Hit Boost effect at a time. | |
| One Mech Army Equipment skill | 4 | — | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. After combat, repairs undestroyed parts, restoring HP equal to 40% of damage dealt. | |
| One Shot, One Kill Equipment skill | 3 | — | Uses a Sniper Rifle to attack a target, dealing 1.4x DMG. This attack always hits the body. This attack does not consume Determination stacks if it destroys a target. | |
| One-Inch Punch Equipment skill | 2 | — | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. | |
| Optimized Posture Order | — | — | When in combat, if equipped with a Machine Gun and a Small Shield, Machine Gun Final DMG +10%, and Final DMG Taken -15%. | |
| Overdose Special Assault | 4 | — | Uses a Sniper Rifle to attack the target and all enemy units along the path within range, dealing 1x DMG. Enters Aiming Mode before attacking. | |
| Overflow Scatter Equipment skill | 3 | — | Uses Shotgun to attack a target, dealing 1.15x DMG. Before combat, gains Crit DMG UP I, lasting 1 turn. | |
| Particle Blade Special skill · Virtual Particle Form · Base | 3 | 0 | Uses condensed star virtual particle to attack a target, dealing 1.4x DMG. This attack always hits the body. | |
| Particle Blade EX Special skill · Virtual Particle Form · Enhanced (EX) | 3 | 0 | Uses condensed star virtual particle to attack a target, dealing 1.8x DMG. This attack always hits the body and ignores target's DMG Reduction effect. | |
| Particle Cannon Special skill · Virtual Particle Form · Base | 4 | 0 | Uses condensed meteorite virtual particle to attack a target, dealing 0.8x DMG. Enters Aiming Mode before attacking. This attack ignores target's Armor and prioritize hitting the same part. | |
| Particle Cannon EX Special skill · Virtual Particle Form · Enhanced (EX) | 4 | 0 | Uses condensed meteorite virtual particle to attack a target, dealing 1.1x DMG. If the target's HP is at 60% or more, this skill multiplier increases by 10%, up to 40%. Enters Aiming Mode before attacking. This attack ignores target's Armor and prioritize hitting the same part. | |
| Particle Matrix Special skill · Virtual Particle Form · Base | 4 | 0 | Uses condensed cosmic virtual particle to attack all targets within 4-tile fan-shaped area in front, dealing 1.1x AoE DMG. After combat, if the part hit is at 15% HP or less, that part is instantly destroyed. | |
| Particle Matrix EX Special skill · Virtual Particle Form · Enhanced (EX) | 5 | 0 | Uses condensed cosmic virtual particle to attack all targets within 4-tile fan-shaped area in front, dealing 1.4x AoE DMG. After combat, if the part hit is at 15% HP or less, that part is instantly destroyed. For each 1 part destroyed, gains 1 AP, up to 3 AP. | |
| Penetrating Shot Special skill · Thousand-Form Weapon · Vanguard | 4 | 0 | Uses a Sniper Rifle to attack the target and all enemy units along the path within range, dealing 1.1x DMG. Enters Aiming Mode before attacking. If any part is destroyed, the same attack is launched again with 50% reduced multiplier. This effect can be repeated 1 time. | |
| Penetrating Shot Equipment skill | 3 | — | Uses a Sniper Rifle to attack a target, dealing 1.1x DMG. This attack ignores any DMG Reduction effects on the target. Enters Aiming Mode before attacking. | |
| Petal Storm Special Assault | 4 | — | Consumes 2 Rail Gun ammo, uses Rail Gun to attack all targets within 2 adjacent tiles of the target, dealing 1.1x AoE DMG. This attack ignores low obstacles and always hits the body. This skill can target any tile within 4 adjacent tiles of Resonance Node. Grants Attraction Beacon skill to Resonance Node. | |
| Piercing Wind Special skill · Cluster Matrix · Tactical | 3 | 0 | Uses Missile Launcher to attack a target, dealing 2.2x DMG to the part hit. This attack prioritizes attacking part without full HP. | |
| Pillage Equipment skill | 3 | — | Uses Polearm to attack a target, dealing 1.7x DMG. After combat, repairs undestroyed parts, restoring HP equal to 40% of damage dealt. | |
| Plunder Equipment skill | 3 | — | Uses a Shotgun to attack a target, dealing 1.15x DMG. After combat, restores HP equal to 50% of damage dealt to undestroyed parts. | |
| Polyenergy Shot Equipment skill | 2 | 0 | Uses a Light Rifle to attack a target, dealing 1.6x DMG. | |
| Positron Loaded Equipment skill | 5 | — | Uses a Sniper Rifle to attack a target, dealing 1.5x DMG. Enters Aiming Mode before attacking. This attack ignores any DMG Reduction effects on the target. If Sync Ratio is greater than or equal to 75%, this attack is guaranteed to hit. | |
| Precision Fire Special skill | 3 | 0 | Uses a Machine Gun to attack a target, dealing 1.3x DMG. When possessing 80 or more stacks of Overcharged Bullet, Hit Rate and Critical Hit chance increase by 20%. | |
| Precision Strike Special Assault | — | — |
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| Precision Surgery Equipment skill | 2 | — | Uses a Sniper Rifle to attack a target, dealing 1.2x DMG. When in Directional Rack Mode, enters Aiming Mode before attacking. | |
| Private Investment Equipment skill | 3 | — | Uses Rifle to attack a target, dealing 1.2x DMG. Before combat, access Aiming mode. | |
| Pulse Wave Special skill | 3 | — | Uses a Rocket Launcher to attack all targets within a 1-tile cross-shaped area, dealing 0.25x AoE DMG to all parts of targets hit. This attack always triggers Structural Damage's Fixed DMG. For each 1 stack of Structural Damage, triggers 1 more instance of Fixed DMG, up to 3 instances. Removes all Structural Damage stacks from the target after triggering. | |
| Puncture Shot Special Assault | 4 | — | Uses Sniper Rifle to attack all targets within a Line (1*4 tiles) area in front, dealing 1x AoE DMG. | |
| Purge Special Assault | 5 | — | Consumes 2 rounds of Ammo. Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.0x AoE DMG. | |
| Quarter Moon Special Assault | 3 | — | Uses Polearm to attack all targets within an I-shaped (3x1-tile) area ahead and deals 0.85x AoE DMG, knocking targets back 2 tiles. If the path is blocked, inflicts Movement Inhibition II on targets, lasting for 1 turn. | |
| Quick Snipe Special skill · Thousand-Form Weapon · Vanguard | 3 | 0 | Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 0.9x DMG. Enters Aiming Mode before attacking. | |
| Radiant Cleave Equipment skill | 3 | — | Uses Chainsaw to attack a main target, dealing 1.0x DMG, then attacks all enemies within 1 ring AoE around the target, dealing 0.6x AoE DMG. When Edge Momentum is at 8 stacks or more, this skill multiplier increases by +0.1. Can consume 5 stacks of Edge Momentum to make this attack always hit the body, and if the main target's body is at 50% or higher, additionally deals Fixed DMG equal to 15% of Cosette's body max HP to all hit enemies' bodies after combat. This Fixed DMG effect can trigger Re-ATK can be triggered. Unable to move before the attack, and this can be effective up to 2 times per turn.">Mobile Warfare 1 Re-ATK effect. | |
| Radiant End Equipment skill | 5 | — | Uses two Alter-Blades to attack a target, dealing 2.4x DMG. This attack prioritizes the Body, and grants 2 stacks of Poised. | |
| Raging Gale Special Assault | 3 | — | Dash 3 tiles in a selected direction using a Knuckle or Pile Bunker, dealing 1.2x AoE DMG to all targets hit. Enters Aiming Mode before attacking. Inflicts 1 stack of Suppression to all targets hit as well as all enemy units within 2 adjacent tile of this unit at the end of the movement. | |
| Ramp Fast Fire Equipment skill | 3 | — | Uses Machine Gun to attack a target, dealing 1.15x DMG. Before combat, gains Hit Rate UP III, lasting 1 turn. | |
| Rampage Shot Equipment skill | 3 | — | Uses a Heavy Machine Gun to attack a target, dealing 1.3x DMG. | |
| Rapid Fire Equipment skill | 4 | — | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. Gains 1 stack of Counter Burst. Stacks up to 3 times. | |
| Rapid Strike Equipment skill | 3 | — | Uses two Melee Weapons to attack a target, dealing 0.85x DMG 2 times. Increases Body Hit Weighting by 25. | |
| Ray Of Light Special skill · Thousand-Form Weapon · Tactical | 3 | 0 | Uses a Rail Gun to attack the same part of all targets within a 1x5-tile line or a 4-tile diagonal area and deals 0.9x AoE DMG. Enters Aiming Mode before attacking. | |
| Reckless Swing Equipment skill | 3 | — | Uses Polearm to attack a target, dealing 1.35x DMG. This attack prioritizes the Body. Can only cast 1 time per turn. | |
| Rei's Sacrifice Equipment skill | 4 | — | Uses a Large Shield to attack a target, dealing Fixed DMG equal to 50% of the current Arm's Max HP plus 20% of its current HP. Targets the Body and increases Hit Rate by 15%, dealing Splash DMG equal to 15% of the damage dealt to all other parts. Upon hit, destroys the current Arm. | |
| Restriction Order Special Assault | 6 | — | Consumes 2 cutter ammo, attacks all enemies within a 3-tile radius area, dealing 1.6x AoE DMG, and applies Restricted Area to the targeted tiles, lasting for 1 turn | |
| Rising Dragon Special skill · Thousand-Form Weapon · Vanguard | 3 | 0 | Uses a Knuckle or Pilebunker to attack a target, dealing 1.4x DMG. This attack always hits the body part. | |
| Rotating Slash Special skill · Thousand-Form Weapon · Vanguard | 4 | 0 | Uses two Alter-Blades to attack in a designated direction, dealing 1.5x DMG to the target. Prioritizes attacking parts with less than full HP. If there are adjacent enemies in that direction, can continue to attack adjacent units (attacking up to 4 enemy units), then stops on the opposite side of the farthest target. | |
| Rotating Slash Special Assault | 3 | — | Uses two Alter-Blades to attack in a designated direction, dealing 1.2x DMG to the target. Prioritizes attacking parts with less than full HP. If there are adjacent enemies in that direction, can continue to attack adjacent units (attacking up to 3 enemy units), then stops on the opposite side of the farthest target. If 2 or more enemy units are hit, can trigger Re-Act after combat, and act again with full Movement. | |
| Ruthless Hunt Equipment skill | 4 | — | Uses Pile Bunker or Knuckles to attack a target, dealing 1.7x DMG. When hitting the Body, DMG +30%. | |
| Ruthless Strike Equipment skill | 2 | — | Uses an Alter-Blade to attack a target, dealing 1.2x DMG. This attack targets the part with the highest HP. | |
| Sap Equipment skill | 3 | — | Uses Pile Bunker or Knuckles to attack a target, dealing 1.25x DMG. This attack prioritizes the Body. After combat, it inflicts Code Hindrance on the target, lasting for 1 turn. Can only use 1 time per turn. | |
| Saturated Strike Special Assault | 5 | — | Consumes 3 rounds of Ammo. Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 1.25x AoE DMG. | |
| Saw Strike Special skill · Cluster Matrix · Vanguard | 2 | 0 | Uses a Chainsaw to attack a target, dealing 1.35x DMG. This attack always hits the part with lowest HP. | |
| Scorch Earth Equipment skill | 3 | — | Uses a Large Shield to attack a target, dealing Fixed DMG equal to 50% max HP of current arm. Applies Burning Terrain to all tiles within 1 ring around the target for 2 turns. If possesses 2 or more stacks of War Flame, consumes 2 stacks to additionally deal Fixed DMG equal to 20% of own max HP to the target and all enemy units within 1 ring around the target. | |
| Scorched Earth Special Assault | 5/3 | — | When both shoulders are equipped with the same category of Tactical Weapon, cast Salvo code to attack. | |
| Self Sampling Special Assault | 2 | — | Deals 10% Percentage HP Reduction to all self parts. This effect will not destroy parts. Then uses a Missile Launcher to attack a target, dealing 0.9x DMG to the part hit and 50% Splash DMG to other parts. Upon hitting, deals Fixed DMG equal to 10% max HP to all parts of all enemy units within a 1-tile cross-shaped area around the original target. | |
| Severance Equipment skill | 1 | — | Uses Chainsaw to attack a target, dealing 0.7x DMG. Enters Aiming Mode before attacking. This attack does not consume Vengeful Edge. Triggers Re-ATK after combat, allowing movement of 2 tiles before attacking. This skill can only be used 1 time per turn. | |
| Shadow Ray Order | 3 | 0 | Uses a Machine Gun to attack a target, dealing 1.25x DMG. Critical Hit chance increases by 20% for this attack. | |
| Shadow Rush Special skill · Thousand-Form Weapon · Vanguard | 3 | 0 | Uses Polearm to thrust 4 tiles forward, dealing 1.4x DMG to the 1st target hit. Inflicts Crash on the target, lasting 1 turn. | |
