Name | Class | Rarity | Useful? | Notes |
---|---|---|---|---|
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. |
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. |
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. |
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. |
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. |
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. |
F1 Mod |
Submachine Gun | ★★★★ | Pretends to be a more Useful T-doll | Tries to have a gimmick similar to Calico, except Calico has actual useful features to go with it. She isn't the worst SMG, and her mod skill makes it slightly easier to move dolls around, but frankly you could have just put a better doll there. |
SR-2 |
Submachine Gun | ★★★★★ | Anti-Elite SMG. Usable. | Off-tank DPS that hates Elite units and provides various benefits. Her damage increase isn't stellar, but she has enough rider effects that you can probably find some use for her. Like C-MS, she can equip AP rounds. YMMV with regard to how useful that is. |
AR-57 |
Submachine Gun | ★★★★ | Weird multipurpose SMG that can buff allies | She looks like a discount STAR-chan, although it's hard to describe anything that uses a stupidly expensive round like the 5.7 as a discount anything. She has a three second long cooldown and the skill lasts for two seconds. Her big thing is that she can also buff SMGs. She can be used either a mild firepower buff or an actually not awful evasion buff, the downside of which being that getting her evasion buff to work requires moving your dolls around. |
RO635 Mod |
Submachine Gun | ★★★★★★ | Cant touch this Cue Music | The first 6 star SMG, and oh boy, she deserves it. As long as the damage isn't so overwhelming that it can kill her dummies outright, she has a chance to negate the damage. The chances increase if the enemy has more debuffs or has Marks of Vengeance on them, which immediately makes her a good pair with M4. Also the Sop doll is cute and comes with weird features. This is literally Sop's fault. |
AUG Para |
Submachine Gun | ★★★★★ | Quirky multi-mode sub-tank | Another one of those attack/defense mode sub-tanks. Weirdly cheerful unlike her somewhat gloomy sister, though she's probably even weirder in the head. The stat changes and adjustments are applied every 0.1 seconds, so it takes a few seconds for it to take full effect. The big quirk is she gains a flat amount of stats rather than a percentage which applies after all other buffs, but ALSO after the night time accuracy penalty, which means she's about as accurate as a PEQ-equipped AR at night while she's in attack mode. It also happens after Fairy debuffs are resolved, so you can also use her to dodge or attack even while under Parachute Fairy debuffs. |
PP-19 Mod |
Submachine Gun | ★★★★★ | Passable, but expensive | The main feature of this mod is her multi-shot AoE grenades. Think FAL, basically. Also some buffs. Acceptable performance, but expensive for what she is. |
Jashin-Chan |
Submachine Gun | Special | Off-tank with more focus on DPS | Kinda lewd. Her side DPS actually isn't awful, but her ability to tank sucks. Also it's called Jashin-chan Dropkick because she... dropkicks things. |
SUB2000 |
Submachine Gun | ★★★ | Meme login doll | Her skill is kinda neat, but ultimately, you're not going to get much mileage out of making 2~3* dolls better. Cool tiles though, I guess. |
Beretta M38 Mod |
Submachine Gun | ★★★★ | Did you run out of other Mods to work on? Honestly even then | For the massive expense of bothering to Mod her and get the second skill to lvl10, you get... a weaker molotov skill than Skorpion's at lvl1. Great? On one hand, it has the same range as the flashbang grenade. On the other hand you paid the data, exp, and core costs for a Mod. Also, the firebomb goes off the same time as a flashbang, so it's slower than normal molotovs. Yeah, honestly I forget she even existed. |
Class:
Misc:
Role:
Skill:
Broken As Shit
Buff Acc
Buff Dr
Buff Eva
Buff Fp
Buff Fucking Everything
Damage Amplification
Damage Reduction
Debuff Acc
Debuff Dmg
Debuff Fp
Double Edged Sword
Forceshield
Grenade
Hand Grenade
Has A Passive
Hp Shield
Molotov
Multishot
Perfect Accuracy
Self Debuff Acc
Self Debuff Fp
Self Debuff Rof
Selfbuff Acc
Selfbuff Eva
Selfbuff Fp
Selfbuff Rof
Smoke
Stun Grenade
Taunt
Unique