Stats given are for 5 star fairies at level 100. For stats at lower rarities/levels and general information, check the overview.
Illumination Fairy #
Do you absolutely fucking hate scouts? She does. The stats are a little weird and more oriented to RFs than ARs, but she can allow your AR team to absolutely tear down scouts with how much +Acc she has combined with PEQs. Her most valuable contribution, however, is increasing vision range at night. This stacks with handguns, meaning you get 3 vision with lvl10 skills and a handgun. This effect lasts for several turns too. Really good value for 5 support commands.
Stats | |||
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Firepower | 0% | Accuracy | 90% |
Evasion | 32% | Armour | 8% |
Crit damage | 38% | Fairy Type | Strategy |
Build Timer | 5:10 |
Functions | ||||
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Night Illumination | Increase Accuracy for 20 seconds during battle and increase vision range. Lasts 2 turns. |
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CP Consumption | 5 | Cooldown | 5 | |
Vision Range Increase is +0 at lvl1, +1 at lvl3, +2 at lvl10 Accuracy Boost is +10% at lvl1, +30% at lvl10 |
Landmine Fairy #
Alright stats. Very high evade boost. Unfortunately, the skills is really hit or miss. You can't plant them on an occupied spot, so you need to predict where they're going, it doesn't last forever so you need to get them there (this is at least, easier vs enemies with an active aggro mechanic), and then you reduce their current health by... something, depending on level. Yes, current, it doesnt work off their max, so using it on a half-dead enemy isnt helpful.
At least it's a good chunk of it at lvl10, but it doesn't work on bosses.
It has some niche uses vs certain map obstacle type enemies (like 45x manticore swarms) but frankly you're not supposed to fight most of those anyway and the people who have any real business fighting those generally don't need gimmicks like this. Not a priority. That said, it does have some use in future rankings.
Stats | |||
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Firepower | 25% | Accuracy | 44% |
Evasion | 85% | Armour | 0% |
Crit damage | 0% | Fairy Type | Strategy |
Build Timer | 5:30 |
Functions | ||||
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Mines Frontline | Plant a landmine in a nearby unoccupied space. The mine detonates when an enemy steps on it. Lasts 2 turns otherwise. |
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CP Consumption | 5 | Cooldown | 3 | |
Damage reduces current enemy health by 20% at lvl1, 50% at lvl10. |
Parachute Fairy #
Probably the single most useful and gamechanging fairy in the.... game. Top notch stats when leveled and raised, and a skill that lets you just drop to any Helipad, within range, as long as the space isn't occupied. Even unleveled, as long as you have the skill, it's totally useful and awesome.
The problem is you don't tend to use both these things at the same time. The skill is amazing but gives you temporary stat debuffs (-90% at lvl1!) that render you pretty much unable to fight stronger enemies until they recover, and making use of the good stats generally means you don't use the skill at that moment. Still, it completely changes how you look at maps when you know you can just drop an echelon off into the distance.
The most common way to use them is to just drop off a unit to a Helipad you'd like to secure (this uses only support commands, not AP!) and have them take and hold it, then bring in heavier forces normally (just like real paratroopers!).
Due to the sheer expense of raising them (ALSO like real paratroopers), it's usually not practical to raise these to 5 stars early on, and so some just feed them junk fairies they don't intend to use (like Sniper or Rocket fairies)
Stats | |||
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Firepower | 36% | Accuracy | 0% |
Evasion | 32% | Armour | 8% |
Crit damage | 40% | Fairy Type | Strategy |
Build Timer | 4:05 |
Functions | ||||
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Heliport Liberation | Moves Echelon to a nearby unoccupied Helipad. Unit suffers from stat debuff for 2 turns. |
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CP Consumption | 5 | Cooldown | 5 | |
Stat Reduction is 90% at lvl1, 40% at lvl10. Range is 3 spaces at lvl1, and Whole Map at lvl10 |
Reinforcement Fairy #
Super niche. Her main use is she can recover dolls without emergency repair and has the highest evade boost of any fairy. This lets you be cheap for example with M16 runs on 0-2. It affects the lowest HP % doll, which btw, Includes dead dolls, so yes, ARISE FROM YOUR GRAVE. That said, if they die again, the affection penalty sticks again (unless they die to bosses). Also for ranking maps, normally a quick repair causes a loss of 200 points. This doesn't. Still not that great still, due to the overall defensive stats this gives, but eh, niche uses as I said.
