|Check out the Info tab before you start!|
For more advanced info check the Docs/Guides tab!
|Current Status: Back in business baby|
|Visit our Site!||gflcorner.com||Other Analytics (Links)|
|Visit our Discord!||https://discord.gg/gfc||Dolls||Document|
|Check our Youtube!||https://www.youtube.com/channel/UCHfZZPcVOYWfkQSa5rFJ6Ug||Fairies||Document||Website|
|Donate to our Patreon ❤||patreon.com/jdy204||Enemy||Document|
|Feedback/Requests visit our discord.||#guides-feedback||Mod Dolls||Document||Website|
|Sources & Additional Credits||Special Thanks to Big N and DMesse for suggestions!|
|Doll Portraits||Moegirl||All copyright of images and memes goes to their respective owners and creators.|
|Special Equipment Pics||gfl.zzzzz.kr|
|Disclaimer: Do not take the analyses at face value, do some testing yourself if not certain.|
|If there's an error or if you have any suggestions then contact us through our Discord.|
|Aug 4, 2022||Added Fedorov|
|Aug 4, 2022||Added Model 99|
|Aug 4, 2022||Added VP1915|
|Aug 4, 2022||Added Derringer, Kolibri|
|Jul 29, 2022||Added Type 80 MOD|
|Jul 29, 2022||Added F1 MOD|
|Jul 28, 2022||Added Type 56R MOD|
|Jul 26, 2022||Added Welrod MOD|
|Jun 28, 2022||Added Super SASS MOD|
|Jun 28, 2022||Added Type 97S MOD|
|Jun 25, 2022||Added RO635 MOD|
|Jun 25, 2022||Added G11 MOD|
|Jun 21, 2022||Added Defender|
|Jun 8, 2022||Added HS.50|
|Jun 8, 2022||Added SR-2|
|Jun 8, 2022||Added CZ 100|
|Jun 8, 2022||Added AK-74M|
|May 24, 2022||Analysed the "Unanalysed" dolls, unanalysed the June roadmap dolls.|
|May 24, 2022||Added Rex Zero 1|
|May 24, 2022||Added AUG Para, AR-57, PPD-40|
|May 24, 2022||Added VSK-94, General Liu, Mondragon|
|May 24, 2022||Added S-ACR, VHS, FX-05, SIG MCX|
|May 24, 2022||Added PM1910, RPK-203|
|May 24, 2022||Added FO-12, M26-MASS, Nova, MAG-7|
|May 19, 2022||Created "Fairies" page, using BSJ analyses|
|Apr 9, 2022||Edits to recommendation status of dolls affected by meta shifts.|
|Apr 9, 2022||Edited Saiga-12|
|Apr 9, 2022||Edited MG5, RPK-16, PK, Mk48, M2HB, M1919 A4|
|Apr 9, 2022||Edited G11, AK-12, ACR, SIG-556, Howa Type 89|
|Apr 9, 2022||Edited Vector, Micro Uzi, Micro Uzi MOD, PP-19|
|Update Notes (Old)|
|25th October 2019||- Added MP-443, HK21, Thunder, MP7, Honey Badger, CZ2000, Ballista, AK-12, AN-94, M4A1 MOD 3, AR-15 MOD 3|
|31st Aug 2019||- Added K31, SAR21 and Type 88 MG|
|24th Aug 2019||- Added PX4 and P90 Analytics early|
|12th Aug 2019||- VA-11 Collab Dolls, M1 Gepard|
- Minor color change and proofreading in half of analytics body text
|4th July 2019||Rewrite of multiple MG analytics to reflect Fairy and Enemy changes|
|12th June 2019||Re-write of many lower rarity ARs, HGs, SMGs, RF,s given the|
context of new dolls arriving. (2star/3star), made their analysis
longer and more in depth. Properly explaining their weaknesses further and leading new players to better options as the focus.
Many thanks for this piece of feedback.
Added more terms in Info tab.
|3rd June 2019||Now enters version 0.90α.|
EN almost caught up with all craftables in CN.
|28th May 2019||9/9 dolls updated (Ak 5, Serdyukov, K2, Tac-50, K11, 64 Shiki, SPR A3G, Jericho)|
Index Updated (Mostly done)
|20th May 2019||Fully reformatted Docs Section (Up to date with all dolls)|
|Reogranized it and added a few more documents and videos.|
|7th May 2019 ~ 17th May||New Guides added to Guides Section (WIP)|
New Documents made, Comprehensive Scope guide for MGs, as well as Log-in Reward Stats
2/? dolls updated (TMP, PP19 Bizon)
|Youtube channel officially made (Many thanks to our patreons)|
|Link to new Document on MG Acc.|
|Link to new document on total rewards from Log-in.|
|22th Apr 2019||5/5 dolls updated (DSR, KLIN, UMP40, F1, PzB39)|
|Up to date will all available dolls & upcoming confirmed dolls.|
Scrap list updated, Added UMP Exo review to Equip page.