| Shadow Tiger Ultimate - Evil Tiger Beam Special Assault | 4 | 0 | Uses two Shotguns to attack all enemies within a 3x3 square area in front, dealing 2x0.5 AoE DMG. If a target is destroyed, retains the excess ammo from overdamage, up to 30 ammo. After combat, performs 1 Extra Strike on the highest HP target within range, dealing 0.25x DMG. Each retained ammo increases Extra Strike bullet count by +1. Before attacking, gains 2 random debuffs, lasting for 2 turns. This skill can only be used 1 time per turn. | |
| Shadow Tiger Ultimate - Evil Tiger Beam MAX Equipment skill | 5 | — | Uses two Shotguns to attack a target, dealing 2x0.75 DMG. Critical Hit chance increases by 20% for this attack. Can retain ammo per critical hit, up to 15 ammo. After combat, performs Extra Strike on all enemies within 2 adjacent tiles, dealing 2x0.15 AoE DMG. Each retained ammo increases this Extra Strike multiplier by +0.02. Before attacking, gains 2 random debuffs, lasting for 2 turns. | |
| Shared Resolve Special Assault | 3 | — | Uses a Flamethrower to attack all targets in a 1x4-tile line or a diagonal 3-tile range, dealing 0.7x AoE DMG. | |
| Shield Breaker Equipment skill | 2 | — | Uses a Shotgun firing a slug or a Melee weapon to attack a target, dealing 0.45x or 1.1x DMG accordingly. Enters Aiming Mode before attacking. | |
| Shock Baton Equipment skill | 3 | — | Uses Polearm to attack a target, dealing 1.7x DMG. After combat, it inflicts DMG Down II on the target, lasting for 1 turn. | |
| Shock Wave Order | 1 | 0 | Knocks all targets in a 1x3-tile line back 2 tiles. | |
| Shower Equipment skill | 2 | — | Uses a Sniper Rifle to shoot a target 2 times, with each shot dealing 0.75x DMG. If this attack does not destroy a part when in the Improved Fire state, triggers Re-ATK after combat. Cannot move before attacking. | |
| Sky Piercer Special skill · Thousand-Form Weapon · Vanguard | 4 | 0 | Throws a Polearm at all targets within a 4-tile line (including flying targets), dealing 1.3x AoE DMG. Can enter Aiming Mode before combat. | |
| Sky's Edge Order | 4 | 0 | Selects a target within 4 tiles in a straight line and dashes toward it, using Mystic Arc to deal 1.4x AoE DMG to the target's body. This attack cannot miss, and deals 35% of that DMG as Fixed DMG to the bodies of all enemy units within 2 adjacent tiles of the target. The AP cost of this skill increases by 1 after each use, and resets when shifting to another form. | |
| Sky's Edge / Night Requiem Equipment skill | 4 | — | Changes to Night Requiem in Mech Form and Sky's Edge in Cruise Form. | |
| Skybreaker Slash Special Assault | 4 | — | Uses two Alter-Blades to attack all targets within an I-shaped (3x1-tile) area or L-shaped (3x1-tile) area ahead. Before attacking, can Aim at all targets separately, dealing 1.5x AoE DMG. | |
| Snap Judgment Equipment skill | 2 | — | Uses a Light Rifle to attack a target, dealing 1.2x DMG. Enters Aiming Mode while equipped with a Small Shield. | |
| Snipe Special skill · Cluster Matrix · Vanguard | 2 | 0 | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. Enters Aiming Mode before attacking. | |
| Solo Breakthrough Order | 4 | — | Uses a Cutter to attack all targets within 3 tiles, dealing 1.1x AoE DMG and increasing Awakening by 1 level. After combat, restores HP equal to 40% of damage dealt to undestroyed parts. When in Valhalla's Call Mode, the Repair AMT applied to undestroyed parts after combat is increased to 50%. | |
| Spear Strike Special skill · Cluster Matrix · Vanguard | 2 | 0 | Uses a Polearm to attack a target, dealing 1.35x DMG. This attack always hits the part with lowest HP. | |
| Spirit Strike Equipment skill | 4 | — | Uses a Chainsaw to attack a target, dealing 1.6x DMG. Prioritizes damaged parts. When there are 8 or more stacks of Vigor, can perform a Gusty Strike 2 times, with the second attack dealing 0.6x DMG. | |
| Splitter Special skill | 2 | — | Uses a Chainsaw to attack a target, dealing 1.1x DMG. Consumes all Vengeful Edge on target hit. This attack always hits the part with lowest HP. | |
| Star Chaser Order | 3 | 0 | Uses an Alter-Blade to attack a target within 4 adjacent tiles, dealing 1.3x DMG. Enters Aiming Mode before attacking. After the attack, selects an ally within 4 adjacent tiles and warps back to them. | |
| Star Chaser / Moon Raker Special Assault | 3 | — | Changes to Star Chaser in Mech Form and Moon Raker in Cruise Form. | |
| Starfall Flash Special skill · Thousand-Form Weapon · Vanguard | 3 | 0 | Selects 1 target (including flying target) within 4 adjacent tiles and strikes with Alter-Blade, dealing 1.3x DMG. Enters Aiming Mode before attacking. After attacking, this unit will be positioned on a random unoccupied tile within 1 ring around the target. | |
| Starfall Flash Special Assault | 3 | — | Selects 1 target within 4 adjacent tiles (including flying targets) and strikes using Alter-Blades to deal 1.2x DMG. Can enter Aiming Mode before attacking, then remains on a random empty tile within 1 ring around the target after hitting. | |
| Stopper Equipment skill | 3 | — | Uses Light Rifle or Melee Weapon to attack a target, dealing 1.7x DMG. If the target cannot retaliate, target's AP decreases by 2 after combat. | |
| Stratagem - Encouragement Order | 0 | 0 | Consumes 1 stack of Stratagem. Selects and grants Ambition to 1 ally within 3 adjacent tiles. Can activate Stratagem Infusion to upgrade Ambition to Ambition II. | |
| Street Fight Equipment skill | 4 | — | Uses 2 Melee Weapons to strike a target 4 times, each time dealing 0.5x DMG. After combat, it inflicts Weapon Inhibition, Code Hindrance, and Movement Inhibition II on the target based on the part hit, each lasting 1 turn. | |
| Strike Back Equipment skill | 0 | — | Uses a Machine Gun to attack a target, dealing 1.2x DMG and inflicts 1 random debuff for 2 turns. Before combat, deals DMG to all self parts equal to 20% of their max HP. This effect will not destroy parts. This skill cannot be used if own HP percentage is less than 30%. | |
| Suppression Spray Special Assault | 4 | — | Uses a Heavy Machine Gun to attack all targets within a 3-tile line, dealing 0.7x AoE DMG. For each target hit, gains 1 random buff after combat. Can gain up to 3 buffs, lasting for 2 turns. | |
| Suppressive Assault Equipment skill | 3 | — | Uses HMG to attack a target, dealing 1.3x DMG. Can activate Fury Unleashed. When 2 stacks of Fury are consumed, this attack cannot be dodged. | |
| Suppressive Fire Equipment skill | 4 | — | Uses a Heavy Machine Gun to attack a target, 1.4x DMG. Inflicts 2 stacks of Suppression before combat. After combat, if the target has 5 or more stacks of Suppression, additionally inflicts GKD Mark. | |
| Surefire Plan Special skill | 3 | — | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. Enters Aiming Mode before attacking. If the target is carrying Arch-Enemy, this attack cannot be dodged. | |
| Sweeping Barrage Special skill · Cluster Matrix · Tactical | 4 | 0 | Uses Rocket Launcher to attack all targets within the selected 3x3-tile area, dealing 0.275x AoE DMG to all parts. After combat, inflicts Short Circuit I to all targets hit. | |
| Swift Strike Equipment skill | — | — |
| |
| Sworn Duel Order | 1 | 1 | Applies Oath to a target, lasting for 2 turns. When Oath is active, both parties can only select each other as targets. Only 1 Oath-style effect can exist at a time. This effect is invalid for certain units. | |
| Symphony of Tokamak Special Assault | 5 | — | Uses a Flamethrower to attack all targets in a 1x5-tile line, dealing 0.6x AoE DMG. After this, uses a Rail Gun to attack in the same direction, dealing 0.7x AoE DMG. Inflicts 2 random debuffs on targets hit, lasting for 2 turns. | |
| Synchronized Strike Equipment skill | 3 | — | Uses a Machine Gun to attack a target, dealing 1.15x DMG. After combat, applies 1 random buff to all allies involved in this attack, lasting for 2 turns. | |
| System Disintegration Special Assault | 5 | — | Uses both Missile Launchers to attack a target, dealing 2x0.8 DMG to the part hit and 50% Splash DMG to other parts. If possessing 10 or more stacks of Effective Data, consumes 10 stacks to deal 15% of target max HP as Fixed DMG to all of the target's parts. Fixed DMG dealt increases by 35% for this attack. | |
| System Override Special Assault | 3 | 1 | Uses Rocket Launcher to attack all targets within a 3x3 area, dealing 0.3x AoE DMG to all parts of the targets hit. After combat, inflicts Command Override or Weapon Override on targets hit. | |
| Tainted Blade Order | 3 | 0 | Uses an Alter-Blade to attack a target, dealing 1.6x DMG. This attack hits the part with the highest HP. | |
| Tainted Blade / Shadow Ray Equipment skill | 3 | — | Chooses to use either Tainted Blade or Shadow Ray. | |
| Tainted Implant Special skill | 2 | 0 | Uses a Knuckle or Pilebunker to attack a target, dealing 1.1x DMG. Can enter Aiming Mode before attacking. | |
| Targeted Bombardment Special Assault | 3 | 0 | Uses a Missile Launcher to attack a target, dealing 1.1x DMG to the part hit and Splash DMG equal to 50% of this damage to other parts. Applies Lock to targets hit, lasting 2 turns. | |
| The End Equipment skill | 3 | — | Consumes all AP to attack a target with a Sniper Rifle, dealing 1.2x DMG. For each additional 1 AP consumed, skill damage multiplier +0.15. Enters Aiming Mode before attacking. | |
| The Group's Gift Special Assault | 4 | — | Uses Rail Gun to attack all targets within a Line (1*5 tiles) area, dealing 1.1x AoE DMG. After combat, transforms tiles hit into Burning Terrain, lasting 2 turns. | |
| Thermal Burst Equipment skill | 5 | — | Uses a Flamethrower to attack the main target, dealing 1.55x DMG and dealing 20% Flame DMG to other targets in the path. After combat, inflicts Afterglow on the main target. | |
| Thermal Streaming Order | 3 | 0 | Uses a Flamethrower to attack all targets in a 1x4-tile line, dealing 0.6x AoE DMG. Inflicts Repair Inhibition on targets hit, lasting for 1 turn. | |
| Thorn Annihilation Equipment skill | 4 | — | Selects a main target. Uses a Chainsaw to attack all enemies within 1 ring area, dealing 0.9x AoE DMG, consuming all Vengeful Edge on targets hit. Then attacks the main target, dealing 0.9x DMG. Each 2 stacks of Vengeful Edge consumed increases the hit count of the second attack by +1, up to +8. This attack always hits the body. | |
| Thousand-Form Weapon Equipment skill | 3-4 | — | Launches 1 stronger attack based on the current form and equipped weapon. The attack multiplier and effect vary based on weapon type. See Form Skills below for each variant. | |
| Thunder Sweep Special Assault | 2 | — | Uses Rail Gun to attack all targets within a 3x5 area in front, dealing 0.75x AoE DMG and knocking them back by 2 tiles. If a target is blocked by obstacles during knock back, inflicts Movement Inhibition II for 1 turn. Triggers Re-ATK in place after combat. This skill can only be used 1 time per turn. | |
| Tiger Roar Special Assault | 3 | — | Uses two Shotguns to attack all enemies within a 3x2 square area in front, dealing 2x0.35 AoE DMG. Before attacking, gains 2 random debuffs, lasting for 2 turns. | |
| Together! Equipment skill | 5 | — | Uses Heavy Machine Gun to attack a target, dealing 1.55x DMG. All enable allies to launch Link Attack against this target. This Link Attack does not require allies to possess a specific skill and does not consume any Link times. | |
| Total Annihilation Equipment skill | 4 | — | Uses a Shotgun to attack a target, 1.3x DMG. For each 1 stack of Suppression carried by enemy units within 3 adjacent tiles of this unit, performs 1 additional attack, dealing 0.2x DMG, up to 5 additional attacks. | |
| Total Assault Special skill · Thousand-Form Weapon · Tactical | 4 | 0 | Uses a Cutter to attack all targets within 4 tiles, dealing 1.3x AoE DMG. If a target is destroyed after combat, grants all allies DMG UP III, lasting for 1 turn. | |
| Tracking Shot Equipment skill | 2 | — | Uses a Sniper Rifle to attack a target, dealing 1.3x DMG. This attack is guaranteed to hit. When in the Improved Fire state, also inflicts Euphoria on the target hit after combat, which expires after being hit 1 time. | |
| Turbo Shooting Equipment skill | 3 | — | Uses a Shotgun to attack a target, dealing 1.3x DMG. | |
| Turbo Shot Special skill · Cluster Matrix · Assault | 3 | 0 | Uses Shotgun to attack a target, dealing 1.3x DMG. DMG dealt increases by 15% against part with 50% HP or less. | |
| Twin Wing Slash Equipment skill | 2 | 0 | Attacks a target with two Alter-Blades, dealing 0.85x DMG 2 times. | |
| Twin-Gun Reflex Equipment skill | 2 | — | Uses two Machine Guns to attack a target, dealing 2x0.55 DMG. Each 1 bullet hit grants 2 stacks of Overcharged Bullet. Overcharged Bullet stacks are retained after combat. | |
