Released 7/25/2024
This guide was translated into English by AI from the Korean version. View original (Korean)
An Electric DPS who carries the team in the Missilis Tower.
She performs strongly in some boss fights, including the Mirror Container in Chapter 32.
She's widely used as a main DPS candidate in bosses, Union Raid, and Solo Raid, while in Story and Arena she's awkward because, as a Sniper Rifle, her Burst cycles slowly and Near Feather is random.
Near Feathers are deployed at battle start, and each time Burst stage 3 is entered she gets a brief Increased ATK. While Near Feathers are present, one random enemy takes DEF-ignoring damage, and each Full Charge shot grants Increased Charge Damage for that one shot. Using her Burst Skill adds more Near Feathers, and at that moment she gains increased DEF-ignoring damage and Increased Charge Damage at once. Ten high-DEF enemies take DEF-ignoring damage one more time.
Fire with Full Charge by default. If you only use short tap-firing, 's Increased Charge Damage rarely triggers and damage drops.
From right after using her Burst Skill until Full Burst ends, keep firing Full Charges to make full use of the extra Near Feathers from and the buff window.
Near Feather hits one random enemy, so only switch to manual aim with Full Charge when you need to hit the core yourself. Otherwise, leave her on auto.
Splits the Burst 3 role in Electric-weakness boss squads and adds firepower when paired with allies using slow Burst Gauge weapons.
Full Burst support and survivability help sniper squads cycle Burst Gauge faster.
Appears in Electric-weakness-only squads that combine support and firepower.
Instant reload and firepower buffs let her fire rapidly during Full Burst.
Match Charge Speed, Max Ammo, and reload to her and Full Charge-focused shooting. If Harmony Cube levels differ greatly, use the higher-level cube before the theoretical ranking.
Elemental Advantage damage and ATK are the baseline. Add more Charge Speed and ammo to extend the Charge Damage windows of and her Burst.
grants Increased ATK each time Burst stage 3 is entered, so raise S1 first. handles the Near Feather attack and the Full Charge Increased Charge Damage, so raise S2 next. holds the Near Feather count and both buffs, so max Burst last.
Her Burst Skill targets ten high-DEF enemies, so she clears faster in fights with multiple enemies left.
Near Feather keeps dealing DEF-ignoring damage.
Using her Burst Skill grants increased DEF-ignoring damage and Increased Charge Damage all at once.
's Near Feather attack hits one random enemy, so it can't consistently target the core.
As a Sniper Rifle, she fills Burst Gauge slowly, so the Full Burst cycle runs long in mob phases.