Stats | |||
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Firepower | 12% | Accuracy | 0% |
Evasion | 88% | Armour | 12% |
Crit damage | 15% | Fairy Type | Strategy |
Build Timer | 4:00 |
Functions | ||||
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T-Doll Reinforcement | Recover 1 Dummy Link (and associated HP) from the lowest health doll. Increase doll evasion for 20 seconds. |
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CP Consumption | 2 | Cooldown | 1 | |
1 Dummy is always recovered. Increases evade by 10% for 20 seconds. |
Rescue Fairy #
She actually has really good stats, but her skill is a goddamned lie. She's also very common. Good stat stick, but don't believe the lies!
KR considers her "powered by faith."
Stats | |||
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Firepower | 32% | Accuracy | 80% |
Evasion | 64% | Armour | 0% |
Crit damage | 0% | Fairy Type | Combat |
Build Timer | 5:05 |
Functions | ||||
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| Increase odds of finding rare dolls |
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CP Consumption | 1 | Cooldown | 0 | |
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Rocket Fairy #
It's a lot less useful than it seems. Behold the power of the Vergeltungswaffen! Rockets! ...Just like the actually V-weapons, they're fuckin' awful. The stats don't mix with anything (I'm not sure what they were going for. Maybe buffing MGs? Except it really doesn't work) and the skill cost is fucking astronomical for a single use. Furthermore, it doesn't immediately engage enemies and it doesn't reduce enemy power all that much unless you invest heavily on it, in which case it... still doesn't do much.
By the way, when engaging a target that isnt at full health, it reduces it against their CURRENT starting hp, not their total max. You may see how this is fucking awful for how much you paid. Did I mention it doesn't work on bosses? Well it doesn't work on bosses.
Common nicknames include "Depressed Fairies," "Sad Fairies," "Obsolete Junk" and "Fodder"
Stats | |||
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Firepower | 0% | Accuracy | 44% |
Evasion | 0% | Armour | 22% |
Crit damage | 35% | Fairy Type | Strategy |
Build Timer | 5:35 |
Functions | ||||
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Battlefield Reaper | Plant a turret within one node of your echelon that attacks enemies within 2 nodes. Lasts 2 turns, has 5 shots. |
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CP Consumption | 10 | Cooldown | 3 | |
Reduces an enemy's current health by 10% at lvl1, 20% at lvl10 |
Shield Fairy #
Alright stats, but the shield is largely just for show unless you level it - but raising fairy skill levels is a pain. It's handy if you want more defensive oriented setups for SMGs, but the usefulness of this setup, is pretty arguable. If you need your AR/SMG team to survive for an extended period, it's not the worst choice.
Stats | |||
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Firepower | 20% | Accuracy | 60% |
Evasion | 80% | Armour | 0% |
Crit damage | 0% | Fairy Type | Combat |
Build Timer | 3:05 |
Functions | ||||
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Energy Shield | Projects a shield on all SMGs |
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CP Consumption | 3 | Cooldown | - | |
Shield HP increases with skill level. 40 at lvl1, 150 at lvl10. |
Sniper Fairy #
A deceptively bad fairy that seems cool, except the stats aren't amazing except for the accuracy. It takes 10 seconds for her to aim and fire, which mostly means the enemy will have already overran the gate. Largely, anything you'd want her to shoot with it is probably either already dead, your echelon is dead, or you might as well have brought a better fairy in most cases because it'll kill them faster. The 1 time it seems useful, is when the enemy you want eliminated does its thing in SEVEN seconds, because fuck you. Serves well as fodder though.