| Unleash Equipment skill | 4 | — | Uses a Heavy Machine Gun to attack a target, consuming all AP to deal 1.5x DMG. For each additional AP consumed, skill damage multiplier +0.15. | |
| Unstoppable Equipment skill | 6 | — | Simultaneously uses two Machine Guns to attack a target, dealing 0.95x DMG 2 times. | |
| Uppercut Equipment skill | 3 | — | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.35x DMG. This attack prioritizes the Body. This skill can be executed 1 time per turn. | |
| Vanguard Signal Equipment skill | 4 | — | Uses two Machine Guns to attack a target, dealing 2x0.7 DMG and forces all allies within range to launch Link Attack against the target. This Link Attack does not require allies to possess a specific skill and does not consume any Link times. If possesses 80 or more stacks of Overcharged Bullet, gains Focus Fire after combat, lasting till the start of next action. | |
| Verdict Special Assault | 4 | — | Selects an empty tile within 4-adjacent tiles, jumps to the target type and uses Polearm to deal 1.1x AoE DMG to all enemies within 2-adjacent tiles of the target, inflicting Provocation on all enemies hit, lasting for 2 turns. | |
| Victory Rush Equipment skill | 4 | — | Uses Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. Targets the part with the lowest HP. Upon breaking this part, uses the opposite arm to launch a Flurry Strike, dealing 1.0x DMG. | |
| Virtual Equipment skill | 3 | — | Uses Light Rifle to shoot a target 2 times, with each shot dealing 0.75x DMG. When equipped with a Small Shield, enters Aiming Mode. Ignores the Large Shield's Target Shift effect. The second shot will hit a random part. | |
| Virtual Particle Form Order | — | — | The restricted state of particle form. Accumulating 5 stacks of Particle Energy allows the usage of Particle Burst to remove this restriction. Cannot change weapon or skills in this form. Can only use Particle Blade, Particle Cannon and Particle Matrix. Returns to current form after 2 actions. Cannot be targeted by Quick Draw, Vigilant Shot, Reaction Attack and Critical Sense. | |
| Void Crown Order | 4 | 0 | Uses an Alter-Blade to attack all targets within an I-shaped (3x1-tile) or L-shaped (3x1-tile) area ahead. Before attacking, can Aim at each target separately, dealing 1.6x AoE DMG. If this attack destroys a part, gains 1 Shift Energy. | |
| Void Crown / Falling Sky Special Assault | 4 | — | Chooses to use either Void Crown or Falling Sky. | |
| Waltz Special Assault | 3 | — | Uses Polearm to attack all targets within an I-shaped (3x1-tile) or L-shaped (3x1-tile) area ahead, dealing 1x AoE DMG. | |
| Warm Greetings Special skill | 3 | 0 | Uses a Flamethrower to attack the main target, dealing 1.3x DMG and dealing 10% Flame DMG to other targets in the path. After combat, applies Burning Terrain to tiles hit, lasting for 2 turns. | |
| Warning Sign Equipment skill | 4 | — | Uses Polearm to attack a target, dealing 2.0x DMG. If the target is destroyed, inflicts Timidity I on enemies within the adjacent (2 tiles) area, lasting 1 turn. | |
| Water Burial Special Assault | 4 | — | Selects a target within 4 adjacent tiles. Uses Cutter to deal 4x0.3 DMG to the target, then uses Polearm to deal 1.2x DMG to the target's body (including flying targets). Can consume 0%/50%/100% of current Feral Spirit stacks to deal Fixed DMG to the target's body equal to the amount consumed. | |
| Weakness Strike Special skill · Cluster Matrix · Vanguard | 2 | 0 | Uses a Knuckle or Pilebunker to attack a target, dealing 1.35x DMG. This attack always hits the part with lowest HP. | |
| Weakness Strike Equipment skill | 3 | — | Uses Shotgun or Melee Weapon to attack a target, dealing 1.2x DMG or 1.55x DMG. Shotgun DMG +50% when attacking the part with the lowest HP. When using Melee Weapon, Hit Weight for part with the lowest HP +40%. | |
| Weapon Override Order | 0 | 0 | If the target actively uses a Weapon Skill this turn, inflicts Weapon Inhibition to the target, lasting for 1 turn. Otherwise, inflicts 2 stacks of Structural Damage to the target. This effect is removed after triggering. | |
| Whirling Sweep Special Assault | 2 | — | Uses Chainsaw to attack all enemies within 3-tile horizontal area in front, dealing 0.8x AoE DMG. When Edge Momentum is at 8 stacks or more, this skill multiplier increases by +0.1. Can consume 5 stacks of Edge Momentum to increase Critical Hit DMG of this attack by +15% and expand the area to half circle in front, prioritizing the part with lowest HP. | |
| Wide-Range Bombing Special Assault | 4 | — | Consumes 2 Ammo. Uses a Rocket Launcher to attack all targets within a 5x5-tile area, dealing 0.25x AoE DMG to all parts. After combat, grants all allies 1 random buff effect, lasting for 2 turns. | |
| Wild Storm Special Assault | 4 | — | Uses HMG to attack all targets within current weapon range, dealing 0.55x AoE DMG. Can activate Fury Unleashed. When 2 stacks of Fury are consumed, gains Crit Rate +50% for this attack. | |
| Wildfire Special Assault | 6 | — | Uses two Flamethrowers to attack all targets within attack range, dealing 0.35x DMG 2 times. After combat, applies Burning Terrain to all tiles within range, lasting for 2 turns. | |
| Wind Chaser Special Assault | 3 | — | Uses Cutter to attack all targets within a 2-tile diamond range, dealing 1.2x AoE DMG. | |
| Wing Rake Equipment skill | 4 | — | Simultaneously uses two Machine Guns to attack a target, dealing 0.7x DMG 2 times. The target is unable to retaliate against this attack. | |
| World Chaser Special skill · Virtual Particle Form · Enhanced (EX) | 5 | 0 | Unleashes a chain attack using all Particle Weapons in order. Cosmic virtual particle deals 1.2x DMG to the target. Meteorite virtual particle deals 1x DMG to the target's part with highest HP. Star virtual particle deals 1.2x DMG to the target body. After combat, deploys Particle Domain on the area within 1-ring of self, lasting for 2 turns. | |
| Zealous Blow Equipment skill | 3 | — | Uses a Chainsaw to attack a target, dealing 1.3x DMG. Targets the part with the lowest HP. When there are 4 or more stacks of Vigor, gains an additional 3 hits. |
Tactical · 114
| Skill | AP | CD | Effect | |
|---|---|---|---|---|
| Absolute Territory Order | 1 | 1 | Enters Rack Mode: Unable to move, Sniper Rifle's Range +2, DMG +10%. Can continue attacking after racking. ST automatically exits Rack Mode when an Arm is destroyed. When in Rack Mode, the Retract code can be cast. After retracting, movement can continue. | |
| Aegis Order | 1 | 2 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Triggers up to 2 times per turn and lasts 2 turns. Additionally, gains Substitute. Can only trigger 1 time per turn. | |
| Aggressive Order | 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Gains Aggressive for 2 turns. | |
| Airspace Blockade Order | 1 | 2 | Designates 1 enemy on the battlefield to afflict with Airspace Blockade. This can only be used when a Defense Field is deployed. | |
| All-Out Assault Tactics Order | 2 | 2 | Designates a single ally across the map to receive All-Out Assault Tactics until the end of action, while gaining 2 stacks of Intel. | |
| Ambush Equipment skill | — | — |
| |
| Backup Supply Order | 0 | 3 | Gain 2 AP. Can continue the action with the remaining movement. | |
| Battle Planning Order | 1 | 3 | Fully reloads all Rocket Launcher Ammo and gains 2 stacks of Intel. Can continue action with remaining Movement. | |
| Blood Oath Order | 2 | 2 | Selects an empty tile within 3 adjacent tiles, teleports Personal Aide to that tile and grants Loyalty to them. Can continue to act with remaining movement. | |
| Bunker Down Order | 0 | 1 | Enters Bunker state. Can continue to attack without moving. This state is cancelled if an arm is destroyed. Can use command skill Disengage. | |
| Chaser Order | 1 | 2 | Gains Crit Rate UP II for 1 turn, then can continue to move up to 3 tiles. Can attack after moving. | |
| Cheat Code Order | 0 | 3 | Fully reloads all Missile Launcher Ammo and gains 1 AP. Can continue action with remaining Movement. | |
| Concentration Order | 0 | 2 | Gain Movement +2 and 1 AP. Can continue the action with the remaining Movement. | |
| Condemnation Order | 2 | 3 | Inflict DMG Taken UP II to all targets within the selected Diamond (2 tiles) area, lasting for 1 turn. | |
| Covered Equipment skill | 3 | — | Uses Machine Gun to attack a target, dealing 1.15x DMG and inflicting Hit Rate Down II for 1 turn. | |
| Cruise Form Shift Order | 0 | 0 | Consumes 2 Shift Energy to shift to Cruise Form, allowing another action with full Movement. | |
| Dash Order | 1 | 2 | Gain Movement UP and Crit Rate UP II, lasting for 1 turn. Can continue the action with the remaining movement. | |
| Data Readjustment Order | 0 | 2 | Selects up to 4 allies within 4 adjacent tiles. Inflicts Percentage HP Reduction equal to 10% max HP to all selected allies. This effect will not destroy parts. For each 1 ally selected, restores 2 rounds of ammo for Missile Launcher and gains 1 AP. Can continue to act with remaining movement. | |
| Defense Field Order | 1 | 2 | Applies a Defense Field to the designated tile and the surrounding 1-ring radius for 3 turns. Can continue action with remaining Movement. | |
| Defibrillator Equipment skill | 4 | — | ||
| Deploy Sentry Order | 0 | 0 | Redeploys Sentry Zone to a tile within 4 adjacent tiles of Bertha or within 3 adjacent tiles of the original Sentry Zone, then triggers Re-ATK in place. This skill can be used 1 time per turn. | |
| Directional Rack Order | 0 | 1 | Enters Directional Rack Mode: Unable to move, Sniper Rifle's attack range becomes fixed-direction fan-shaped 5-tile area. Can continue attacking after using Directional Rack. Automatically exits Directional Rack Mode en an Arm is destroyed. [Retract] is available in Directional Rack Mode. After retracting, can continue moving. | |
| Disengage Order | 0 | 0 | Exits Bunker state. Can continue to move with remaining movement. | |
| Embrittling Sweep Special Assault | 4 | — | Uses Heavy Machine Gun to attack all targets in a cone in front, dealing 0.55x AoE DMG. After combat, it inflicts DMG Taken UP I on targets hit, lasting 1 turn. | |
| Evidence Collection Order | 1 | 2 | Chooses 1 enemy within 4-tile diamond area, inflicts 1 Battle Wound according to the lowest HP part. Can continue to act without moving. | |
| Fearlessness Order | 0 | 2 | Gains 1 AP and an additional 4 stacks of Vigor. Can continue action with remaining Movement. | |
| Fire Control Calibration Order | 2 | — | Grant DMG UP II to all allies within a Diamond (2 tiles) area, lasting for 2 turns. | |
| Firestorm Invasion Order | 0 | 3 | Gains 2 AP, then can move 3 tiles. Can continue to attack after moving. | |
| Firewalker Order | 0 | 3 | Enters Firewalk state which is removed at the end of turn. Can continue to act with remaining movement. Can activate Stratagem Infusion to gain 2 AP after activation. | |
| Flame Stomp Special Assault | 1 | 2 | Jumps to an empty tile 2 to 4 tiles away in a vertical line and uses two Flamethrowers to deal 0.3x AoE DMG to enemy STs along the path. After combat, applies Burning Terrain to tiles along the path for 2 turns. After jumping, can trigger Re-ATK. Cannot move before attacking. | |
| Formation Guard Order | 1 | 2 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Triggers up to 2 times per turn and lasts 2 turns. Additionally, gains 1 stack of Undying. | |
| Full-Throttle Order | 3 | 1 | Restores HP equal to 2.3x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, applies Limit Relief, which can trigger 1 time. | |
| Fullness Order | 1 | 3 | Fully reloads all Rocket Launcher Ammo and gains Crit Rate UP II for 1 turn. Can continue action with remaining Movement. | |
| Fully Prepared Order | 2 | 3 | Protects allies within 2 adjacent tiles from Assault and Ranged attacks. Can trigger up to 2 times per turn. Gains Fully Prepared, lasting for 2 turns. | |
| Good Chance! Wataru! Order | 0 | 3 | Gains 2 AP and Good Chance!. Can continue to act with remaining movement. | |
| Guard Special skill | 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. | |
| Guggle's Encouragement! Special skill · summon | 4 | 2 | Selects 1 other ally within a 2-block range and restores 2 AP to them. | |
| Guggle's Grand Plan! Special skill · summon | 1 | 2 | Protects allies within 2 adjacent tiles from Melee, Assault, and Ranged attacks. Can trigger up to 3 times per turn. Lasts for 2 turns. Additionally, gains Short-Circuit Strike! for 2 turns, then gains 2 Extra Movement. | |
| Guggle's Star Shift! Special skill · summon | 1 | 2 | Can select any 1 ally within 3 adjacent tiles, swap positions with them, and then continue to act using remaining Movement. | |
