Name | Class ↑ | Rarity | Useful? | Notes |
---|---|---|---|---|
Villar Perosa 1915 |
Submachine Gun | ★★★★★ | Anti-Boss Buffer, Questionable for other things | No seriously, where in the fuck is G&K getting these? Most people are familiar with this only because it's gotten brought up by Forgotten Weapons and C&Rsenal. Anyway, she's a funny damage SMG in that instead of contributing to damage herself, she makes others hurt shit more. Potentially OK for boss fights (where she can give you a 34% damage increase after a few seconds), but there's very few practical enemy types you'll be shooting for long enough that it'll really be noticeable outside of that. |
Vigneron M2 |
Submachine Gun | ★★★★ | Betrayed by skill | TBH, I forgot she existed, because while her skill's effects are nice, she has a 20 second cooldown and 4 second uptime so...lmao have fun with that. Potentially has uses for some enemies, but uh, you usually have better choices. |
MPL/MPK |
Submachine Gun | ★★★★ | Neat but not worth it | (Not a Xecty review, take with a grain of salt) These two units are generally considered to come as a pair due to their synergy skill that isn’t mentioned in their introduction post. The synergy skill prevents the debuffs from affecting your team. To add to that, if they are positioned horizontally adjacent to each other, for example with MPK on 6 and MPL on 5, the range of their skill radius is increased by 2 tiles. So that’s why this entry is going to be combined into one. That being said, you don’t ACTUALLY need to use them together, but I don’t really recommend it. While very neat, they’re not very good. They have some very large issues that prevent them from doing what their skill suggests. The main problem is that they offer very little damage mitigation to help them survive. SMGs typically being tanks aside, they’re required to sit on the field for a fairly long time to get mileage out of their skill. Their paltry amount of defense means that most modern enemies will shred them in seconds. The second problem is that you’re committing two slots (typically) to run these SMGs. Two full slots of commitment is a large ask when that’s approaching the majority of your echelon slots. They don’t do enough to warrant that investment. |
SP9 |
Submachine Gun | ★★★★★ | G36Cmod's best friend when she comes out. Useful otherwise. | Alright as an HP tank SMG, but her big thing is when G36C Mod comes into play, she stops the self-damage effect, which makes G36C even better. |
PPSh-41 Mod |
Submachine Gun | ★★★★ | Didn't help | There are enough good SMGs that she really doesn't bring anything to the table for what she costs, and frankly her performance still isn't amazing either. |
Stirling |
Submachine Gun | ★★★★★ | Sorta okay. Good as a buff stat stick | As far as grenade damage goes, she's pretty awful, falling behind even Papasha Mod for raw damage. However, she supports other grenadiers and she has +30% FP as a formation buff. YMMV. |
Class:
Misc:
Role:
Skill:
Ar Bamboo
Big Bamboo
Broken As Shit
Buff Acc
Buff Armour
Buff Crit
Buff Dr
Buff Eva
Buff Fp
Buff Fucking Everything
Buff Movement Speed
Buff Rof
Buffs Anti Rain Mod
Bullshit Hax Bamboo
Cdr
Damage Amplification
Damage Reduction
Debuff Acc
Debuff Armour
Debuff Dmg
Debuff Eva
Debuff Fp
Debuff Movespeed
Debuff Rof
Double Edged Sword
Forceshield
Garbage
Grenade
Hand Grenade
Has A Passive
Hg Bamboo
Hp Damage
Hp Shield
Hunting Impulse
Increase Rounds
Infinite Ammo
Knockback
Molotov
Multishot
Perfect Accuracy
Pierce
Self Debuff Acc
Self Debuff Eva
Self Debuff Fp
Self Debuff Msd
Self Debuff Rof
Selfbuff Acc
Selfbuff Armour
Selfbuff Crit
Selfbuff Crit Damage
Selfbuff Damage
Selfbuff Eva
Selfbuff Fp
Selfbuff Fucking Everything
Selfbuff Movement Speed
Selfbuff Rof
Small Bamboo
Smoke
Stun Grenade
Stun Not A Grenade
Taunt
Terminating Barrage
Unique