Dolls (77)
- Astra Model 357 – ★★★ Handgun
(If desperate)
Good early for when you're lacking good HGs. Fodder later.
- Avtomaticheskiy Pistolet Stechkina – ★★★★ Handgun
(Usable buff)
Or Stechkin for short. Good RoF buff. Actually combos nicely with other RoF buffs if you need more since her aura shape isn't as weird as Calico's. Works well with IWS. Try to grab her unique equip, it helps.
- Avtomaticheskiy Pistolet Stechkina Mod – ★★★★★ Handgun
(Slight improvement, but not an especially large one)
Stechkin's base version already got a pass for being usable.
- Beretta Px4 Storm – ★★★★★ Handgun
(Ridiculously Strong Buffer)
A ridiculously overpowered handgun in the right hands. If you know what you're doing, she is absolutely bonkers. Led to a meme on older servers where "the practical number of RF teams you could field was equal to your sets of Px4 and Five-seveN."
- Blaser R93 Tactical – ★★★★★ Rifle
(YZ DELIVERS)
YZ personally promised she would be good, so she is. Really nice stats, including the highest accuracy stat of all rifles. The skill seems odd, being a two-parter but she does way more damage than it seems, and when her skill pops off, she pops off. The mix of rate of fire and firepower buffs is bigger than it seems (the stacks are multiplicative with each other), and she ends with a significant approximate DPS increase of 86% with all three stacks of her buff and her firepower buff active. Even when her skill is not active, she has very good uptime versus bosses and other high HP targets due to the passive effect. Because of her nature, she can slot in with almost any other rifle and benefit from whatever handgun buffers you want to use.
- Borchardt C-93 – ★★★★★ Handgun
(Niche uses)
Potentially really fun with 5HG formations. Actually quite good with Desert Eagle. Some people have used her with Parachute Fairy echelons because that also activates her debuff skill effect, but she's not exactly the go-to doll for a lot of formations. The fact she demands the 1 tile isn't helpful either.
- CZ100 – ★★★★ Handgun
(Unreliable Jank)
Not even a solution in search of a problem, she's a bunch of solutions to a bunch of problems implemented extremely badly. A victim of Mica's experimental phase, as one of those dolls that don't fucking work. Instead of an infinite duration toggle, she has actual skill durations and alternating effects, making it increasingly unlikely you'll get the effect you want in the time you want, since you need to wait for cool downs to use them.
- CZ75 – ★★★★★ Handgun
(Niche uses)
The original Wonder Nine, she has... absolutely nothing in common with any of the other wonder nines in the game, instead opting to have a Tactical Throwing Ax which is more useful than her other gun. Basically, she's a bamboo spear unit in handgun form. Surprisingly good damage for such low base ATK if teamed with the right support squad. Seems niche, but she can actually 1-shot some bosses if setup properly.
- Calico M950A – ★★★★★ Handgun
(Recommended)
Very good benefits for night battle albeit on a slightly odd shaped aura, but easily workable still. Paired with guns that need a lot of RoF boost like Lee-Enfield a lot. Also allows WA2k to max out her RoF immediately through just their 2 buffs + formation buff tiles. Though largely pointless for MGs, she enables one of the most stupidly high damage formations in the game, the M4 deathsquad. While not always relevant, a big jupiter cannon strapped onto a T-Doll can do good work.
- Calico M950A Mod – ★★★★★★ Handgun
(Manages to somehow be even better than the original)
One important thing with her mod is that she has a backwards facing tile now. This means fun times for Python fans, Nagant users, or users of any doll who prefers to be in the middle of the back row and could benefit from an attack speed buff, which happens a lot of the time. She also debuffs the enemy if the node you're fighting on is controlled by you, and buffs your attack and move speed if it isn't, but those are kind of icing on the cake for an already useful doll.
- Chiappa Rhino – ★★★★★ Handgun
(Another BS DPS Handgun)
In the same vein as Deagle and Python, a ridiculously strong DPS handgun. She has a weird skill that does checks based on time after the shot so with enough attack speed, you can actually get 2 shots off of a given cylinder state.
- Colt Python – ★★★★★ Handgun
(Ridiculous Force Multiplication Potential)
Forget what Clint Eastwood said, THIS is the most powerful handgun in the world. Somehow packing a .357 Magnum cartridge that deals more damage than .50BMG or whatever the hell Contender is in. Python is a ridiculous handgun that with the right formations, does absolutely disgusting things to the game. She needs her skill at lvl10 to be reliable, but oh boy when it does.