|20th Apr 2019||Organized front page, added a patreon.|
|If you find the content useful, help us by donating money so we can keep the website alive (we're paying it all out of pocket ;~;) or buy us some crisps and coffee. We're running the site (at a loss) as well as maintaing every document for the love of the game so any help is appreciated! We have plans for even more content as well so stay tuned for that ❤.|
|14th Apr 2019||5/5 new dolls updated (CMS, MDR, 100 Shiki, XM8, K5)|
|6th Apr 2019||Public GFC Discord up! Feel free to join & ask questions!|
|4th Apr 2019||1. Slight rework in Docs section|
2. Equip template revision in progress
3. Added more documents in misc documentation
We have a lot there, pls read!
|30th Mar 2019||1. Reworked many dolls due to fairies|
2. Downgraded some ratings and upgraded some due to community feedback (Mostly ARs and HGs)
3. Guides proofread, Auxilary Rooms section added.
4. Added new council member
5. New Shotguns Reviewed (169/170) Up to date with all available dolls *except M200
|26th Feb 2019||1. Added M200's details. Analysis to be updated|
|24th Feb 2019||1. Added entry for 5 new dolls, analytic to be added.|
2. Added new council member.
|6th Feb 2019||1. Implemented many new Guides|
|20th Jan 2019||1. Adding notes and memes columns back.(Soon TM)|
2. Rework of outdated analytics are still underway.
|19th Jan 2019 |
Changed version # to 0.87
|1. Data transfer for new templates completed|
2. Reworks for outdated analytics are still underway
3. Info and Concepts are seperated into 2 tabs
4. Extremely deep/long analytics are to be moved to guides tab
5. Misplaced skill icons are now fixed
|18th Jan 2019 |
Changed version # to 0.86
|1. New template done.|
2. Begins transferring all data into new template.
3. Added upcoming dolls (160/165 Analytics Done)
4. Ongoing reworks on old analytics
|Up to 8th Jan 2019|
Changed version # to 0.85
|1. Added 13 analyses (158/160) (Up to date with all available dolls)|
2. Revised Many AR/SMG Analyses due to feedback
3. Added SPEQ analyses in Equip Tab (WIP)
4. Moved Extra dolls to appropiate tabs & Scrap list Updated
|oops lost the date||1. Added 8 analyses ( 145/153 )|
|12th Nov 2018||1. Rearranged/designed Front Page/Staff Tab/Doc Tab|
|11th Nov 2018||1. Added new dolls ( Contender, Ribey, Zas... )|
2. Added Important Documents tab
|17th Oct 2018||1. Added Equipment Recommendation Tab|
|10th Oct 2018||1. Added 2 analyses ( 137/143 )|
2. Added collab dolls tab
|6th Oct 2018||1. Added data of upcoming doll for EN|
2. Added 13 analyses ( 135/143 )
|21st~24th Sept 2018||1. Reviewing and adding suggestions.|
2. Added Scrap List and TL;DR columns (WIP)
|20th Sept 2018||1. Added 26 analyses ( 122/139 )|
|19th Sept 2018||1. Added 11 analyses ( 96/139 )|
|18th Sept 2018||1. Added 6 analyses ( 85/139 )|
2. AR and SMG pros and cons checked and revised
|17th Sept 2018||1. Added 15 analyses ( 79/139 )|
|16th Sept 2018||1. Early access|
2. Added 17 analyses ( 64/139 )
|15th Sept 2018||1. 34% Analyses done ( 47/139 )|
2. Most pros and cons done ( To be revised )
|8th Sept 2018||1. Project initiated|
|List of WIP Dolls:|
|General Introduction to Gun Types|
|Use CTRL+F to help youself when looking for a doll. Thanks.||!Attention!: Currently some of the analytics might be wrong if they were made before new client (rof cap change from 108 to 116)|
|Total Analyses Done:||Done||Total||95%|
|The Dolls are arranged according to Rarity > Index No. in-game|
|"Firepower", a.k.a. Damage.||Reference to Yu-Gi-Oh in where you use 5 pieces of exodia (cards) to essentially win the match. In the context of GFL you essentially buff 1 gun as much as you can by way of 4 HG buffs so they output a lot of damage on their own, usually used only for cheap farming purposes.|
|"Movement Speed", aka Mobility. The speed at which a doll can move from one position to another mid-combat.|
(HGs have the highest MS, MGs have the lowest MS)
|Another term for Nuke rifles ie. RFs with long ICD and function by way of a powerful skillshot on the enemy.|
(M99, NTW, Mosin Nagant etc.)
|Rate of Fire, Ie. how fast your dolls shoot.||Bamboo is a meme word that stems from Korean players. Bamboos are essentially the korean version of farmers pitchforks with flame torches, the kind that's supposed to "equalize" the field into fair freedom.|
|"Skill Level". Example: "To get G11 to perform to a satisfying degree, she will only need to be SL9."||"Offensive Tank", generally the secondary tank placed on either|
tile 2 or 8. They will generally have an offensive skill such as
Hand grenade, Molotov, or self buff. (ex. PPS43, Vector, SR3MP)
|Shortform for Initial Cool down.||Generally the SMG taking the brunt of the damage, sitting on tile position 5. In general use these dolls have (Evasion buffing skills, Smoke or flashbang) and have stats that lean more towards evasion and health as they're not intended to do damage.|
|"Big 4"||Main tank PT2|
|MGs with the passive "Terminating Barrage" skill (M2HB, PK, Gr MG5) and PKP with her passive "Ultimatum" skill.||Refer to|
in Concepts Tab
|Note this is just a general idea, there are some exceptions to this |
rule. Shield tanks are also applicable to the moniker and you can
have multiple main tanks. This is a dumbed down explanation so don't extrapolate it too much further.