| High Noon Equipment skill | 6 | — | Simultaneously uses 2 Shotguns to attack a target, dealing 2* 0.9x DMG and inflicting Retaliation Disabled. | |
| Highlights Order | 0 | 3 | Immediately gains 2 AP and 3 stacks of Determination. Can continue to act with remaining movement. | |
| Hunter Mode Order | 0 | 1 | Gains 1 AP and enters Hunter Mode. Triggers Re-ATK after activation. While in Hunter Mode, can use command skill Tactical Reboot. | |
| I Am The Strongest! Order | 0 | 3 | Gains 3 random debuffs, lasting 2 for 2 turns, as well as 2 AP. Can continue to act with full movement. | |
| Instant Load Order | 1 | 3 | Fully reloads a Rail Gun's ammo and gains Hit Rate UP III, lasting for 1 turn. Can continue action with remaining Movement. | |
| Interval Order | 1 | 3 | Fully reloads a Rail Gun's Ammo and gains Movement UP for 1 turn. Can continue action with remaining Movement. | |
| Ironbound Respect Order | 2 | 3 | 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. | |
| It's a Miracle Order | 1 | 3 | Gains 3 stacks of Vigor, DMG Taken Down III, DMG UP III, and Movement UP, lasting for 1 turn. Can continue action with full Movement. | |
| Kinetic Revival Order | 0 | 3 | Consumes all dispellable buffs. Recovers 1 AP for each consumed, up to a maximum of 4 AP. Can continue action with remaining Movement. | |
| Limit Break Order | 3 | 1 | At the end of turn, if not affected by Fate Hunt, this skill's AP cost is reduced by 3. This effect is reset after use. This skill can only be activated when legs are intact. Jumps to an empty tile within 4 adjacent tiles and gains Fate Hunt and Chain Execution. The trigger count for Suppression Attack increases by 3, and remaining movement can be used to launch a Re-ATK. This skill can be used 1 time per turn. | |
| Load Raid Order | 1 | 3 | When an Arm suffers overdamage, triggers Guts to lock HP at 1. After actively attacking, triggers Re-ATK, allowing the unit to move 1 tile before attacking again. These effects are unlimited and last until the next action. The unit can continue to act after executing this skill. | |
| Lone Wolf Dance Order | 1 | 2 | Selects 1 empty tile within 4 adjacent tile and jumps to the target tile. Cutter attack range increases by 1 for this turn. Refills all Cutter ammo. Can continue to act with remaining movement. This skill can only be used when legs are intact. | |
| Luno's Oath Order | 2 | 3 | Protects allies within 2 adjacent tiles from assault and ranged attacks. Can trigger 2 times per turn, lasting for 2 turns. After using this skill, fully reloads Railgun ammo magazine and triggers Re-ATK. | |
| Maelstrom Order | 6 | — | Gains Turning Point and Maelstrom. Does not consume Retaliation Enhancement when retaliating. Lasts until the next action begins. | |
| Maneuverability Tactics Order | 3 | 2 | Grants all allies Movement UP, lasting for 1 turn, while gaining 3 stacks of Intel. | |
| Marshall Edict Order | 0 | 0 | Designates 1 ally within 4 adjacent tiles as Personal Aide, then continues to act with remaining movement. This skill can only be used once per battle. | |
| Mech Form Shift Order | 0 | 0 | Consumes 2 Shift Energy to shift to Mech Form, allowing another action with full Movement. | |
| ND Maneuver Order | 1 | 2 | Selects an empty tile within 4 adjacent tiles of Resonance Node and teleports that unit to the selected tile. Can continue to act with remaining movement. | |
| New Initiatives Order | 1 | 3 | Fully restore Tactical Weapon Ammo and gain Missile DMG UP and Rocket DMG UP, with each buff effective for 1 time. Can continue the action with the remaining movement. | |
| Official Position Order | 3 | 1 | Consumes 1 cutter ammo, selects 1 ally within range and applies Subtask - Defense or Subtask - Attack to that target. | |
| Overload Order | 1 | 3 | Fully reloads Rocket Launchers ammo and gains Crit Rate UP II, lasting for 1 turn. Can continue to act with remaining movement. | |
| Overtime Order | 2 | 3 | Protects adjacent allies (2 tiles) from Assault and Ranged attacks, effective up to 2 times per turn. Gains Armor UP I for 2 turns. | |
| Particle Burst Order | 0 | 0 | Consumes all Particle Energy and switches to Virtual Particle Form. Gains all Form Buff and deals Fixed DMG equal to 15% of Hailis's ST Body max HP to all enemies within 2 adjacent tiles. Returns to current form after 2 actions. This skill does not consume AP. | |
| Phantom Pain Order | 0 | 3 | Requires two Alter-Blades to be equipped. Immediately gains 2 AP and Critical State, lasting until the end of the action. Can continue action with full Movement. | |
| Piercing Thorn Special skill · Thousand-Form Weapon · Tactical | 4 | 0 | Uses a Rail Gun to attack all targets within a 3x5-tile area, dealing 0.95x AoE DMG. This attack always hits the body part. | |
| Polearm Throw Order | 0 | 0 | Uses Polearm to attack a target within 4 adjacent tiles, dealing 0.6x DMG to the target as well as all enemies along the path to the target. This skill is considered a Retaliation. | |
| Position Recall Order | 0 | 0 | Removes Hologram and teleports the original unit to the Hologram's location. | |
| Press License Order | 1 | 2 | Gains Ultrahot! for 1 turn, then can continue to move 2 tiles. Can attack after moving. | |
| Quakefire Strafe Special Assault | 4 | — | Uses Heavy Machine Gun to attack all targets in a cone in front, dealing 0.55x AoE DMG. After combat, it inflicts DMG Taken UP I on targets hit, lasting 1 turn. | |
| Quick Load Order | 0 | 3 | Fully restore Tactical Weapon Ammo and gain 2 AP. Can continue the action with the remaining movement. | |
| Rack Order | 1 | 1 | Enters Rack Mode: Cannot move. Heavy Machine Gun Range +2, Bullets +1. Can continue to attack after racking. Automatically exits Rack Mode when an Arm is destroyed. Retract is available in Rack Mode. After retracting, can continue to move. | |
| Raging Tide Order | 1 | 2 | Gains 3 stacks of Edge Momentum as well as Phantom for 2 turns. Movement increases by +1 for this turn. Can continue to act with full movement. When Edge Momentum is at 8 stacks or more, additionally gains 2 stacks of Edge Momentum and +1 extra movement for the current turn. | |
| Rapid Load Order | 0 | 3 | Fully reloads all Missile Launcher Ammo and gains 1 AP. Can continue action with remaining Movement. | |
| Rapid Raid Order | 0 | 0 | Selects an empty tile within 5 adjacent tiles and jumps to it, then triggers Re-Act. If in Bunker state, exits the state and resets the CD of Bunker Down. This skill can only be used 1 time per turn and only when legs are intact. | |
| Rapid Realignment Order | 0 | 1 | Quickly moves to an empty tile within 3 tiles and reselects rack direction without exiting Directional Rack Mode | |
| Rear Guard Special skill | 1 | 0 | Protects allies within 2 adjacent tiles from assault and ranged attacks, up to 2 times per turn, lasting for 2 turns. Additionally inflicts Provocation on all enemies within 2 adjacent tiles for 2 turns. | |
| Repair Disabled Rail Gun Special Assault | 4 | — | Uses Rail Gun to attack all targets within a Line (1*5 tiles) area, dealing 1.0x AoE DMG. After combat, it inflicts Repair Hindrance on affected targets, lasting 1 turn. | |
| Resonance Link Order | 0 | — | Designates 1 ally within 4 adjacent tiles as Resonance Node. Can continue to act with remaining movement. This skill can only be used 1 time per battle. | |
| Respite Order | 0 | 3 | Fully reload cutter ammo and grants self and allies carrying Appointment Hit Rate UP II, lasting for 2 turns. Can continue to act with remaining movement. | |
| Restructure Order | 0 | 3 | Gains 2 AP and 2 stacks of Particle Energy, also refreshes all buffs duration. Can move 3 additional tiles before attacking. | |
| Root Control Order | 1 | 1 | Enters Rack Mode: Cannot move, Missile Launcher's Range +1, DMG +10%. Can continue attacking after racking. Automatically exits Rack Mode when an Arm is destroyed. Retract is available in Rack Mode. After retracting, can continue to move. | |
| Rush March Order | 1 | 2 | Gain Movement UP, lasting for 1 turn. Can continue the action with the remaining movement. | |
| Rush Order Order | 1 | 2 | Gains Movement UP and Crit Rate UP II, lasting for 1 turn. Can continue action with remaining Movement. | |
| Sensor Jamming Equipment skill | 4 | — | Uses Light Rifle to shoot a target 2 times, each shot dealing 1x DMG. Inflicts Reaction Hysteresis on the target hit, lasting 1 turn. | |
| Servitude Order | 2 | 4 | Applies Reset to Audrey who has finished her action, allowing Audrey to act again and gain 2 AP. Grants Leader Crest and Convergence to Audrey as well as Concealed Edge to self, lasting for 1 turn. | |
| Shattered Scatter Equipment skill | 4 | — | Simultaneously uses 2 Shotguns to attack a target, dealing 2* 0.7x DMG. After combat, it inflicts Armor Down I on the target, lasting for 1 turn. | |
| Shell Swap Order | 0 | 1 | Switches between Standard Mode and Precision Mode. | |
| Shelter Order | 2 | 3 | Protects adjacent (2 tiles) allies from Assault and Ranged attacks, effective up to 2 times per turn. When retaliating and hitting the target, inflict DMG Taken UP II after combat, lasting for 1 turn. | |
| Situation Awareness Order | 2 | 6 | Chooses Stratagem - Investment or Stratagem - Prepayment to use, then continue to act with remaining movement. | |
| Stance Adjustment Order | 0 | — | Switches between GKD Stance or Electric Eel Stance. | |
| Steady Calibration Order | 0 | 3 | Fully reloads all Rail Gun ammo. Next active attack multiplier increases by +0.2x. Triggers Re-ATK in place after use. | |
| Step Forward Order | 2 | 3 | Protects adjacent (2 tiles) allies from Assault and Ranged attacks, effective up to 2 times per turn. Gains Fully Prepared, effective 2 times, lasting for 1 turn. | |
| Stratagem - Bribery Order | 0 | 0 | Consumes 1 stack of Stratagem. Selects and applies Indulgence to 1 enemy within 4 adjacent tiles. Can activate Stratagem Infusion to upgrade Indulgence to Indulgence II. | |
| Stratagem - Investment Order | 0 | 0 | All allies lose 1 AP and gain 2 AP at the start of next turn. Can activate Stratagem Infusion to avoid AP reduction in this turn. Can continue to act with remaining movement. | |
| Stratagem - Prepayment Order | 0 | 0 | All allies gain 1 AP and lose 3 AP at the start of next turn. Can activate Stratagem Infusion to reduce AP loss to 2 at the start of next turn. Can continue to act with remaining movement. | |
| Sudden Strike Order | 0 | 3 | Instantly gains 20 stacks of Overcharged Bullet, also locks the number Overcharged Bullet stacks, cannot gains or consumes stacks. Link Attack count increases by +8. This effect lasts till the start of next turn. Can continue action with full movement. | |
| Super Guggle! Special skill · summon | — | — | Performs Guard, protecting allies within 1 adjacent tile from Melee, Assault, and Ranged attacks. Can trigger up to 3 times per turn. When performing Guard, restores 1 AP after combat. | |
| Swift Steps Order | 0 | 2 | Can be activated when Legs are undestroyed. Selects 1 empty tile within range and jumps to the selected tile. The selectable range is equal to current Movement. Triggers Re-ATK afterward. Cannot move before attacking. When destroying a target, skill cooldown is additionally reduced by 1. | |
| Sworn Enemy Order | 0 | 0 | Desinates 1 enemy within 4 adjacent tiles of Bertha or within Sentry Zone as Arch-Enemy. Only 1 Arch-Enemy can exist at a time. Can continue to act with remaining movement. This skill can be used 1 time per turn. | |
| Tactical Command Order | 0 | 2 | Can choose 1 skill to execute. After use, switches to All-Out Assault Tactics, Maneuverability Tactics, or Total Offensive Tactics. | |
| Tactical Nerf Equipment skill | 2 | — | Uses a Sniper Rifle to attack a target, dealing 1.35x DMG. Inflicts Armor Down I, Hit Rate Down II and Dodge Rate Down II based on the part hit, each lasting for 1 turn. | |
| Tactical Reboot Order | 0 | 0 | Exits Hunter Mode. Can continue to move with remaining movement. Movement +2 for this action. Reloads all Rail Gun ammo at the start of next action. | |
| Tactical Reset Order | 4 | 3 | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 2 destroyed parts. Allows allies who have already taken action to act again. | |
| Tactical Shift Order | 1 | 2 | Can select any 1 ally within 3 adjacent tiles, swap positions with them, and then continue to act using remaining Movement. | |
| Team Rally Order | 0 | 3 | Selects any ally to grant them GKD Support or Electric Eel Support for 2 turns. This unit enters Pending Activation state and gains Activation after selected ally takes action. | |