- Colt Single Action Army – ★★★★ Handgun
(Usable buffer)
AKA SAA - THIS IS THE BEST GUN EV-cough Actually has very nice buffs and a decent skill. Not bad at all in night battles either with the acc up if you have crappy PEQs.
- Colt Single Action Army Mod – ★★★★★ Handgun
(You're pretty good! *fingergun*)
"Yay, we can all clear singularity now!" Oh wait... :V Fucking Ceia, I swear...
- Cz-52 – ★★★ Handgun
(Budget FP buff if you ran out somehow)
Not much to say. If you somehow dont have enough FP buffing handguns (unlikely unless you're noduping handguns and deploying lots of units in ranking) then she's a budget pick. Not bad for a 3 star HG but she won't see use very often simply because you're likely to have better ones lying around.
- Daewoo Precision Industries K5 – ★★★★ Handgun
(Good)
Her basic tile buff is excellent, which instantly makes her the best handgun to use with MG echelons at day. It's also good for AR echelons at night, if you don't have 5* PEQs on your ARs, similar to SAA. The combination of a significant HG evasive buff plus very decent rifle damage buff also makes her a solid alternative to Grizzly for RFHG echelons. So far, so good.
- Derringer – ★★★★ Handgun
(Attack Handgun (A lot stronger than she looks))
An absolutely nonsensical DPS handgun that actually can match or exceed Degle vs unshielded enemies thanks to percentage-based damage boosting. Especially good at whittling down damaged enemies and culling the weak, especially with her active letting her just never miss vs. heavily weakened enemies.
- Desert Eagle – ★★★★★ Handgun
(The Most Powerful Anmiface)
She's an Anmiface, which some people are conflicted over. Unlike the other Anmifaces, she didn't get disowned by her mom (unlike a certain Goat). Stat-wise, remember how much I gushed about Python? She's the more selfish version, with a skill that would have really been nice the stage AFTER you get her.
- Deutsche Waffen- und Munitionsfabriken AG Parabellumpistole 08 – ★★★ Handgun
(Core fodder)
Aka P08, the Luger, the... it has a lot of names. Also 1 of the world's most collectible pistols. One of the earliest automatic pistols ever adopted by anyone, and a whole bunch of other honours.
- Dornaus & Dixon Bren Ten – ★★ Handgun
(Enhancement fodder)
Yet another CZ75 clone. Mostly just fodder, but she has a +firepower buff skill that isn't super horrible and a +firepower buff-tile that make her usable in an emergency where you somehow need firepower buffers but lack any. %s are passable but not great.
- Dorothy Haze – Special Submachine Gun
(Versatile, especially in bed)
Yes I know that's not really her name. And yes, you'd think the unit whose hands are actual guns would be a handgun, but nope, she's an SMG. MICAAAAAAAA.
- El Clear – Special Handgun
(Yes)
Actually a pretty strong buffer. Her skill is a lie, it isn't actually random: It actually buffs allies in order of Damage Done, skipping herself. This means the top damage contributor is buffed first, then the 2nd, and so on. Once she goes through the list, she starts again from the top. This makes her fairly reliable if your comp has reliable damage. She also gives a HUGE boost with her special equipment. MAKE SURE YOU GET HER SPECIAL EQUIPMENT.
- El Fail – Special Handgun
(It's ok)
Like an anti-Clear. Instead of buffing allies, she debuffs enemies. She strums five times, each time applying a three-second rate of fire and accuracy debuff to three enemies, meaning a set of five strums can debuff up to 15 enemies. The debuff prioritizes enemies with the highest HP that have not yet gotten a debuff. Once all enemies have been debuffed, she starts over again, debuffing the highest HP enemy that hasn't been debuffed on the current cycle of the enemy list until all strums are used, and they can be stacked on any given enemy up to twice. The debuffs are alright, but Clear is usually better. Still, she can help your tank survive if for some reason you require more tankiness over more dakka. Due to the short duration of the debuff, she tends to work better on bosses.
- FN Herstal Five-seveN – ★★★★★ Handgun
(Recommended)
Decent Aura shape with very good benefits. 30% RoF/20% Crit is nothing to sneeze at, and even more from her skill. Used heavily in teams that benefit from RoF/Crit boosts (mostly general use Rifles). Be thankful EN got her with little effort. Also has a 97 dodge, if you need something to temporarily take the front. Also, the source of a lot of Korean memes because she was a total pain to get. Also wears a ferret costume sometimes.