Stats | |||
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Firepower | 0% | Accuracy | 88% |
Evasion | 28% | Armour | 15% |
Crit damage | 36% | Fairy Type | Combat |
Build Timer | 3:30 |
Functions | ||||
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Sniper Command | After 10 seconds, a bullet strikes the strongest enemy for massive damage. |
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CP Consumption | 2 | Cooldown | - | |
Damage is 2500 at lvl1, 20000 at lvl10 |
Taunt Fairy #
A top notch fairy, mainly used by RF teams and anyone who needs to delay enemies advancing upon them. The stats are a bit over the place but actually produce surprisingly good numbers. Note that some enemies can still walk past it, but most things that can attack it will attack it first. That said, it has some issues with some AoEs. It's major issue is that, it absolutely WILL slow down your echelon, as it moves like a rifle with a cape on and your echelon absolutely WILL feel it (unless its already a rifle echelon)
Stats | |||
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Firepower | 18% | Accuracy | 58% |
Evasion | 28% | Armour | 8% |
Crit damage | 25% | Fairy Type | Combat |
Build Timer | 3:10 |
Functions | ||||
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Taunt Target | Deploy a target dummy ahead of the echelon that attracts fire. |
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CP Consumption | 3 | Cooldown | - | |
HP Increases with skill level. 400 at lvl1, 1600 at lvl10. |
Twin Fairies #
Kind of usable for stupid reasons. They summon a pair of fairies that are KINDA like the taunt fairy, but have half the health each. This seems fine since you get 2, but when 1 of the fairies dies, so does the other. So, basically a worse version of Chloe, which EN cant get anyway so whatever.
They can shoot at enemies, but the DPS is kinda poor overall. Statwise, theyre not amazing but not quite the worst.
The 2 big things they have going for them is that first, the 2 fairies stand between the normal grids, meaning that some attacks actually can't hit them. For some fights, this kind of basically means you autowin at certain points (because some enemies with fixed firing patterns that DONT hit their hitboxes between tiles literally cant touch them) although with their DPS it will also take an agonizingly long time. If you're super lazy though.
The other thing is that as 1 of the fairies has armour, they can actually last longer vs some enemies than a Taunt, and ALSO give you free DPS. So yeah, really more a sidegrade that's not quite as consistent.
Stats | |||
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Firepower | 18% | Accuracy | 60% |
Evasion | 48% | Armour | 12% |
Crit damage | 12% | Fairy Type | Combat |
Build Timer | 4:40 |
Functions | ||||
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Double Protection | Summons a pair of fairies. The fairies can be shot like a taunt fairy. The shield user has 20 Armour and a small AoE attack that hits the closest enemies. The Missile user has 30 Evade and hits the furthest enemy. If 1 fairy dies, so does the other. |
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CP Consumption | 3 | Cooldown | 0 | |
The AoE attack deals 42 damage (150 at lvl10) every 2 seconds. The Missile does 126 (450 at lvl10) every 2 seconds. The Fairies have 300 (750 at lvl10) HP each (theyre not combined) but the other will die (automatically eats a 99999 damage hit to self) if 1 goes down. |
Warrior Fairy #
Potentially quite powerful but reliant on it's skill for a large part of it's FP boost. It does, however, have decent Evade up and an immense (80%!) acc boost, allowing MGs and SMGs to hit AR-like Acc, and ARs to have RF-like Acc. A fairly decent fairy overall, but less popular than the command and bombardment fairies. You don't NEED her skill, but it actually helps her a lot. Also, she is a John Rambo reference.
Stats | |||
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Firepower | 25% | Accuracy | 80% |
Evasion | 40% | Armour | 10% |
Crit damage | 0% | Fairy Type | Combat |
Build Timer | 4:30 |
Functions | ||||
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Combat Efficiency | Boosts echelon damage and RoF by % for 20 seconds from start of Battle |
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CP Consumption | 1 | Cooldown | – | |
Damage is increased by 5% at lvl1 and 20% at lvl 10 RoF is increased by 5% at lvl1 and 10% at lvl10 |
Zodiac Fairy #
Not particularly the best, but its skill can have a LITTLE utility for certain fights. It's an early stun grenade combined with a molotov, which can help with stuff like busting red Golyats. Other than that, there's far better picks for fairies you could be using.
Stats | |||
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Firepower | 25% | Accuracy | 0% |
Evasion | 20% | Armour | 20% |
Crit damage | 25% | Fairy Type | Combat |
Build Timer | N/A |
Functions | ||||
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Firecracker | Throws a firecracker at a target to stun it for two seconds as well as leaves a molotov effect on the ground for five seconds. |
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CP Consumption | 3 | Cooldown | - | |
Stun time, damage, and duration of burn increases per level. Starts at one second stun with 10 damage per second(for three seconds) at Lv 1. At Lv 10 it stuns for two seconds and deals 50 damage per second(for five seconds). |