| Tension Surge Order | 0 | 2 | Designates 1 ally to receive Sanctuary, lasting until the target's next action begins. Can continue action with remaining Movement. | |
| Time to Hunt Order | 1 | 2 | Gain Movement UP and DMG UP II, lasting for 1 turn. Can continue the action with the remaining movement. | |
| Total Offensive Tactics Order | 4 | 2 | Grants other allies Full Assault until the end of action, while gaining 4 stacks of Intel. | |
| Trump Card Order | 1 | 2 | Immediately gains 2 stacks of Reinforced Ammo. Can continue action with remaining Movement. | |
| Unilateral Threat Equipment skill | 3 | — | Uses Light Rifle to attack a target, dealing 1.4x DMG. This attack prioritizes Arms and inflicts Weapon Hindrance on the target hit, lasting for 1 turn. | |
| Vengeful Strike Order | 1 | 0 | Selects 1 enemy target carrying Magnetic Lock-On, consumes all Railgun ammo to attack all enemies within the selected 1-tile cross-shaped, 3x3 square or 2-tile diamond area. The number of attacks is equal to the ammo consumed, priotizing unhit targets. Each attack deals 0.6x DMG to the target and all enemies within 1 adjacent tile. All attacks will prioritize hitting body. Repeat attacks on the same target deal 60% reduced DMG. Removes Magnetic Lock-On after the skill ends. | |
| Vengeful Strike β Order | 0 | 0 | Uses Railgun to attack all enemies carrying Magnetic Lock-On in order from nearest to furthest. All attacks prioritize hitting body and priotize unhit targets. Each attack deals 0.4x DMG to the target and all enemies within 1 adjacent tile. Repeat attacks on the same target deal 60% reduced DMG. This attack does not consume Railgun ammo and does not remove Magnetic Lock-On. | |
| Waking Dream Order | 0 | 3 | Fully reloads all Cutter Ammo and gains Crit DMG UP II for 1 turn. Can continue action with remaining Movement. | |
| Whirlwind Special Assault | 5 | — | Uses Polearm to attack all targets within a 1-ring area, dealing 0.9x AoE DMG. After combat, targets hit lose 1 AP. | |
| Zero Hour Order | 0 | 3 | Deducts HP from all of own parts equal to 50% of their Max HP, without destroying any parts, and gains 3 AP and Movement UP for 2 turns. Can then trigger Re-Act and move using full Movement. |
Buffs · 9
| Skill | AP | CD | Effect | |
|---|---|---|---|---|
| Asset Injection Order | 1 | 1 | Designate 1 ally and grant this ally 1 additional use of Link Attack, effective for 1 time. Can continue the action with the remaining movement. | |
| Inspire Order | 3 | 2 | Transfers all buffs possessed to the selected ally, refreshes the buff durations, and restores 2 AP. | |
| Iron Curtain Special skill · Thousand-Form Weapon · Assault | 4 | 0 | Uses Heavy Machine Gun to attack a target, dealing 1.5x DMG. Inflicts Retaliation Disabled on target before combat. | |
| Juiced Order | 0 | 2 | Gain 1 AP and Hit Rate UP II, lasting for 1 turn. Can continue the action with the remaining Movement. | |
| Leader Equipment skill | 4 | — | Uses Heavy Machine Gun to attack a target, dealing 1.4x DMG. After combat, transfers all buffs possessed to a random ally within the adjacent (1 tile) area, and refreshes buff durations. | |
| Predation Order | 0 | 3 | Selects 1 empty tile within 3 adjacent tiles and jumps to the target. Gains 1 AP and 1 stack of Hook Charge upon arrival. Triggers Re-ATK, allowing movement of 3 tiles before attacking. This skill can only be used when legs are intact. | |
| Sudden Shot Equipment skill | 3 | — | Uses Light Rifle to attack a target, dealing 1.0x DMG. Triggers Flurry Strike after the enemy attacks, dealing 0.7x DMG. Before combat, gains Hit Rate UP III, lasting 1 turn. | |
| Ultimatum Order | 0 | 2 | Gains 1 AP and Crit Rate UP II, lasting for 1 turn. Can continue action with remaining Movement. | |
| Zeal Order | 0 | 2 | Gains 1 AP and Crit DMG UP II, lasting for 1 turn. Can continue action with remaining Movement. |
Repair · 25
| Skill | AP | CD | Effect | |
|---|---|---|---|---|
| Arm Repair Order | 1 | 2 | Restore 30% of HP. Can repair the damaged Arm. | |
| Battlefield Regroup Order | 2 | — | Restores HP equal to 1.6x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. For each 1 stack of Heroism, repair multiplier is increased by 0.1. | |
| Cross Repair Order | 2 | 1 | Restore the HP of all allies within a Cross (1 tile) area, with the repair amount being 1x the Manipulator's Repair AMT. This can repair 1 damaged part. | |
| Double-Sided Restoration Order | 3 | 1 | Restores all part HP of a single target equals to 2.3 Manipulator Repair AMT. Can restore 1destroyed part and deals Fixed DMG to all enemies within 2 adjacent tiles of the target equal to 0.3x Manipulator Repair AMT. | |
| Dual Maintenance Order | 4 | 1 | Selects 2 allies within a 4-tile range. Restores HP to all parts of selected STs. Repair AMT is equal to 1.75x Manipulator Repair AMT. Can repair 1 destroyed part. | |
| Full Maintenance Order | 5 | 2 | Restore the HP of all allies within a Cross (1 tile) area. The repair amount is 1.3x the Manipulator's Repair AMT. It can repair 1 damaged part. Additionally, all affected allies gain 1 AP. | |
| Full Power! Order | 5 | 1 | Restores HP equal to 2.8x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. If Pochy is within 2 tiles of the target, it performs Link Repair, restoring HP equal to 1x Pochy's Repair AMT. This Link Repair repairs all destroyed parts, dispels all debuffs, and applies Defensive Stance III, which can trigger 1 time. | |
| Full-Line Maintenance Order | 5 | 1 | Restores HP equal to 1.75x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, restores the same amount of HP to 2 allies with the lowest HP percentage, repairs 1 destroyed part, and triggers the Sentinel Ward effect. | |
| Intensive Repair Order | 3 | 1 | Restore HP of all parts of an ST. The repair amount is 2.3x the Manipulator's Repair AMT. This skill can repair 2 damaged parts. | |
| Optimal Reconstruction Order | 5 | 2 | Restores HP equal to 2.6x Manipulator Repair AMT to all parts of a single ST. Can repair all destroyed parts, refreshes the remaining turn count of all buffs, and reduces the active cooldown of 1 Code by 1 turn. | |
| Pochy Assist! Order | 2 | 0 | Restores HP equal to 1.8x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. If Pochy is within 2 tiles of the target, performs Link Repair and restores HP equal to 1x Pochy's Repair AMT. | |
| Primogenesis Order | 5 | 3 | Restores HP equal to 1.6x Manipulator Repair AMT to all parts of a single ST. Can repair 2 destroyed parts. After repair, applies Full Rewind. | |
| Purification Order | 5 | 3 | Restores HP equal to 1.3x Manipulator Repair AMT to all parts of allies within the selected 5×5 area. Can repair 1 destroyed part and removes all enemy terrain effects within the area. | |
| Regulated Repair Order | 2 | 0 | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. | |
| Renovate Order | 4 | 1 | Restore HP for all parts of a ST. The repair amount is 2.0x the Manipulator's Repair AMT and can repair 1 damaged part. The target also gains 2 AP. | |
| Repair Grid Order | 4 | 2 | Restores HP equal to 1.1x Manipulator Repair AMT to all parts of allies within the selected 2-tile diamond area. Can repair 1 destroyed part. Also, grants Fully Prepared, which can trigger 1 time. | |
| Repair Synergy Order | 4 | 1 | Restores HP equal to 1.6x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. Also, restores the same amount of HP to the ally with the lowest HP percentage, repairs 1 destroyed part, and triggers the Sentinel Ward effect. | |
| Reserve Shield Order | 2 | 3 | Restores 50% of Shield's HP. Can repair destroyed Shields. Can continue to act with remaining Movement. | |
| Slap It! Order | 4 | 1 | Dispel all debuffs and restore HP to all parts of an ST. The repair amount is 2.6x the Manipulator's Repair AMT. Can repair 1 damaged part. | |
| Spare Shield Order | 2 | 2 | Restores 40% of the shield's HP, able to repair the damaged shield. | |
| Standard Diagnostics Order | 2 | 0 | Restores HP equal to 2.0x Manipulator Repair AMT to all parts of a single ST. Can repair 1 destroyed part. If the target is Guggle, additionally applies Movement UP, lasting for 1 turn. | |
| Stratagem - Respite Order | 0 | 0 | Consumes 1 stack of Stratagem. Selects 1 ally within 3 adjacent tiles, restores HP to all parts equal to 20% Tang's body max HP. Can repair 1 destroyed part, dispel 1 debuff and apply Rejuvenation to the target. Applies the same repair effect to 1 other ally with lowest HP percentage. Can activate Stratagem Infusion to increase Repair AMT to 25% and affect 1 additional ally. | |
| Synchronized Maintenance Order | 4 | 1 | Restores HP to self and all allies within a 2-tile diamond area around Guggle. Repair AMT is equal to 0.85x Manipulator Repair AMT. Can repair 1 destroyed part. | |
| Targeted Service Order | 2 | — | Restores all part HP of a single target equals to 2.0x Manipulator Repair AMT. Can restore 1 destroyed part. | |
| Wide-Range Repair Order | 3 | 2 |
|
Defensive · 5
| Skill | AP | CD | Effect | |
|---|---|---|---|---|
| Battlefield Fortress Equipment skill | 5 | — | Uses Machine Gun to attack a target, dealing 1.25x DMG. Before combat, gains Battlefield Fortress. | |
| Bullet Rain Special skill · Cluster Matrix · Assault | 3 | 0 | Uses Heavy Machine Gun to attack a target, dealing 1.3x DMG. Inflicts Dodge Rate Down III on the target hit, lasting for 2 turns. | |
| Hard Contact Equipment skill | 4 | — | Uses Machine Gun to attack a target, dealing 1.25x damage. Before combat, gains Armor UP I and Passive Repair, each effective 2 times and lasting for 1 turn. | |
| ODI System Equipment skill | 3 | — | Uses Machine Gun to attack a target, dealing 1.15x DMG. Before combat, gains Armor UP I, lasting 1 turn. | |
| Steady March Equipment skill | 4 | — | Uses Heavy Machine Gun to attack a target, dealing 1.4x DMG. Before combat, gains DMG Taken Down, lasting for 1 turn. |
Weapon EX skills
| Name | AP | Weapon | Effect | |
|---|---|---|---|---|
| Heavy Strike Active | 2 | PB/KN | Uses a Pile Bunker or Knuckles to attack a target, dealing 1.6x DMG. | |
| Polyenergy Shot Active | 2 | LR | Uses a Light Rifle to attack a target, dealing 1.2x DMG. | |
| Chop Active | 2 | PA | Uses a Polearm to attack a target, dealing 1.6x DMG. | |
| Turbo Shooting Active | 3 | SG | Uses a Shotgun to attack a target, dealing 1.3x DMG. | |
| Shield Strike Active | 2 | LS | Uses a Large Shield or Small Shield to attack a target, dealing 1.6x DMG. | |
| Seismic Slash Active | 2 | Chainsaw | Uses a Chainsaw to attack a target, dealing 1.6x DMG. | |
| Rampage Shot Active | 3 | HMG | Uses a Heavy Machine Gun to attack a target, dealing 1.3x DMG. | |
| Multi-Vector Strike Code | 4 | Cutter | Uses a Cutter to attack up to 4 targets within range, dealing 1.2x AoE DMG. | |
| Flame Jet Active | 3 | Flamethrower | Uses a Flamethrower to attack the main target, dealing 1.3x DMG and dealing 20% Flame DMG to other targets in the path. | |
| Strategic Strike Code | 4 | Rocket Launcher | Uses a Rocket Launcher to attack all targets within a 3x3-tile area, dealing 0.3x AoE DMG to each part. | |
| Targeted Strike Code | 3 | Missile Launcher | Uses a Missile Launcher to attack a target, dealing 1.3x DMG to 1 part and Splash DMG equal to 50% of this damage to all other parts. | |
| Accurate Fire Active | 2 | SR | Uses a Sniper Rifle to attack a target, dealing 1.6x DMG. | |
| Rend Active | 2 | Alter-Blade | Uses an Alter-Blade to attack a target, dealing 1.6x DMG. | |
| Powerful Strike Code | 4 | Rail Gun | Uses a Rail Gun to attack all targets in a 1x5-tile line, dealing 1.2x AoE DMG. | |
| Ballistic Bundle Active | 3 | MG | Uses a Machine Gun to attack a target, dealing 1.3x DMG. | |
| Guard Code | 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. |
Pilot talents
| Talent | Rank 0–2 | Rank 3–5 | |
|---|---|---|---|
Poised Starburst Ada | When actively attacking, for each 1 target hit, gains 1 stack of Poised after combat, stacking up to 5 times. After actively attacking, if possessing 5 or more stacks of Poised, immediately removes 5 stacks of Poised, gains 3 AP and the corresponding Temporary AP Cap, and triggers Re-Act. Can only trigger 1 time per turn. | When actively attacking, for each 1 target hit, gains 1 stack of Poised after combat, stacking up to 5 times. After actively attacking, if possessing 5 or more stacks of Poised, immediately removes 5 stacks of Poised, gains 3 AP and the corresponding Temporary AP Cap, and triggers Re-Act. Can only trigger 1 time per turn. Upon deployment, gains 2 stacks of Poised. At start of action, if the last action triggered the Poised AP regen effect, additionally regens 1 AP. | |