|Large Scale Construction is a term taken from the game Kancolle and players have sometimes used it to refer to Heavy Construction (ie. fairy crafting). HC is Heavy Construct and HPRO is Heavy Production, it's all the same.||A term used for a team composition, generally 4MG+1HG that's used in Singularity ranks. The composition is used to deal immense damage to escorts of typhoons while your HG (Generally Contender) deals damage to the typhoons once she's in range.|
|Scrap, Core, Link, Dismantle||Gunboat PT 2|
|Scrap = Dismantle, core similarly is also a term used for scrapping so don't get it confused with linking. Linking itself is the act of using cores or dupes of the same doll to increase a T-Doll's links.||The 4MGs used are generally the Big 4 all together. Gunboat itself is a reference to the real life equivalent which is a naval watercraft that carries multiple guns to bombard the enemy at the coastline.|
|CE, QR, QP, CR, FP||Hoxy|
|CE = Combat Efficiency, pseudo efficiency metric in the game that's largely inaccurate, as it's easily inflated.|
QR= Quick Repair , CR = Combat Reports
QP = Quick Production, FP = Friend Points
|혹시 (Hoxy) is a korean word with the literal meaning "perhaps". This was widely used to playfully mock players who don't have Five-SeveN as in KR her acquisition originally was through Cube+ and her rate of acquistion was ungodly low.|
|Heavy Ordnance Corps (WIP)|
|HG ( Handgun )|
|( 40/42 Analyses Done )|
HGs mostly fit in the supportive role as buffers, with some outliers who can assume the tanking role
(only at level 80, where they can equip Exoskeletons). Their max potential unfolds upon their skill activation.
Most HGs are buffers, with some being capable of evasion tanking or even serving as DPS (CZ75).
Buffers see a purpose in just about any team. For MGSG comps, FP and accuracy buffing HGs are preferred.
In RFHG comps, they are used as buffers, with at least one HG serving as an evasion tank as well (most notably Welrod).
HGs also allow for better navigation during night battles while on the field, giving the echeleon it's in additional field of view of one node.
Any HG can suffice for that matter. A team only needs one to navigate well, and its level doesn't matter, so a level 1 HG is enough.
Newbie warning: Investing in HGs as one of your very first doll(s) should be avoided until you have reliable
means of attaining cores/established a relatively high leveled, self-sufficient team!
|SMG ( Submachine Gun )|
|( 42/43 Analyses Done )|
SMGs fall into two different categories. Main tanks and off-tanks (Offensive/Off-hand tanks).
Their ratings are determined by how well they perform in their predispostioned role, as well as how well they synergize with ARs.
The roles SMGs serve can be distinguished by their skills, with main tanks having defensive ones,
such as smoke grenades, flashbangs, force shields, self-evasion buffs, etc,
while off-tanks carry offensive grenades such as molotovs, frag grenades, or even full on DPS self-buffs.
|RF ( Rifle )|
|( 41/42 Analyses Done )|
RFs fall into two categories, self-buffers and Nukers (a.k.a Bamboos),
with self-buffers having more sustained DPS and being more suited for general content, whereas Nukers focus more on boss killing.
Their ability to equip AP ammo allows them to deal with armored units reliably, being the premier choice for such endeavors.
They are generally paired with HGs to maximize offset stat insufficiency/further increase their potential.
|AR ( Assault Rifle )|
|( 49/51 Analyses Done )|
The bread and butter of the game.
ARs are the go-to DPS for the whole game, no matter if it's early, mid or late game. They are always useful.
ARs are categorized into two roles, being self-buffing DPS and naders (with M16A1 and Ribeyrolls being exceptions to this 'rule').
Whether it is for day or night, from mobs to bosses, general vespids to scouts, a properly built AR squad can sweep the entire floor with them.
|MG ( Machine Gun )|
|( 25/25 Analyses Done )|
Costing an arm and a leg just to keep up with their ammo costs, MGs answer with unparalleled burst damage.
MGs' unique mechanics require them to reload after a certain amount of shots. The number of shots can be boosted by
the ammo box equipment. Their RoF stat is also fixed, only being tied to their reload speed and nothing more.
Armed with the ability to equip armor piercing rounds as well, they can double on armor slaying duty.
Do note that most MGs have sub-par accuracy and might need either an accessory to boost it or a buffer.
|SG ( Shotgun )|
|( 15/16 Analyses Done )|
SGs are armor tanks, which means they are capable of tanking any damage that is low but rapid fire, in which case they'd actually
do better than SMGs or HGs. Traditional SGs do not rely on evasion (except for Super-Shorty and "maybe" KSG, even with
their evasion buff, their evasion is still too low to be sufficient), which means they will actually do worse than SMGs or HGs when
it comes to boss fights. This is due to bosses dealing far too much damage for their armor stat to assure their safety.