- GSh-18 – ★★★ Handgun
(Interesting. DPS Handgun. Fun at Night.)
The first DPS handgun that actually produces well.. actual dps. Also might have possibly gotten lost from Kancolle.
- Glock 17 – ★★★ Handgun
(Trophy Raifu)
aka G17 ingame; Used to be decent when you actually needed evasion buffs, but who needs that in current year?
- Gr VP70 – ★★★ Handgun
(I forgot she was a thing)
Suffers from "another doll does the same thing she does but better" syndrome hard, because that better doll is the 2-star Nagant revolver (which you have no excuse for not being able to get) who gets a mod to provide offense AND defense, while VP70's just defense with a +hit formation buff. Glock 17, MP443 and TEC-9 are also things. Basically, she's unremarkable and other things exist. Also IOP needs to stop experimenting with T-doll spines.
- Gsh-18 Mod – ★★★★ Handgun
(Okay-ish, but expensive for what you get)
Her Mod 3 unique equip is alright. It lets her punch through lighter armors, and otherwise is excellent at finishing off weakened enemies, rather than wasting full-power shots on them. This is usually a thing with rifles that don't quite instantly giblet their foes. Her tile buffs are pretty okay.
- HP-35 – ★★★★★ Handgun
(John Browning's greatest creation. Good with the right synergies. Also KSVK mod's spotter.)
After the Lord Browning made the 1911, he decided he could do better still. This is that better pistol. Suck it, fudds.
- HS2000 – ★★★★★ Handgun
(Shields are nice. She gives shields.)
The weirdo, mildly creepy sweet potato. Honestly one of Waterkuma's better designs too. All sorts of adorable and frankly, the best shields you can get. Full party, 42-point shields, with stat buffs if the shield survives. The big thing is she can shield the whole echelon unconditionally, which helps massively for certain attacks like Doppel missile swarms, and can even negate them entirely with a bit of luck, or if you're using FP debuffers. As a result, she's a vital component of many weird teams purpose-built to kill some cheese enemies.
- Heckler & Koch YEET KANONE 45 – ★★★★ Handgun
(Usable buffer)
Formerly known as Mk23 SOCOM
- Heckler & Koch HK45 – ★★★ Handgun
(Niche uses)
Her damage buff is respectable for a 3* handgun, her tile layout… not so much. The X layout will typically make her excel in a 2SG2MG1HG setup. That setup is very niche and won't come up often. Outside of that, her buff tiles force her into a forward position as main or off tank. She's absolutely not suited for this with her poor HP and evade, and her buffs aren't good enough to really justify it mostly. If youre running and RF HG, you want Calico there usually.
- Heckler & Koch P30 – ★★★★ Handgun
(The perfect answer to a question noone asked)
A doll that suffered from looking really cool in the previews up until people saw her face and went "wtf is this."
- Heckler & Koch P7 – ★★★★ Handgun
(Usable)
Catgirl nuns should be met with fire. Honestly has some use but.. you are likely better off with someone else, due to her aura shape forcing you to push her to the side to give your tanks evade and kind of unflattering aura in general compared to other 4*s. Probably better as cores but she does have her uses. For example, combined with Welrod and Makarov, the +evade/-acc combo does funny things to enemy hitrates (though its impossible to reduce hitchance to zero). Niche, but you may find some use for such things.
- Heckler & Koch USP Compact – ★★ Handgun
(Enhancement fodder)
A 2 star RoF buffer, but nowhere as good as PPK. Her skill is a version of flare that works in daylight, effectively making the flare guns even MORE useless than they already were.
- IWI Jericho 941 – ★★★★ Handgun
(Niche uses)
Another CZ-75 clone, this time an Israeli one! The doll that Negev got her funny ideas from. Also Spike Spiegel's gun. If you don't know who Spike Spiegel is, you really should. Look it up, watch the show, I'll wait.
- Izhevsk MP-446 Viking – ★★ Handgun
(Usable)
Honestly would be fodder but she has a decent enough tileset if you're lacking in HGs with FP boost. Gets considerably better in her mod form, which improves her tiles immensely.
- JSL Spitfire – ★★★★ Handgun
(Niche uses)
A Britbong copy of Cz-75! ...And kinda weird. She's sort of setup for the 2MG 2SG 1HG thing that doesn't come up much and is defensively oriented, but sometimes it comes up. Just... not on any content currently. Does occasionally see actual use as a result, but she's not going to be your first pick for most jobs.