Hellstorm Allure Adele | When attacking with a Flamethrower, immediately inflicts Hellstorm on the target. When the enemy suffers an active attack, if afflicted with Hellstorm, Hellstorm Burst I is triggered after combat. | When attacking with a Flamethrower, immediately inflicts Hellstorm on the target. When the enemy suffers an active attack, if afflicted with Hellstorm, Hellstorm Burst I is triggered after combat. When Hellstorm Burst I is triggered, if the target is on Burning Terrain, the base damage multiplier is increased by 0.1. | |
Injury Insurance Adrien | When equipping a shield, shield's HP +70%. | When equipping a shield, shield's HP +100%. | |
Snowfield Afterglow Alena | When equipped with Flamethrower and Large Shield, can use command skill Bunker Down. At the start of turn, if in Bunker state, immediately uses Flamethrower to attack all enemies within range, dealing 0.5x DMG. When attacking with Flamethrower, gains 1 stack of War Flame for each 1 target hit. | When equipped with Flamethrower and Large Shield, can use command skill Bunker Down. At the start of turn, if in Bunker state, immediately uses Flamethrower to attack all enemies within range, dealing 0.5x DMG. When attacking with Flamethrower, gains 1 stack of War Flame for each 1 target hit. Gains 3 stacks of War Flame upon deployment. Gains +1 AP after using Rapid Raid. | |
Investor Alyson | During an Active Attack with a Light Rifle, inflict Weight of Hit UP on the hit part after combat, lasting for 1 turn. A single unit can carry only 1 type of Hit Boost effect at a time. | During an Active Attack with a Light Rifle, inflict Weight of Hit UP on the hit part after combat, lasting for 1 turn. A single unit can carry only 1 type of Hit Boost effect at a time. When inflicting debuffs, the duration +1. | |
Frontline Tending Ana | When receiving active repairs, the Repair AMT for the part with the lowest HP +50%, while the Repair AMT for other parts -10%. | When receiving active repairs, the Repair AMT for the part with the lowest HP +50%, while the Repair AMT for other parts -10%. After receiving active repairs, gain DMG Taken -5%, up to 3 stacks, lasting for 2 turns. | |
Dummy Trick Anderson | When other allied STs in the team are attacked in combat, if their Body would be destroyed, immediately triggers Guts until the end of the combat. After combat, they are beamed to Anderson's side, gaining Stealth I for 2 turns, and leaving 1 Hologram I in their place. This effect can only be triggered once per battle. | When other allied STs in the team are attacked in combat, if their Body would be destroyed, immediately triggers Guts until the end of the combat. After combat, they are beamed to Anderson's side, gaining Stealth I for 2 turns, and leaving 1 Hologram I in their place. This effect can only be triggered once per battle. When Hologram I is destroyed, the attacker is unable to activate any Re-ATK effects and is inflicted with Weapon Inhibition for 2 turns. Does not affect certain units. | |
Dual Rookie Ann | At the start of battle, enters GKD Stance. At the end of action, can trigger Stance Adjustment once. Gains 1 stack of Collective Advantage for each 1 stack of Suppression or Instability inflicted on enemies, up to 20 stacks. | At the start of battle, enters GKD Stance. At the end of action, can trigger Stance Adjustment once. Gains 1 stack of Collective Advantage for each 1 stack of Suppression or Instability inflicted on enemies, up to 20 stacks. Heavy Machine Gun DMG dealt increases by 15%. When both hands are intact, Heavy Machine Gun range and AoE range increase by +1. | |
Orator Arnold | When retaliating, inflict Attack Hindrance I on the target after combat, up to 2 stacks, lasting for 1 turn. | When retaliating, inflict Attack Hindrance I on the target after combat, up to 2 stacks and lasting for 1 turn.. When inflicting debuffs, the duration +1. | |
Blazing Heart Arthur | When equipped with a Missile Launcher, can use the Missile Launcher to launch a Link Attack, dealing 0.2x DMG to the target, and Splash DMG equal to 50% of the primary damage to other parts, applying Lock to targets hit, lasting 2 turns, up to 2 times per turn. | When equipped with a Missile Launcher, can use the Missile Launcher to launch a Link Attack, dealing 0.2x DMG to the target, and Splash DMG equal to 50% of the primary damage to other parts, applying Lock to targets hit, lasting 2 turns, up to 2 times per turn; When both shoulders are equipped with Missile Launchers, Link Attack triggers Link Salvo, dealing 2×0.15x DMG, and Splash DMG equal to 50% of the primary damage to other parts. | |
EVA-02 Pilot Asuka | Can perform Synchronization with ST. After actively attacking, if no damage is taken, DMG of the next active attack +20%. | Can perform Synchronization with ST. After actively attacking, if no damage is taken, DMG of the next active attack +20%. When deployed, Sync Ratio +10%. If there are 3 or more enemy STs within 2 tiles, deals +15% DMG. | |
Iron-blooded Commander Audrey | Can use command skill Marshall Edict. When initiating combat with a Sniper Rifle, triggers 2 Ricochet, dealing 25% original DMG each. | Can use command skill Marshall Edict. When initiating combat with a Sniper Rifle, triggers 3 Ricochet, dealing 30% original DMG each. | |
Shadow of Calamity Bella | At the end of the action, if there are no enemies within the adjacent (2 tiles) area, grant self Stealth status, which lasts for 2 turns, with a trigger interval of 2 turns. | At the end of the action, if there are no enemies within the adjacent (2 tiles) area, grant self Stealth I status, which lasts for 2 turns, with a trigger interval of 2 turns. Crit DMG +10%. | |
Morning Star Bertha | At the start of battle, automatically deploys Sentry Zone. Can use command skills Deploy Sentry and Sworn Enemy. When an ally attack an enemy within range, performs Link Attack with Sniper Rifle, dealing 0.35x DMG, prioritizing hitting the same part with the ally's attack, up to 3 times per turn. If the Link Attack destroys a part, it is considered as if the ally destroys a part. When performing attacks other than Weapon Skill, gains 1 stack of Determination, up to 5 stacks. | At the start of battle, automatically deploys Sentry Zone. Can use command skills Deploy Sentry and Sworn Enemy. When an ally attack an enemy within range, performs Link Attack with Sniper Rifle, dealing 0.35x DMG, prioritizing hitting the same part with the ally's attack, up to 3 times per turn. If the Link Attack destroys a part, it is considered as if the ally destroys a part. When performing attacks other than Weapon Skill, gains 1 stack of Determination, up to 5 stacks. Sentry Zone area increases to 4 tiles. | |
Punisher Blackout | Can use command skill Limit Break. Carries Assault Field aura. | Can use command skill Limit Break. Carries Assault Field aura. Guard range increases to 2 tiles. Using Limit Break additionally grants Rampage effect. | |
Solitary Camilla | At end of action, if there are no other allies within 2 adjacent tiles, gains 3 stacks of Magnetic Armor, lasting for 1 turn. | At end of action, if there are no other allies within 2 adjacent tiles, gains 3 stacks of Magnetic Armor, lasting for 1 turn. When initiating combat, if no ally triggers Link Attack, DMG +15%. | |
Veiled Razor Cassha | If equipped with two Machine Guns, triggers Dual Gun Retaliation when retaliating, dealing 0.6x DMG 2 times. After taking action, gains 1 stack of Retaliation Enhancement. Stacks up to 5 times. | If equipped with two Machine Guns, triggers Dual Gun Retaliation when retaliating, dealing 0.6x DMG 2 times. After taking action, gains 1 stack of Retaliation Enhancement. Stacks up to 5 times. Gains 1 AP when retaliating. Can only trigger 1 time per turn. | |
Unto Death Catherine | With a Polearm, if unable to retaliate in combat, Pursuit can trigger, allowing the unit to move 3 tiles toward the attacker after combat. If successful in reaching the target, use the melee weapon to cast Cleave, dealing 0.4x DMG. | With a Polearm, if unable to retaliate in combat, Pursuit can trigger, allowing the unit to move 4 tiles toward the attacker after combat. If successful in reaching the target, cast Cleave, dealing 0.4x DMG. When triggering Pursuit, for every 1 tile moved, Dodge Rate +5%, up to 15%. This effect lasts until your next turn starts. | |
Field Doctor Chloe | When performing active repairs, Repair AMT +8%. | When performing active repairs, Repair AMT +10%. | |
Thirst for Knowledge Cicero | When self's HP is full, AP Regen per turn +1. | When HP is full, AP Regen per turn +1. When attacking with a Tactical Weapon, for each 1 AP that you possess, Crit Rate +3%, up to 15%. | |
Strategic Planning Collin | At the start of battle and at the start of action, applies Appointment to 1 furthest ally not carrying Appointment for 3 turns. Up to 3 allies can carry Appointment. | At the start of battle and at the start of action, applies Appointment to 1 furthest ally not carrying Appointment for 3 turns. Up to 3 allies can carry Appointment. For each 1 ally carrying Appointment, DMG dealt increases by 7.5%, up to 22.5%. | |
Feather Of Tomorrow Cosette | When equipped with Chainsaw, gains 1 stack of Edge Momentum for each 1 tile moved, up to 5 stacks per action. Upon consuming Edge Momentum to trigger active skill Breakthrough, gains Razor Feather and triggers Re-ATK, allowing movement of 2 tiles before attacking. This effect can trigger 1 time per turn. | When equipped with Chainsaw, gains 1 stack of Edge Momentum for each 1 tile moved, up to 5 stacks per action. Upon consuming Edge Momentum to trigger active skill Breakthrough, gains Razor Feather and triggers Re-ATK, allowing movement of 2 tiles before attacking. This effect can trigger 1 time per turn. At the start of battle, gains 5 stacks of Edge Momentum and increases maximum stack limit by +5. For each 50 surplus power, DMG Dealt increases by +1%, up to 20%. | |
Post-War Summary Dana | When breaking a part, restore 1 AP after combat, effective up to 1 time per turn. | When a part is broken, restore 1 AP after combat, effective up to 1 time per turn. When accessing Aiming mode, Crit Rate +7.5% and Crit DMG +7.5%. | |
Courage Burst Dean | In combat, if a part is destroyed, gains 1 stack of Vigor. If a target is destroyed, gains an additional 1 stack of Vigor. Vigor stacks up to 10 times. At end of action, deducts 1 stack of Vigor. | In combat, if a part is destroyed, gains 1 stack of Vigor. If a target is destroyed, gains an additional 1 stack of Vigor. Vigor stacks up to 10 times. At end of action, deducts 1 stack of Vigor. When attacking with a Chainsaw, ignores 7.5% of the target's Armor for every 1 hit. Resets after attacking. | |
Stand Behind Me! Diracca | When an ally initiates combat within 2 adjacent tiles, triggers Selfless Guard to protect them from retaliation by Assault and Ranged weapons. Can trigger up to 2 times per turn. | When an ally initiates combat within 2 adjacent tiles, triggers Selfless Guard to protect them from retaliation by Assault and Ranged weapons. Can trigger up to 2 times per turn. If unable to retaliate in combat, DMG Taken -15%. | |
Unceasing Thunderfire Eileen | When attacking with a Rocket Launcher, if 3 or more targets are hit, restores 2 AP after combat. Can only trigger 1 time per turn. | When attacking with a Rocket Launcher, if 3 or more targets are hit, restores 2 AP after combat. Can only trigger 1 time per turn. Rocket Launcher Weight: -130. | |
Adorable Emily | Activate the Aura: Grants a DMG +6% and a Hit Rate +3% to allies within the adjacent (2 tiles) area. | Activate the Aura: Grants a DMG +6% and a Hit Rate +3% to allies within the adjacent (2 tiles) area. When the Power of the ST is in surplus, for every 80 points of Power surplus, DMG +5%, up to 15%. | |
Hot! Hot! Hot! Erisa | When initiating combat with a Flamethrower, triggers Peripheral Vision. Prioritizes attacking other targets within range using the opposite Arm's Flamethrower, dealing 20% Flame DMG to all targets in the path. | When initiating combat with a Flamethrower, triggers Peripheral Vision. Prioritizes attacking other targets within range using the opposite Arm's Flamethrower, dealing 20% Flame DMG to all targets in the path. After initiating combat, inflicts Joint Melt on all targets hit, lasting for 1 turn. | |
Rogue Fenrir | During an Active Attack, inflict Instability I on the hit target after combat, up to 3 stacks, lasting for 1 turn. | During an Active Attack, inflict Instability I on the hit target after combat, up to 3 stacks, lasting for 1 turn. When inflicting debuffs, the duration +1. | |