Their uniqueness is also pronounced for being the only ones who can buff MGs, with the exact buffs they need most of the time.
However, SGs are only obtainable from Heavy Production which requires high resource investment and some blessing from
RNGesus. They are in no way noob-friendly and should be ignored early-game. They're definitely a worthwhile investment
later on when you can stabilize your resource gain. It's important to note that they will cost you a tremendous amount of resources
as well, much like MGs, except they use more rations than ammo.
Different from others, you should be grateful for whatever shotgun you get.
Not all SGs are very extraordinary, but they are not easy to come by.
|*More to be added about SGs with offensive skills|
|Extra Rarity (HG/SMG/RF/AR/MG/SG)|
|( 8/8 Analyses Done )|
Emphasis on the "rarity" part. Extra dolls are associated with dolls exclusive to collaboration events. They may only come once (not entirely confirmed, though the probability of seeing any reruns of them is very slim as not even the older servers has had them . CN has had only one rerun of a collab event). What extra dolls of a specific type specialize in is already covered above. The dolls themselves however come with rather unique quirks that may bring a very intruiging playstyle to the table. It should be noted however, some collab dolls have a niche use which could serve to make them obsolete.
Inquiring into their abilities and drawbacks in the Extra tab is heavily recommended.
|Formation Labelling||Accuracy||Brute-Forcing Armor w/o AP|
|Molotovs / Nades Targeting||High-Explosive Grenades||Evasion vs Armor ( Tank )|
|2nd Volley MG skills||Big 4||"Specific Target"|
|SG RoF Min-Maxing||1SG vs 2SG||Nuke RFs|
|RoF Chart||Stat Calculation||Rarity|
|To simplify team building explanation outside of the game, the EN community has adapted to using the|
number-pad on the keyboard as reference to quickly identify the position each doll should be in.
7 8 9
4 5 6
1 2 3
|General hit rate formula : [ Your Accuracy / ( Enemy Evasion + Your Accuracy ) ]|
Higher accuracy has diminishing returns, with an accuracy stat of 30 being the gold standard to reliably hit and
kill 15+ dodge enemies.
"The reason I advocate for 35 is the prevalence of high dodge scouts and certain bosses having amusingly
high evasion. Any accuracy buffs for RFs and ARs, which have naturally high accuracy is marginal unless
fighting high dodge scouts. Usually."
-Quoted from DMesse
|Brute-Forcing Armor without AP|
|This feat is accomplishable usually by ARs, RFs (at a snail's pace) and one particular SMG (SR-3MP).|
The idea behind it is to stack one's FP to the point where they can easily surpass an enemy's armor stat,
allowing them to kill them reliably.
Besides that, Nades and Molotovs also ignore armor stats, meaning they can also
make for another good method of dealing with armored units.
|General Nades/Molotovs Targeting|
|Highest HP enemy first unless specifically stated.|
"When there are equal HP enemies though, SMGs have a much higher tendency
to bounce targets around than AR trying to shoot at the frontmost target."
-Quoted from DMesse
|High-Explosive Grenades (FAMAS, etc.)|
|! ( Not to be confused with Anti-Personnel Grenades or Hand Grenades ) !|
"High-Explosive Grenade" is a skill only available to ARs. The further the nade's point of impact is from the enemy,
the less damage is dealt. At first glance this may seem like a good skill, as it can cover a wide
area with just one shot. In practice though, the enemies furthest away from the impact point, but still caught in the AOE,
are not the enemy DPS which is usually in the backline and out of range. The low multiplier does not allow significant
damage to be done to the targets either.
Coupled with its low multiplier which doesn't allow significant damage to be dealt to the targets,
"High-Explosive Grenades" leave much to be desired.
Unfortunately, the damage at its innermost AOE is awful and it generally performs worse than the usual AR
nade (416, SOPMOD), which can kill enemies in one go and reduce incoming damage significantly.
In a few very specific cases, such as with a large group of low HP enemies, they can perform well. However, the long
initial CD does not make it better than the other grenades and enemies like Dinergates would have reached you by the time
it is ready.
Overall, HE grenades are awful in most scenarios and are not recommended.
Ingame description is bugged btw, waiting for sunborn to fix it :g36lazy:
|Evasion vs Armor ( for tanks )|
|It is important to keep in mind that there are several cases in which one kind of tanking is better than the other.|
Evasion, being most SMG/HG tank's forte, is generally the most appropriate and generalist tanking stat relied upon,
especially early game as you most likely wouldn't have a SG or the means of acquiring one.
It's very effective against enemies with mid range accuracy and especially good against low accuracy enemies.
This includes enemies like Rippers, Scouts and even some bosses.
Armor, which is what SGs are typically known for, is a stat overall very reliable for tanks, especially mid to late game.
Armor functions as simple damage subtraction, where the damage received is reduced by the armor value.
As such, armor fares best against enemies that don't hit as hard, don't hit often, but are fairly accurate.