- Jill Stingray – Special Handgun
(Mixing Drinks, Changing Metas)
It's time to mix drinks and change formations. As a bartender, one might wonder exactly WHAT Jill can possibly do on a battlefield, and I'm sure she's asking the same thing.
- Kolibri – ★★★★★ Handgun
(Potential Extremely powerful but finicky to use.)
A weird Austrian thing with a commissar hat. Despite having a gun that is quite literally going to be stopped by a sufficiently thick sweater, her buffs are potentially quite top notch. However the zero second initial cooldown and her slightly odd conditions mean you may have to do some funny things to play around with her quirk. You may want to have her on manual control for skills, depending on what buffs you're going for. On the other hand, a zero second cooldown also potentially means you can get at least a good FP buff going from the very start.
- LAR Grizzly MkV – ★★★★★ Handgun
(Decent buffer)
Decent overall damage buffer with bonus evade for the tank. If you have her exclusive equipment, her buff is a bit more valuable. Nothing super standout though.
- M1895 Nagant Revolver – ★★ Handgun
(Usable)
Very good buffs, not good in her own stats though. Skill is blah-ish but serviceable at night. When she gets to MOD3, however. Becomes COMMISSAR NAGANT. May or may not land you in jail (or gulag as the case may be). She does say it herself afterall, about your odd taste...
- M1895 Nagant Revolver Mod – ★★★★ Handgun
(Those who disagree with her get shot. (Funny specialist, but good))
Babushka says not one step backward. Every seventh shot, she gives a damage bonus! Also, the thing starts active, making her one of very few buffers with a start-of-battle skill activation. Her first skill is still defensive in nature, and the percentages got bigger. She's actually useful in a number of situations, either for reducing enemy firepower in specific fights (usually Gundam or tank related) or just the straight DPS boost from the get-go. You only really need her up to Mod 2, but the Mod 3 art is cute.
- MP-443 Grach – ★★★ Handgun
(Decent enough)
Basically Glock 17 but with different tile buffs (and personally less goofy). Often compared to Nz75, but reduces damage outright instead of RoF so I personally find it better. Tiles are ok, and more importantly, unlike Nagant, she works the same day or night
- MP446 Mod – ★★★★ Handgun
(Another funny buffing handgun)
Passively, she's Mk23 with better tiles. Regarding her active abilities, she isn't as nice as Mk23's straight damage upgrade for some, but better for others (such as fights with Grape that require her to shoot faster). They're similar but not interchangeable so you'll need to use the space between your ears.
- Makarov Mod – ★★★★ Handgun
(She lost her hat, but is a good helper for SGs now. Probably best of her batch.)
Her new skill lets her make shotguns actually able to evade. Hell, she can give evasion to taunt dummies. Do I really have to say how potentially useful this is for setups where you need your frontline to last longer?
- Makarov Pistol – ★★★ Handgun
(Good)
Welrodski! ...By which I mean she's basically Welrod but 3 star, with lower numbers and an aura that wants her in the middle (or front works too). Usable if you lack Welrod and honestly not actually bad, but HG builds are cheap and she's pretty common so she might get annoying to get eventually. Also her -acc skill stacks with Welrod, and can be combined with a +evade skill for silliness.
- Mauser C96 – ★★★ Handgun
(Core fodder)
Some may claim her skill is useful (It pretends to be), except it applies after the penalty (and really, its' multiplication and isn't on the same modifier so its autoshit either way), so 100% - 90% = 10% x 2 = 20%! Congratulations, you've wasted 600 basic data, 1020 intermediate data, and 500 advanced data for less benefit than a 2* PEQ.
- Mauser C96 Mod – ★★★★ Handgun
(Good with MGs at night)
With the changes to flare skill she's actually usable with MGs at night. Flares work like PEQs now, which actually allows MGs to function at night. With MICA being the way they are, this could prove pretty helpful if they ever decided to release new content.
- Noel – Special Handgun
(Trophy Raifu)
Imagine how bad Noel was at her lowest point in her own series. ...Now imagine its worse.
- Norinco NZ75 – ★★★★★ Handgun
(Core fodder)
Another fucking CZ-75 clone, this time from China. Unfortunately for her, her buffs and skill are all over the place, and most of the time you're better off with a more focused HG – Type-92 gives you a lot more dodge and not significantly lower DPS, Grizzly gives you a whole fucking lot more DPS, Welrod is a better debuffer, etc.