Perfectionism Fia | Can use the Tokamak Sphere code. Can continue to act after executing this skill. This skill can be executed 1 time per turn. | Can use the Tokamak Sphere code. Can continue to act after executing this skill. This skill can be executed 1 time per turn. Rail Gun Magazine Capacity +2. | |
Kalavinka Fregata | When equipping two Assault Weapons, both weapons share Range. After actively attacking with any Assault Weapon, can move an extra 3 tiles. | When equipping two Assault Weapons, both weapons share Range and Ideal Range. After actively attacking with any Assault Weapon, can move an extra 3 tiles. Machine Gun, Shotgun, and Flamethrower Ideal Range increased by 1 tile. | |
Secret Execution Frida | When initiating combat with a Shotgun, inflicts Instability II on the target before combat. Stacks up to 5 times. Lasts for 2 turns. The target cannot be affected by Guard during this skirmish. | When initiating combat with a Shotgun, inflicts Instability II on the target before combat. Stacks up to 5 times. Lasts for 2 turns. The target cannot be affected by Guard during this skirmish. When in combat with a target affected by Instability stacks, gains Crit Rate +5% per stack (up to 15%). | |
Steady Hand Gareth | After performing active repairs, grant Armor Care I to the target, effective for 1 time and lasting for 2 turns. | After performing active repairs, grant Armor Care I to the target, effective for 1 time and lasting for 2 turns. When applying buffs, the duration +1. | |
Wild Hunt Giselle | When dealing non-Fixed DMG, converts 12% of DMG dealt into Feral Spirit stacks, up to 5 times equipped Polearm ATK. Equipped Cutter ATK increases by 10% of Feral Spirit stacks, up to 0.25 times equipped Polearm ATK. At the start of battle, gains Feral Spirit stacks equal to 30% of maximum capacity. | When dealing non-Fixed DMG, converts 18% of DMG dealt into Feral Spirit stacks, up to 7.5 times equipped Polearm ATK. Equipped Cutter ATK increases by 10% of Feral Spirit stacks, up to 0.25 times equipped Polearm ATK. At the start of battle, gains Feral Spirit stacks equal to 30% of maximum capacity. Cutter Ammo capacity +1. | |
Seasoned Veteran Grant | After performing active repairs, gain DMG UP III, lasting for 1 turn. Heavy Machine Gun Weight -200. | After performing active repairs, gain DMG UP III, lasting for 1 turn. Heavy Machine Gun Weight -200. When performing active repairs, for every 1 damaged part of the target, Repair AMT +10%. | |
MG Fanatic Gregory | Machine Gun's Hit Rate +3% and Crit Rate +7%. | Machine Gun's Hit Rate +5% and Crit Rate +10%. | |
Intimidating Moonlight Gumusiay | Activate Mental Pressure Aura I, inflicting DMG Dealt -7.5% and DMG Taken +7.5% on enemies within the 1-ring area. | Activate the Mental Pressure Aura II to inflict DMG Dealt -12% and DMG Taken +12% on enemies within the 2-ring area. | |
Pioneer Of Paradox Hailis | The piloted ST can use different forms with unique effect and can be equipped with separated weapons and backpacks for each form. At the start of action and upon triggering Activation, gains 1 stack of Particle Energy. Accumulating 5 stacks allows the usage of Particle Burst to remove Virtual Particle Form restriction. This effect can trigger 1 time per turn. | The piloted ST can use different forms with unique effect and can be equipped with separated weapons and backpacks for each form. At the start of action and upon triggering Activation, gains 1 stack of Particle Energy. Accumulating 5 stacks allows the usage of Particle Burst to remove Virtual Particle Form restriction. This effect can trigger 1 time per turn. At the start of action, gains corresponding Form Buff based on current form. While carrying Form Buff, DMG dealt increases by 15%. | |
Complete Calculation Hardaway | After actively attacking with Rocket Launchers, applies 1 stack of Structural Damage to the target hit, up to 10 stacks. Rocket Launchers weight reduced by -130. | After actively attacking with Rocket Launchers, applies 1 stack of Structural Damage to the target hit, up to 12 stacks. Rocket Launchers weight reduced by -130. When actively attacking targets carrying Structural Damage, DMG dealt increases by 20%. | |
Cross Fire Harvey | When attacking with a Shotgun, gain Machine Gun Normal Attack AP Cost -1 after combat. When attacking with a Machine Gun, gain Shotgun Normal Attack AP Cost -1 after combat. This is effective 1 time per turn. | When attacking with a Shotgun, gain Machine Gun Normal Attack AP Cost -1 after combat. When attacking with a Machine Gun, gain Shotgun Normal Attack AP Cost -1 after combat. This is effective 1 time per turn. During an Active Attack in combat, DMG Taken -10%. | |
Dog Chasing Cars Hawkwood | With a Melee Weapon, if unable to retaliate in combat, Pursuit can be triggered, allowing the unit to move 2 tiles toward the attacker after combat. If successful in reaching the target, use the melee weapon to cast Pursuit Retaliation, dealing 0.6x DMG. | With a Melee Weapon, if unable to retaliate in combat, Pursuit can be triggered, allowing the unit to move 2 tiles toward the attacker after combat. If successful in reaching the target, use the melee weapon to cast Pursuit Retaliation, dealing 0.6x DMG. If there are no allies within the adjacent (2 tiles) area, DMG Taken -15%. | |
Extreme Will Hong | During an Active Attack, if a part is broken, gain Euphoria II after combat, up to 5 stacks, lasting for 2 turns. | During an Active Attack, if a part is broken, gain Euphoria II after combat, up to 5 stacks, lasting for 2 turns. Ignore unit obstruction when moving. | |
Fully Prepared Jon | When HP is at 100%, DMG Dealt +8%. | When HP is at 100%, DMG Dealt +12%. | |
Hyper-reaction Kaidan | With a Melee Weapon, Reaction Attack can be triggered against the enemy within attack range, dealing 0.6x DMG, with a trigger interval of 1 turn. | With a Melee Weapon, trigger Reaction Attack against the enemy within range, dealing 0.6x DMG, with a trigger interval of 1 turn. When in combat with an enemy in the adjacent (1 tile) area, Hit Rate +12% and Dodge Rate +12%. | |
GKD One Kaidan The Invincible | At the start of action, or after destroying a part, inflicts 1 stack of Suppression on all enemy units within a 3-tile radius. When performing an active attack, follow up with Boundless Hunt. | At the start of action, or after destroying a part, inflicts 1 stack of Suppression on all enemy units within a 3-tile radius. When performing an active attack, follow up with Boundless Hunt. After actively attacking with a Melee weapon, the AP cost of next Assault weapon attack is reduced by 1. Inversely, after actively attacking with an Assault weapon, the AP cost of next Melee weapon attack is reduced by 1. Each effect can reduce cost to a minimum of 1 AP and can trigger 1 times per turn. | |
Safety Distance Kaylen | During an Active Attack in combat, if the target cannot retaliate, DMG +8%. | During an Active Attack in combat, if the target cannot retaliate, DMG +8%. | |
White Stork Kelly | Can use the Special Load code. At start of action, gains 1 stack of Reinforced Ammo. Stacks up to 3 times. Sniper Rifle Weight: -15%. | Can use the Special Load code. At start of action, gains 2 stacks of Reinforced Ammo. Stacks up to 5 times. Each stack grants 5% additional Crit Rate, up to 15%. Sniper Rifle Weight: -15%. | |
Saturated Fire Lexuan | When both hands are equipped with Machine Gun, Basic Attack and Link Attack are upgraded to Twin-Gun Basic Attack and Twin-Gun Link Attack. When using Machine Gun to performs Basic Attack or Link Attack, for each 1 bullet hit, gains 1 stack of Overcharged Bullet after the action. Activating Weapon Skill consumes corresponding number of stacks. Enters Overheating when reaches 200 stacks. | When both hands are equipped with Machine Gun, Basic Attack and Link Attack are upgraded to Twin-Gun Basic Attack and Twin-Gun Link Attack. When using Machine Gun to performs Basic Attack or Link Attack, for each 1 bullet hit, gains 1 stack of Overcharged Bullet after the action. Activating Weapon Skill consumes corresponding number of stacks. Enters Overheating when reaches 200 stacks. Machine Gun range increases by +1. When using Machine Gun to activate Weapon Skill with 120 or more stacks of Overcharged Bullet, reduces 1 PP from the target. This effect can trigger 1 times per turn. | |
Weapon of Choice Lily | When equipped with only one category of Tactical Weapon, DMG +7%, Ammo Capacity +2. | When equipped with only one category of Tactical Weapon, DMG +10%, Ammo Capacity +2. | |
Stay Lit! Lorna | When executing a single-target repair skill, if the target's AP is 3 or less, it gains 1 AP. | When executing a single-target repair skill, if the target's AP is 3 or less, it gains 1 AP. When your HP is above 50%, Repair Code range is +1. | |
Ammo Upgrade Lucia | After sortie, gain 2 stacks of SP Ammo I, up to 2 stacks. After an Active Attack with a Rail Gun, remove 1 stack. | After sortie, gain 2 stacks of SP Ammo I, up to 2 stacks. After an Active Attack with a Rail Gun, remove 1 stack. Whenever Your Turn starts, gain 1 stack of SP Ammo I. | |
Mystic Shifting Lustre | Can switch piloted ST between Mech Form and Cruise Form, granting unique effects for each. Gains 2 stacks of Shift Energy at the start of turn and at the start of combat. | Can switch piloted ST between Mech Form and Cruise Form, granting unique effects for each. Gains 2 stacks of Shift Energy at the start of turn and at the start of combat. While possessing Shift Energy, Final DMG dealt increases by 15%. | |
Corrupting Shadow Maat | When both hands are intact and equipped with Chainsaw, releases Corrupting Shadow after each action up to 8 times per turn. When equipped with any backpack other than Weapon Switcher, Hook - Grab and Hook - Chase can be used. Gains 1 stack Hook Charge at the start of combat, and 1 stack Hook Charge at the end of turn. | When both hands are intact and equipped with Chainsaw, releases Corrupting Shadow after each action up to 8 times per turn. When equipped with any backpack other than Weapon Switcher, Hook - Grab and Hook - Chase can be used. Gains 2 stacks Hook Charge at the start of combat, and 1 stack Hook Charge at the end of turn. After using any Hook skill, the next active attack deals 20% more DMG. | |
Brave Advance Marcus | When moving 3 or more tiles before attacking, triggers Re-ATK after combat. Can trigger 1 time per turn. Cannot move before attacking. | When moving 3 or more tiles before attacking, triggers Re-ATK after combat. Can trigger 1 time per turn. Cannot move before attacking. When initiating combat, if only 1 enemy is within 2 adjacent tiles, deals +15% DMG. | |
Good Medicine Tastes Bitter Martini | Can equip Manipulator in backpack slot, Manipulator weight reduces by -300. When using Knuckle or Pilebunker to attack an enemy while carrying a Manipulator, deals Fixed DMG equal to 0.3x Manipulator Repair AMT to the enemy part with lowest HP. | Can equip Manipulator in backpack slot, Manipulator weight reduces by -300. When using Knuckle or Pilebunker to attack an enemy while carrying a Manipulator, deals Fixed DMG equal to 0.35x Manipulator Repair AMT to the enemy part with lowest HP. Resonance Pulse DMG multiplier increases to 0.35x. Single target repair skills range +1. | |
Lead by Example Mary | During an Active Attack or when triggering Link Attack, gain Improved Attack I before combat, up to 3 stacks, lasting for 1 turn. | During an Active Attack or when triggering a Link Attack, grant self Improved Attack I before combat, up to 3 stacks, lasting for 1 turn. When applying buffs, the duration +1. | |
Dawn's Bloom Matilda | When both Arms are undestroyed, HMG Range +1. At start of action, gains 1 stack of Fury, stacking up to 2 times. | When both Arms are undestroyed, HMG Range +1 and number of Bullets +1. At start of action, gains 1 stack of Fury, stacking up to 2 times. When deployed, gains 1 additional stack of Fury. | |
Sentinel Ward Melissa | After performing active repairs, applies Regular Repair II to the target. Can trigger 2 times. Lasts for 2 turns. | After performing active repairs, applies Regular Repair II to the target. Can trigger 2 times. Lasts for 2 turns. Additionally, after executing a single-target repair skill, applies Magnetized Repair to the target. Can trigger 1 time. Lasts for 2 turns. | |
Brawl Movme | When fighting against an enemy in the adjacent (1 tile) area, Hit Rate +5% and Dodge Rate +5%. | When fighting against an enemy in the adjacent (1 tile) area, Hit Rate +8% and Dodge Rate +8% | |