All in all, in whichever case either trumps over the other is largely situational. General consensus is that
armor is the least reliable when facing bosses, as many of them tend to deal high enough damage to knock
out a doll's entire dummy.
|2nd Volley MG Skills|
You mean the ones with 8 second initial CD? It's exactly that. A long warmup time. Folks ran the numbers
and they barely win over the accumulated damage dealt over the MGs with passive skills. If this is about drawn out battles,
though, then this may become less of an issue. The saddening part however, is how passive skill shooters have no trouble
catching up or even surpasses total damage dealt over time within most of the time brackets.
For the longest time, however, this distinction could have been brushed away when used on the field, as
you didn't quite need such bleeding edge maximum DPS possible. This has changed with people bruteforce clearing
"impossible" kills with sheer firepower and good degree of microcontrol.
Though, tactical fairies giving crazy amount of buffs are what allowed this.
- Quoted from DMesse
The "Big 4" is an alias for the current quartet consisting of extraordinary MGs possessing passive skills;
M2HB, PK, MG5 and PKP. What makes them unique is their passive skill, giving them a permanent damage
multiplier. This gives them a massive upper hand at DPS performance, assuming they're equipped
with the right equipment, all the while throwing shade at most of the remaining majority of MGs out there,
as their active skills have a temporary uptime.
They have their own unique traits. Big 4 shoot slower than other MGs by one frame (as shown in RoF chart). This gives them an inherent disadvantage most notable in 5-2n drag. Terminating Barrage's extra shots do not crit however, as oddly as it sounds, Ultimanum's extra shots (being crits themselves) can crit for a second time.
Because of the nature of passive skills, Big 4 are generally preferred over other MGs.
This isn't to say that they become obsolete of course. If not all, some MGs come with their own set of values.
To name a few, there are: LWMMG, M1919A4, Mk48, Negev, and a couple more.
Any skill that targets a "specific target" would prioritise "High-Level" enemies first (Bosses and Elites), such as Alchemist and Manticore respectively. Otherwise the skill targets randomly.
|SG RoF Min-Maxing to eliminate Skill Activation delay due to reloading|
|SGs and MGs cannot use their skill normally while reloading, thus creating an awkward gap where they start their reload right once the skill is up. This brings up the idea of manipulating the timing of reload in order to activate skills as early as possible. It is beneficial especially for SGs as their skills are often one-tap and do not rely on having ammo like the self-buffs of MGs.|
There are a couple of ways to achieve this:
A) RoF manipulating: increasing RoF allows SGs to finish their clip, and thus their first reload, very early just before the skill is ready. Rather hard to achieve as MGSG squad tends to use FP and Accuracy buffs rather than RoF. The opposite, decreasing RoF (via equipments with RoF penalty or by simply not enhancing RoF on SGs) can also work. Coupled with the walking time presented in various maps, it is possible to make SGs shoot slow enough that they would not start their first reload by the time skill is up. However, this doesn't always work, especially on later maps where enemies spawn directly ahead of your team, leaving you with no walking time, and thus not enough time to activate the skill before reloading even with base, unenhanced RoF and -6 RoF penalty from EOT.
B) Manually stopping them from shooting: moving SGs during battle delays their shots, thus they would not be able to finish their clip. They would start reloading later than usual, which gives them enough time to let them use their skill before reloading.
C) Forcing their activation during reload: this method is harder to perform without practice, but will allow SGs to keep shooting during battle without being disrupted by moving in B case. It also means RoF manipulating is not necessary, removing the headache and the unreliability of method A.
During later events, even the output of SGs (mostly their knockbacks) can change the outcome of battles, A and B methods are not as ideal, thus it is best to practice C.
|1SG vs 2SG|
|1 SG has the advantage of being cheaper, more braindead and pushing for a stable one volley kill against mobs.The setup also proves useful at night due to already easily filling in the requirment of 1HG in the echelon. If the mobs you're fighting can be killed in one volley, then 1SG will prove the most effective, due to the fact that you can pump out the largest potential DPS in one volley, since you're able to include a buffing HG positioned at 4, which is usually untouched by SGs. Where 1SG starts to falter though, is when they have to initate a second volley, the primary SG will get punished by Jaegers, and should any mob pass by them, so would the MGs be taking damage. This issue is further compounded in boss fights, where you'll definitely need more than one volley to kill them.|
The faults of 1 SG are fixed with the addition of a second SG. With 2 SGs you're able to lighten the pressure on your main SG, letting them last long enough to proc their defensive skill. It makes boss fights more feasible and less determinant. However, the tradeoff is having to sacrifice potentially stronger single volley DPS for longevity. In current content (as of last edit being post-Chapter 7), this doesn't pose as much of an issue. Later on however, this tradeoff will be needed, as 1 SG comps cannot clear certain mobs in just one volley.
The defensive benefit of 2SG is immense, considering you're buying yourself enough time to proc the skills which come with a very long initial CD. Although it is against recommendations to use MGSG against currently existing bosses, 2SG puts SGMG comps in a positon where they could contend against bosses relatively well and round them out much more than 1SG compositions.