- Norinco QSZ-92 – ★★★ Handgun
(Niche uses)
AKA Type-92.
- PA-15 – ★★★★★ Handgun
(Weirdo but useful if you need stuns)
Calico and Thunder's lovechild. Also kinda slutty because French. Boasts a weird AoE attack that, amazingly, stuns stuff. The stun is better if there's multiple targets in the AoE, but worse vs. a single target. The damage isn't great (6x multiplier + not super high FP) but you mostly want the stun and the damage is a bonus.
- PSM – ★★★ Handgun
(Trophy Raifu)
....She has tank stats on a handgun with buff tiles that want her in the back. I'm not entirely sure why anyone thought this was a good idea.
- QSB-91 – ★★★ Handgun
(A knife you tried to bring to a gun fight)
The damage from her skill isn't horrible, but let's be frank, 99% of you won't have reason to use her, and she's more of a meme than a real combatant.
- Rex Zero 1 – ★★★★ Handgun
(P22 but 4 star and with opposite side tiles.)
Another of those HGs that buff based on leadership position, with the Squad Lead getting an alright shield and everyone else getting an FP boost (as opposed to P22 which is positional based). Sometimes you might need that mix. If you do, there you go. Else, she's basically a slightly off-brand P22.
- SPP-1 – ★★★★ Handgun
(Niche uses)
+90% Acc Buff aura at 5-links. Also has a +damage up but that's just icing on the weird, underwater-themed cake. With NV equipment, allows you to completely destroy scouts in night battles if you're actually desperate for that. Normally not a buff I recommend, but she actually gives a lot of it so if you're wanting an actual acc buffer, she'll be 1 of the ones you want. Not as important anymore since there will be other sources of acc boost, but... sometimes you might want something?
- Sei Asagiri – Special Handgun
(Niche uses)
Everyone's favourite White Knight! (Unless you like Tim better, you weirdo.) Same tiles as Grizzly (literally the same), but with a defensive skill instead of an offensive one. She only shields Shotgun, SMG and HG dolls so it isn't full coverage (unless you're an all HG team anyway), but the ability to shield something like KSG is nice. Her shield actually scales based on how damaged a unit she's shielding is, but the exact formula remains a mystery (less HP = more shield though).
- Serdyukov SPS – ★★★ Handgun
(Usable)
3* equivalent of Colt SAA. Useful if you're short on REAL AMERICAN GUNS, but given that SAA is easier to get, probably more a trophy raifu.
- Sig Sauer P226 – ★★★ Handgun
(Basically a Worse Spitfire)
The doll is basically Spitfire with slightly different buff tile layout/focus (less FP, more Acc). Frankly, she's really boring statwise and enemy RoF reduction is usually worse than FP reduction (which is good for armor/shield tanking) or acc reduction (Which is good for Eva tanking) and the Spitfire entry has the rest of my thoughts on that.
- Supernova – ★★★★ Shotgun
(Good to have)
Supernova is a shotgun pretending to be a handgun to go along with her shipmate GSh-18. She’s one of the most supportive shotguns available and she enables some real dumb stuff. You want to use MGs at night? Well, her skill allows for that. Do you need a little more defensive capability for your shotguns? She brings that too, all in a kancolle-flavoured package. Honestly, she’s not an automatic pick on every team. You’re likely going to have to drop a MG in your formation to make use of her fully, which can be an issue.
- TEC-9 – ★★★ Handgun
(Nice for killing things you shouldn't kill)
One of the best login dolls, although not one you'll regularly use. Her skill gives a massive 40% FP debuff to enemies, making her a choice pick for doing things you're really not supposed to be doing. Combine with another FP debuff for better uptime to make it extra spicy.
- Thompson/Center Contender – ★★★★★ Handgun
(Recommended)
She has some of the highest damage and crit buffs in the game, with the best possible tiles ("All around her"), and her skill allows her to override the targeting logic of most other dolls¹, making them focus their fire some, very unlucky fucker (boss if present, otherwise furthest/highest HP/nearest enemy, depending on whether Contender is back/middle/front row). Oh and the skill doesn't wait until impact - the bonuses kicks in as soon as the shot leaves the muzzle. She also can equip AP ammo, which doesn't come up much, but there's a few fights later where this is immensely valuable and if you're using a HG vs armour at night, well... you know. Did I mention she has 40% base crit? She does.