Elite Hacker Naomi | When both shoulders are equipped with Missile Launchers, the Salvo code can be used to launch an attack, dealing 0.75x DMG 2 times to a part and Splash DMG equal to 50% of this damage to other parts. | When both shoulders are equipped with Missile Launchers, the Salvo code can be used to launch an attack, dealing 0.75x DMG 2 times to a part and Splash DMG equal to 50% of this damage to other parts; Salvo-style skill DMG +15%. | |
Intel Collection Natalia | When an ST is destroyed within range, passively restore 1 AP. Can trigger 1 time per turn. | When an ST is destroyed within range, passively restore 1 AP. Can trigger 1 time per turn. Crit DMG +10%. | |
Truth Seeker Niall | When any unit on the field takes percentage Fixed DMG, gains 2 stacks of Effective Data. When an ally triggers Percentage HP Reduction, gains 4 stacks of Effective Data. | When any unit on the field takes percentage Fixed DMG, gains 2 stacks of Effective Data. When an ally triggers Percentage HP Reduction, gains 4 stacks of Effective Data. Missile range +1. Final DMG dealt increases by 10%. | |
Σ-04 Ophelia | When using an Alter-Blade to actively attack and destroy a target, gains 1 stack of Critical Sense after combat, stacking up to 3 times. Removed at the start of the next action. | When using an Alter-Blade to actively attack and destroy a target, gains 1 stack of Critical Sense after combat, stacking up to 3 times. Removed at the start of the next action. When deployed, gains 1 stack of Critical Sense. When an Arm would be destroyed, triggers Guts to lock its HP at 1. Can trigger again after 3 turns. | |
Experimental Observation Paloma | Can use Directional Rack code. While in Directional Rack Mode, each 1 hit on an enemy unit grants 1 stack of Positional Advantage I. While in Directional Rack Mode, if there are no enemy units within 3 tiles, gains Stealth I lasting for 2 turns. | Can use Directional Rack code. While in Directional Rack Mode, each 1 hit on an enemy unit grants 1 stack of Positional Advantage I. While in Directional Rack Mode, if there are no enemy units within 3 tiles, gains Stealth I lasting for 2 turns. The Positional Advantage I stack limit increase to 4. | |
Dual-Wielding Pip | When both hands are equipped with Melee Weapons, DMG +8%. | When both hands are equipped with Melee Weapons, DMG +12%. | |
Overbearing Raven | During an Active Attack in combat, inflict Timidity I on the target after combat, effective 1 time and lasting for 1 turn. | During an Active Attack in combat, inflict Timidity I on the target after combat, effective 1 time and lasting for 1 turn. When inflicting debuffs, the duration +1. | |
Sharpshooter Rebecca | When attacking with an Assault Weapon, if the Hit Rate is above 90%, all bullets are sure to hit. | When attacking with an Assault Weapon, if the Hit Rate is above 90%, all bullets are sure to hit. The weight of the Shotgun is reduced by 125. | |
EVA-00 Pilot Rei | Can perform Synchronization with ST. Can use an Assault Weapon to launch a Link Attack against the target of an ally's attack, dealing 0.2x DMG. Can trigger up to 2 times per turn. | Can perform Synchronization with ST. Can use an Assault Weapon to launch a Link Attack against the target of an ally's attack, dealing 0.2x DMG. Can trigger up to 2 times per turn. Expands the minimum range of Guard to 2 tiles, and reduces the chance of receiving a Crit by 20% for allies within Guard range. | |
Prototype Rosa | If you cast a One-Handed Machine Gun skill during an Active Attack, use the opposite arm to launch Flurry Strike after the enemy's Retaliation, dealing 0.2x DMG. | When initiating combat with a One-Handed Machine Gun skill, uses the opposite arm to launch Flurry Strike after the enemy retaliates, dealing 0.25x DMG. Machine Gun Weight -80. | |
Valkyrie Rosa: Judgement | Can gain up to 5 levels of the Awakening status. At level 5, Valhalla's Call activates, lasting for 2 turns. When actively attacking, if a part is destroyed or a target is defeated, increases Awakening by 1 level. These trigger conditions can activate 1 time each per turn. | Can gain up to 5 levels of the Awakening status. At level 5, Valhalla's Call activates, lasting for 2 turns. When actively attacking, if a part is destroyed or a target is defeated, increases Awakening by 1 level. These trigger conditions can activate 1 time each per turn. Upon deployment, activates Valhalla's Call. When Valhalla's Call ends, retains an additional 1 level of Awakening. | |
Helmsman Rosemary | When actively attacking with a Rocket Launcher, for each target hit, gains 1 stack of Intel. Can stack up to 25 times. Rocket Launcher Weight: -130. | When actively attacking with a Rocket Launcher, gains 1 stack of Intel for each target hit. Can stack up to 25 times. Rocket Launcher Weight: -130. When deployed, gains 10 stacks of Intel. | |
Coexistence Theory Sapientia | Automatically deploys Guggle when entering the battlefield. Guggle can block Melee, Assault, and Ranged Weapon attacks for allies within 1 adjacent block. Guggle inherits 75% of Sapientia's ST's Max HP and 100% of its other attributes. | Automatically deploys Guggle when entering the battlefield. Guggle can block Melee, Assault, and Ranged Weapon attacks for allies within 1 adjacent block. Guggle inherits 75% of Sapientia's ST's Max HP and 100% of its other attributes. Guggle's Armor is increased by 35%, its DMG Taken is reduced by 10%, and it gains an extra 1 AP when deployed. | |
Pochy! Seven | Auto deploy Pochy after sortie. The unit's Repair AMT is 0.4x Repair AMT of Seven's Manipulator; Pochy can cast Pochy Repair | Auto-deploy Pochy after sortie. The unit's Repair AMT is 0.4x that of Seven's Manipulator. Pochy can now cast the Pochy Repair. Pochy will redeploy after being destroyed. This will take 3 turns. | |
Dawnstar Tech Shawnee | Rail Gun DMG +20% and gains Diagonal Shot. When a Rail Gun runs out of ammo, trigger Auto Load. This process takes 3 turns. | Rail Gun DMG +20% and gains Diagonal Shot. When a Rail Gun runs out of ammo, trigger Auto Load. This process takes 2 turns. | |
EVA-01 Pilot Shinji | Can perform Synchronization with ST. After initiating combat, if possessing 3 or more buffs, triggers Re-ATK. Cannot move before attacking. Can trigger 1 time per turn. | Can perform Synchronization with ST. After initiating combat, if possessing 3 or more buffs, triggers Re-ATK. Cannot move before attacking. Can trigger 1 time per turn. When deployed, Sync Ratio is increased by 10%. At start of action, if Rei or Asuka is present, randomly gains 1 buff, lasting 2 turns. | |
Eternal Shadowwalker Sylar | Can use command skill Resonance Link. When equipped with Rail Gun, can use command skill Hunter Mode. | Can use command skill Resonance Link. When equipped with Rail Gun, can use command skill Hunter Mode. While in Hunter Mode, Final DMG Dealt increases by 15%. | |
Epiphyllum's Move Sylvie | When initiating combat with a Light Rifle, can enter Aiming Mode when equipped with a Small Shield. After combat, can continue moving using any remaining Movement. | When initiating combat with a Light Rifle, can enter Aiming Mode when equipped with a Small Shield. After combat, can continue moving using any remaining Movement. In combat, if there are other enemies within 2 adjacent tiles, Crit Rate +15%. | |
Impulsive Taio | After an Active Attack, gain Impulsive I, up to 3 stacks, lasting for 1 turn. | After an Active Attack in combat, gain Impulsive II, up to 5 stacks, lasting for 1 turn. | |
Thousand Schemes Tang | At the start of action or when an ally uses a skill with 4 AP cost or more, gains 1 stack of Stratagem, up to 5 stacks. At the end of action, can activate one of Stratagem - Respite, Stratagem - Encouragement or Stratagem - Bribery. For each 1 stack of Stratagem consumed, gains 1 stack of Shrewdness, up to 15 stacks. | At the start of action or when an ally uses a skill with 4 AP cost or more, gains 1 stack of Stratagem, up to 5 stacks. At the end of action, can activate one of Stratagem - Respite, Stratagem - Encouragement or Stratagem - Bribery. For each 1 stack of Stratagem consumed, gains 1 stack of Shrewdness, up to 15 stacks. All parts maximum HP increase by 10%. At the start of battle, gains 2 stacks of Stratagem and 5 stacks of Shrewdness. | |
Battle-Hardened Tiphys | Can use the Defense Field code. This skill has a 2-turn trigger interval. | 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. | |
Demon Prince Toraoh | While this unit carries 3 or less dispellable debuffs, immunes to all those debuffs effect. For each 1 debuff received, gains 1 stack of Tiger Might, up to 5 stacks, lasting for 2 turns. | While this unit carries 3 or less dispellable debuffs, immunes to all those debuffs effect. For each 1 debuff received, gains 1 stack of Tiger Might, up to 5 stacks, lasting for 2 turns. When actively attacking, if there are 6 or more critical hits scored, gains 1AP. This effect can trigger 2 times per turn. | |
Diligent Valentina | Not translated yet | Not translated yet | |
Creed Of Sin Verna | 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 | 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. | |
Trauma Profiling Veronica | When actively attacking with a Light Rifle, inflicts different Battle Wound based on the part hit, lasting for 2 turns. When inflicting Battle Wound with an active attack, triggers Re-ATK, allowing movement of 2 tiles. This effect can trigger 1 times per turn. | When actively attacking with a Light Rifle, inflicts different Battle Wound based on the part hit, lasting for 2 turns. When inflicting Battle Wound with an active attack, triggers Re-ATK, allowing movement of 2 tiles. This effect can trigger 1 times per turn. When own HP percentage is 80% or above, ranged weapon attack increases by 15%. | |
World Savior Wataru | For each 1 ally within 3 adjacent tiles, DMG dealt increases by 5% and DMG taken reduces by 5%, up to 20%. If an enemy boss is present, pilot's suitability increases by 8%. | For each 1 ally within 3 adjacent tiles, DMG dealt increases by 5% and DMG taken reduces by 5%, up to 20%. If an enemy boss is present, pilot's suitability increases by 8%. When actively attacking, own Firepower increases by 2% of current HP. | |
Fearless Army William | In combat, for each enemy within range, DMG +5%, up to 20%. | In combat, for every 1 enemy within range, DMG +5% and Crit Rate +5%, up to 20% each. When an Arm's HP is above 60%, its DMG Taken -25%. | |
Sophisticated Scientist Winston | During an Active Attack in combat, inflict Short Circuit I on the target after combat, effective for 1 time. | During an Active Attack, inflict Short Circuit I on the hit target, effective 1 time. If the target's HP is full, DMG +15%. | |
Field-Tested Wyatt | After being actively attacked, if HP is below 50%, immediately triggers 1 Manipulator passive repair effect after combat. Gains Heroism I based on current HP lost, gaining 1 stack for every 10% HP lost. Can stack up to 5 times. | After being actively attacked, if HP is below 50%, immediately triggers 1 Manipulator passive repair effect after combat. Gains Heroism I based on current HP lost, gaining 1 stack for every 10% HP lost. Can stack up to 5 times. When a repair effect is triggered by the talent, can repair 1 destroyed part. When deployed, gains Absolute Will. | |
Initiative Yevgeny | 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. | 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. | |
Fearless Hunting Fang Zoey | When actively attacked from within 4 adjacent tiles and both hands are intact, activates Polearm Throw after combat. Guard can additionally block melee attack. | When actively attacked from within 4 adjacent tiles and both hands are intact, activates Polearm Throw after combat. Guard can additionally block melee attack. While Zoey is on the field, enemies inflicted with Provocation take 15% more DMG from Zoey and deal 15% less DMG to units other than Zoey. |
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Dana
Alyson
Natalia
Shawnee
Rebecca
Verna
Hardaway
Cassha
Fenrir
Cosette
Grant
Rosa
Rosa: Judgement
Paloma
Bertha
Ophelia
Hailis
Matilda
Alena
Ada
Sylvie
Harvey
Movme
Hawkwood
Collin
Frida
Bella
Yevgeny
Tang
Kaidan The Invincible
Fia
Niall
Shinji
Catherine
Asuka
Ann
Marcus
Gumusiay
Fregata
Wyatt
Eileen
Giselle
Sylar
Kaidan
Camilla
Audrey
Hong
Naomi
Pip
Toraoh
Blackout
Adele
Valentina
Rosemary
Zoey
Arthur
Erisa
Veronica
Jon
Martini
Cicero
Winston
Kaylen
Gregory
Arnold
Dean
Lexuan
Tiphys
Wataru
Raven
Emily
William
Kelly
Lucia
Diracca
Taio
Rei
Maat
Lustre
Adrien
Gareth
Lorna
Sapientia
Lily
Ana
Mary
Chloe
Seven
Melissa
Anderson