This is heavily dependent on the mobs that you're encountering and what you're planning to use your MGSG composition for. If you're using this for general mob clearing in night battles, then, sticking with 1SG as of now is your safest bet. If you're making a 2nd volley team or a team that should handle longer encounters/boss fights, 2SG is appropriate.
|Reference for 1SG vs 2SG (Quoted from DMesse)|
|"1 SG is usually preferred due to 3MG 1HG 1SG being a much easier, braindead, and stable setup in killing everything in 1st volley with 3MGs.the handgun also gives you night vision tile +1 when you lazily throw the same daytime setup into night stages.the shortfall of using a shotgun that can only give formation buff to 2MGs can be covered with a handgun and if this ain't enough, it can be further enhanced using fairies.|
For a very long time the players haven't faced anything too difficult enough (except for bosses and manticores) pushing the tanking capabilities of a 1SG squad. this changed with chapters 9 and 10 introducing mandatory 2SG boss fights as well as event stages with enemy squad armed by a fat stack of high FP heavy hitters.
oh, one more thing. beginning with Singularity they really began toying with the concept of emplacing the enemy squad right infront of you when the battle startspart of the reason a lot of squad setups worked AFK was due to your own dolls having enough time to pool up their skills by walking forward a bit. this also meant that you were killing enemy units that were coming in one by one in a staggered formation, rather than the entire group dropping down on you at the same timethis is also when people began to seriously consider using 2SGs as there isn't so much a 1SG can withstand when it's being hammered by a mob of snipers beginning to shoot within few seconds while hiding behind a wall of meatshields"
|These are RFs with a very long initial CD of 15s, meant to take out event bosses in one shot. |
The reason as to why you would use them is to skip a boss' invincibility frames and not have to deal with their
pesky attacks during that state. They are meant to be used against event bosses only and should not,
under any circumstances, be used for general mobs clearing.
You'd ideally set it up with as much FP buffing HGs as you can, with one doll serving as a tank to take hits,
until the Nuke is ready. Turning off "auto-skill" the in-game options is highly recommended, so as to manually time
the shots for maximum damage output. The optimal dolls are M99 + NTW, Mk23, Grizzly and Welrod.
In terms of buffing priority, NTW should receive the most FP, since she has a higher FP stat,
meaning her skill is stronger. Depending on the boss, and if you've run the math on damage calculation,
you could replace Welrod with a force field SMG (Thompson, G36c etc).
With Contender being introduced the new setup will now replace your welrod or MK23/Grizz (Depending on if it's Night
or day) with of course contender. Now this will mean that you should activate all the skills at the same time since
Contender has a faster aim time while the Nukes do. The reason why you may replace Welrod is in the case where
you manage to not have enough damage to one shot them, If you can calculate it then try to calculate how much damage
|RoF Chart ( Credits to author )|
|(Base*Affection bonus + Equipment Bonus) * Fairy Aura * ( 1 + Sum of Formation Buff ) * ( Product of Skill Buffs )
* Fairy Talent * Fairy Skill
l) Skill buffs have a base of 1, which means if it says 20% , it will be 1.2 . Same goes for fairy aura, talent and skill.
ll) If no fairy is equipped , the formula looks like this
(Base*Affection bonus + Equipment Bonus) * ( 1 + Sum of Formation Buff ) * ( Product of Skill Buffs )
lll) For the formation buff, an example calculation would be if you have 2 30% crit tile, then it looks like this (1 + 0.3 + 0.3).
If you have 2 20% FP buffs , it looks like this ( 1.2 * 1.2 )
|Rarity is fairly self explanatory but there are some concepts to keep in mind.|
It should be noted that rarity doesn't always equate to a high performance. Even some 2 star dolls can perform
well when utilized correctly, compared to a poorly built squad of 5 stars. Synergy is the key and you'll very
rarely find a standalone doll capable of performing amazingly on her own. In addition, there are some dolls that will abjectly outperform dolls of higher rarity than themselves.
Rarity is divided into 5 categories: 1 Star (Extra) Dolls which are collaboration event only dolls. Then the standard 2-5 star format, with 2 star being the most common and 5 star being the most rare. Keep in mind that some dolls, much like collaboration event dolls, are limited event obtainable drops/rewards only, but can be obtained through different methods in future events, unlike collaboration dolls.
Rarity also plays a part in core cost, cores are required to dummy link your dolls, which is GFL's equivalent of
"limit breaking". The higher the rarity the higher the core cost. Dolls can be dummy linked at levels 10, 30, 70 & 90 but it
should be noted that core costs are multiplied by themselves after the second link (Lv30). Costs are doubled on the 4th link (Lv70), while at max link they are triple the base cost (Lv90).
Core cost for each rarity is as follows: 2 Star - 1 Core, 3 Star - 2 Cores, 4 Star - 9 Cores, 5 Star - 15 Cores.
As 5 Star dolls are the heaviest in terms of cost, new players should limit themselves to a single 5 star on their very
Each time, the doll gains an additional dummy, which maxes out when the fourth is added to the original
(1+4 = 5 total dolls at x5). These dummies provide significant boosts to health and offensive capabilities as well as
exp gain. As a result, dummy links are considered as major milestones in progression.
|"Early Game" WIP|
|The term "early game" will be often mentioned in the analyses for many dolls. Mostly for any doll of the 3* or lower rarity.|
What is usually implied by this is that the doll in question will be a reasonable choice as a beginner for clearing *early*
stages. Some of which would make serviceable substitutes in spare teams if need for them should arise in the future.