- Triple Action Thunder – ★★★★ Handgun
(Tragic, just like her life up to now)
More famous for suicide memes and her ship with Calico than actually being used. I really want to like her, but she has a few glaring flaws that drag her down more than all her emotional baggage already does.
- Tula Tokarev TT-30 – ★★★ Handgun
(Core fodder)
Has a kind of an unfocused buffs that... kinda sorta benefit things? She doesn't greatly benefit any lineups, really, and you can get more usable 2 star handguns honestly. Can maybe replace the cat nun in the meme Welrod/Makarov/P7 lineup, but people don't actually use that formation seriously for the most part. Really better off as cores.
- Type59 Handgun – ★★★ Handgun
(Niche uses)
Chinese Makarov clone. Similar job to SPP-1, but less boosting your side's acc and more on lowering the enemy's evade. With fairies now existing she's kinda useless.
- United States Pistol, Caliber .45, M1911 – ★★ Handgun
(Usable)
MURRICA. Usable but not as good as Nagant. Has a smoke bomb (unique among handguns) but the %s arent as high due to 2 star.
- United States Pistol, Caliber .45, M1911 MOD – ★★★★ Handgun
(Early Trash Cleaner)
- United States Pistol, Semiautomatic, 9mm, M9 – ★★★ Handgun
(Niche uses)
AKA Beretta 92FS. Stun Grenade Option in HG, low priority but still good to have an option of stun grenade. Not actually important to keep since lolsupercommon, but sometimes, you just need a handgun and a stun grenade and only have 1 free spot open. Her exclusive doesn't change this, she's still in the same utility spot.
- Walther P22 – ★★★★★ Handgun
(Nobody actually likes her, but everyone wants her)
One of the more maligned, design-wise, of the Infukun rangers. As a character, she's OK I guess. As a design, she's not as good as the rest of the stuff Infukun made before he left Mica (G11 is peak Infukun). As a unit... she's actually kinda crazy, with a buff for every occasion that makes her one of the best and most flexible T-dolls in the game. Shields for the front, Damage for the back, Acc and Eva for the middle row in case you need that. If you could only get one doll from Isomer from farming, farm this one. Seriously.
- Walther P99 – ★★★ Handgun
(Core fodder)
I really want to say something good but the closest thing to a real merit that I can think of is "voiced by Ayako Kawasumi." She's basically a 3 star inferior version of P7 with an... "interesting" shape buff and less used than the cat nun. You are likely to be flooded with cat nuns in your eventual quest for Stetchkin. Also, sends you to jail.
- Walther PPK – ★★ Handgun
(Usable)
Generally decent buffs esp. at night, and she can be an evasion glass tank (100 evade!) in a pinch. Not bad if you actually kite your pistols but be wary of her limited HP. Honestly, you want a real tank in front still. With her mod, her usefulness continues due to the fairly good buffs she provides.
- Webley Revolver – ★★★★★ Handgun
(Good Utility HG)
At some point, G&K started running out of real guns and broke out more of the early 20th century guns.
- Welrod MkII – ★★★★★ Handgun
(Recommended)
MANNERS MAKETH MAN. Very good aura for DPS, and very widely used. As a bonus, she has a very good skill for tanking, and can actually be used as a tank for bamboo spear formations or helping other tanks. She has 40% base crit unlike other handguns (a trait shared with other single-shot pistols like Contender and Thunder .50.) so a suppressor is actually pretty beneficial on her, not that you have other much choice in the matter. But yes, you will be finding use for her. Note that her -acc skill does stack MULTIPLICATIVELY with other acc debuffers.
- Welrod MkII Mod – ★★★★★★ Handgun
(Helps tank, but not by herself)
Yes yes, she can finally help tank. Yes her unique gear gives her armor. But let's get this out of the way early, Welrod IS STILL NOT A TANK AND SHE IS STILL PRETTY SQUISHY. The actual tank is her damned umbrella shield, which works similarly to Agent Vector's shield, only better, and is an immensely powerful tanking tool that can, at max, ignore low end damage (24 or below is basically meaningless) and will take at least 15 shots while it's active.
- Wkp – ★★★ Handgun
(Another solution in search of a problem)
She can reduce enemy eva at night, which helps for some specific weird shit, but it isn't likely to come up.