However, we advise players to consider avoiding to indefinitely rely on, if not all, some of them. They are only
meant to serve as cost-effective budget units to carry you further into the story until one acquires the AR units (Hence,
the occasional "not recommended" tag followed afterwards).
There are of course a few outliers who make for very reliable dolls, even mid- to late game, but this doesn't make them
the absolute best overall. For that reason we also advise players to take some higher rarity dolls into account. "Core hell"
is indeed a notable problem in the beginning and can hinder progress to a significant degree, but it is often exaggerated.
Once 4-3E can be reliably farmed, cores will be much easier to come by (4-3E doesn't have the best core drop rate but it
it is considered as a good core and leveling spot).
There's no distinct definiton or threshold when someone has passed "early game", as one's progression is more
notably recognized with what dolls they've leveled, how far they've leveled them and how well they'd perform in
general fights in the chapters players are in.
|Girls' Frontline Corner Documentation: 4K UHD Edition|
|Credit to tkrbs and Aria for the idea, Written by Lintton and Aria. V2 by Aria (Rin)|
|Resources made by the GFL Corner Crew|
|Important Documents & Videos||Description||Links|
|Fairy Analytics (EN) v0.60||Continually updated analytics of fairies. This document |
functions simillary to the Doll Analytics one. Please Read this one.
|Girls Frontline Q&A Archives||Archive of answers from Mica's official EN Q&A||Document|
|Skin Compilation (Costume Archives)||Skins Compilation, as well as general information on their release.||Document|
|Neural Upgrade/Mod Compilation||Mod document, showcases all the mods and translated descriptions by us.||Document|
|Logistics Table with Drop Rates||Translated Table that includes drop rates.||Document|
|Damage Determination Thesis||All you need to know about how the game determines damage.||Document|
|gflcorner.com||For our most basic guides.||Website|
|S ranking maps Guide||Guide on how to S rank all available EN Maps.||Website|
|Corpse Dragging Guides or Farming Methods||Description||Links|
|0-2 Drag||Ceia's comprehensive guide on 0-2 Drag||Document|
|0-2 Drag (Video)||Ceia's comprehensive guide on 0-2 Drag (Video version)||Video|
|5-2N MG Drag||Night's comprehensive guide on 5-2N Drag||Document|
|6-3N Zas Drag||Night's comprehensive guide on 6-3N Drag||Document|
|6-3N Airstrike Guide (Armor Weekly)||Aria's short video on airstrike 6-3N for armor weekly||Video|
|6-3 Airstrike (Machine Weekly)||Aria's short video on airstrike 6-3 for machine weekly||Video|
|6-3 Farm (Non Airstrike v., Machine weekly)||Aria's short video on 6-3 for machine weekly||Video|
|8-1N Zas Drag||Night's comprehensive guide on 8-1N Drag||Document|
|0-2 Stat Document||Dragging DATA document||Document|
|Other Documents & Videos||Description||Links|
|RoF Chart||Chart on RoF and how to achieve the next frame time.||Document|
|Kalina Affection||Kalina affection thresholds for kalina costumes and dialogue.||Document|
|Battery cost for Auxiliary Rooms + Pet Breeds||How much it costs for each facility||Document|
|Commander Level & Soft Cap Data||Stats on commander level and the increase in soft cap.||Document|
|Equipment Enhancement Cost||Stats on how much it costs to enhance certain equipment.||Document|
|Guide on MG Scope Optimization||Guide on what MG Scope to use for each given enemy evasion.||Document|
|EN Rescue Stats||Stats on the acquired rate of rescue dolls.||Document|
|5-2N MG Drag drop chance||Rate of equip drops on 5-2N MG Drag.||Website|
|Statistic on daily Log-In Rewards||What you get for logging in.||Document|
|Defense Drill Enemies||Defense drill enemies list.||Document|
|Statistics on Auto battle||Image list for efficient auto battle usage.||Imgur|
|ARSMG Team building Guide||Document on ARSMG team building.||Document|
|How to make transparent GIFs of Sprite Assets||Dyablito shows you how to make the cute GIFs.||Video|
|Basic Dupe Gaming||Our Guide for BASIC dupe gaming||Imgur|
|PX4 effective DPS boost chart||Ditto (No armor penalty accounted for)||Imgur|
|Efficient weekly quest farming||Aria's best ways to get the weeklies done.||Document|
|K11 Analysis in document form||K11 Analysis document version (Archive)||Document|
|Our Youtube Channels for personal guides||Description||Links|
|Ceia||High quality video guides, usually relevant to current EN events.||Youtube|
|Aria||For low quality guides, mostly done in voice. Short, concise and lazy.||Youtube|
|Dyablito||Memes and voiced guides||Youtube|
|Girls Frontline Corner||Our official Channel||Youtube|
|Index||Early Game||Team Compositions||Doll Gimmicks||Auxiliary Rooms|
|"Early Game Comp"||Overview: To avoid sounding like a broken record, here’s the general reasoning on why these particular dolls were chosen. Please read this to understand why each of these dolls were chosen, and why others were excluded. Read the individual analyses for more information on specific dolls.|
Sten and Skorpion are the dolls you get for free through command level rewards. They're a 0 core investment and preform well enough to take you to x5 link. M14 is unusually strong for her rating and given as a Day 1 reward through the Frontline Supply for new players. She's able to hold her own early game even without buffs due to her naturally high base RoF (for a RF). She also has the advantage of superior ACC early game, allowing her to carry the lower ACC ARs early game. Raising M14 early has the added benefit of getting a head start on forming a proper RFHG team.