- Zip .22 – ★★★★ Handgun
(Usable for MG Comps, has a sorta-busted combo)
Has a bright side, unlike her real life counterpart which managed to kill a gun company. Initially pretty meh, though her bonuses are useful to MG/SG comps because the downsides don't matter to them very much depending on how it's set up.
Fairies (1)
- Illumination Fairy (Strategy)
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.
HOCs (0)
Coalition Units
Guides (18)
- Construction Recipes And You
The way construction works is by giving various doll and equip classes resource thresholds, within these thresholds, anything can drop.
- Formations Part 1: Basics
And this is formations 101, or "How not to get your t-dolls slaughtered for showing up in a terrible formation." This will cover the absolute basics, with more detailed lessons such as compositions to come later. Most of this information is based largely on Korean server meta and information.
- Night Battle 101: The Basics
There seems to be a bit of a lack of understanding from newer commanders about what night battles are. Some may even think it’s this scary thing that’s fairly hard. Truth is, they’re very simple.
There are a few small changes between day and night battles. You have no command center, so you don’t need to worry about that being taken and you also have a limit on how many echelons you can deploy at a time. - Operation Arctic 1-1
(As always, if you don't want to see the introduction bs, you can skip down to the strategy section for the meat of the guide.)
- Defence Drill
Basics of Defence Drills + Enemy List and Reward List
- "Which T-dolls should I make dupes of?"
Because this question comes up a lot.
- Targeting Part 1: Allied Targeting
First off, this is primarily made from the Korean sources on Namu Wiki for GFL, which frankly, is a better resource if you can actually read Korean. Their notes are much more complete, and most of this is based on their work. With that out of the way, let's get down to business.
- Leveling Guide
Due to popular demand, here's a leveling guide. Starting with the normal leveling process, then onto other special methods of leveling.
- Distance and Movement
Most of this information is taken from 프로성능충 from Ruliweb's GFL forum. Again, if you speak Korean, you're best off reading their sources rather than ours, but the benefit we provide is that we're giving this information in English.
- Assault Rifles And You
Assault rifle/SMG formations aren't just your bread and butter, but also half the toppings. You're going to use them a lot.
- Operation Rabbit Hunt 1-4
The last map of the operation, with a decently difficult boss for newer players or players not used to micro. You'll want to have two combat echelons for this, and ideally three dummy echelons. You can easily do it with two dummies, but I feel like it's best to do with three. Do note the echelon defending your base can be weaker, since you easily can quick repair there.
- Chapter 6 Night
Chapter 6 is where we'll start seeing proper bosses at the end of each chapter. In this case, Alchemist is the boss. You'll also be able to pick up M16's unique equipment, an exo-frame armor thing. It's pretty good, but not super important to pick up. It does, however, give her a good boost as a corpse-drag tank. So if you're into that, the importance of getting it might be much higher.
- "Optimal" gear and handguns for MG echelons
Since this comes up far too often and people apparently don't like doing complicated math like "aim for enemy evasion x3 as your accuracy stat" themselves, NUMBERWANG!
- Roles, Buffs and Classes
Which classes are available in the game, and what you use them on with what buffs.
- Collaboration: VA-11 Hall-A
The best collab, Va-11 Hall-A. Here we get a good taste of how progression in events is like in older servers. The map selection is laid out in a tree-like pattern where you need to use a currency to unlock the next map.
Thankfully, this currency is gotten by mixing drinks in the cafe for clients. So after each mission on normal, you'll go back to the cafe to get to the more va11halla side of the collab. You'll have to listen to the stories of some of the characters featured, then serve them a drink that they request. After the story section, you'll be able to unlock the next map in the event.
- Core Farming Guide
Whatup you core lovin' fucks. You're here cause you're hard up for cores, right? Maybe you leveled one too many 5 stars to 90 and don't go to 100. Maybe you've went to the casino called heavy equipment crafts. Maybe you're just destitute like me. Point is, you need more cores than what you gain in leveling and it sucks. It's time to grind maps not for EXP, but for cores. Do be aware, these maps are a bit more difficult than just grinding stuff like 0-2. You'll be spending more resources than when you were grinding for just EXP. It be like that.
- Rifles And You (Revisited)
Rifle+Handgun (RFHG) echelons are mainly used to fight armoured enemies, especially at night. Additionally, they can deal with backline-heavy enemy formations much better than ARSMG echelons, thanks to their innate backline targeting.
- A "Basic" Guide to SF Capture
SF units have so much shit that comes with them, but here's an overview of it all.