M4A1 and AR-15 are level clear rewards (chapter 2-6 & 3-6, respectively). They are both useful investments due to their lore power and unique advantages (M4A1's tiles, AR-15's double scope). SOPMOD and M16 don't perform as well as the other two. SOPMOD needs skill investment, equipment, and large groups of enemies to really shine, though she still performs well enough without them. M16, on the other hand, is a niche tank disguised as an AR. She is far from a DPS oriented doll, and is not recommended for newbies due to high equipment requirements (Armor and Exoskeleton) and highly specific use cases.
FNC is also a good option for ARs. She is a Day 3 Frontline Supplies reward, has low core cost due to her 3 star rarity, and performs well into the midgame.
AR/SMG/RF: A highly suggested starting point. It has a nice blend of core consciousness, allows a simple transition to night, and is a good long term investment. Its natural ability to counter enemy Guard+Jaeger lineups and ease of transition to RFHG makes it a very strong starting setup.
M14 is the main reason this setup works, due to her damage output pulling way ahead of her star rating. However, this team may have a rougher time against bosses than a plain ARSMG, due to a lack of buffs on M14.
|"Early Game Comp II"||ARSMG: Trades a slower transition into night battles for smoother boss fights. FNC is the crux of this composition. She's able to benefit from both M4A1 and Sten's tiles, and is no slouch for her star rating.|
Core Hell: All the high-tier budget units that perform well in one place. All are either 0 core investments or low core usage, save for M4A1. If you're worried about core hell, this is a good echelon to consider.
Upgraded AR/SMG: UMP45 and UMP9 are dolls that are very much worth the upgrade. Recommended to use them if acquired early on, but it’d be a waste to replace a high-level Sten at the cost of a lot of cores. If you have the cores to spare, UMP45 or UMP9 will increase the team’s overall DPS with their tiles, and increase its survivability with their defensive skills (Smoke and Stun grenades, respectively). UMP45 provides a particularly powerful tile buff, increasing both Firepower and Critical Rate for ARs. ARSMGRF teams would see less benefit than pure ARSMG, as RFs are not affected by the UMP’s tile buffs.
What about SOP?: Some people like SOPMOD a lot, and want her in their first echelon. It's a higher core investment for a team that will typically underperform other ARSMG counterparts due to SOP’s lack of an ammo slot until level 80, combined with her skill. It is rare to see SOP’s skill go off in early-game battles. If it does go, it’ll be right at the end after most enemies are dead, negating the damage it would have done. Her nade doesn’t fully come into play until you encounter larger groups of high HP enemies, which don't often appear until around Chapter 0. If you still insist on using her see the example formation.
|Core hell |
(For those who found
this guide too late)
| Upgraded ARSMG |
(Early UMP45/9 find)
(Wants to use Sopmod)
|"Early Game FAQ"||Why 2AR 1RF 2SMG instead of 3AR 2SMG?|
They're both viable options, but 2AR 1RF 2SMG is very nice due to its versatility early game. It has an easier time dealing with certain enemy formations undeveloped ARSMG teams struggle with. In addition, M14 is very strong early game, even without tile buffs. Due to ARs having rather weak accuracy at low levels and her being a day 1 reward, she'll be there until you can work up to getting M4A1 and AR-15. In mid- and late-game, M14 is applicable in the FP-based Lee+M14 comp, or in a hybrid M14+WA2000/SVD comp if your luck swings the other way. In general, RFs help counter the weakness of early game compositions by sniping backline Jaegers, and make night missions a fairly easy transition, since you'll have a RF ready to penetrate enemy armor. While any RF could get the job done, M14’s low core cost and high individual strength makes her the best choice for early-game comps.
M4A1 and AR-15 are both good long term investments. Sten & Skorpion are cheap investments, allowing you to breeze through the game without worrying about cores. While 3AR/2SMG has its advantages, it's a bit slower to form, due to FNC being a day 3 reward. ARSMG can also falter against enemy Guard+Jaeger teams if dealt with incorrectly when underleveled. A lack of upfront damage to clear the enemy meatshields can allow the enemy snipers to deal heavy damage to your SMGs.
|Why should I not use 5★? Aren't they the strongest? The core investment relative to what they bring early game is generally not recommended for the novice player. There's|
also the case where 5★ in this game are not direct upgrades over the lower star ratings so please be sure to refer to our analysis if you need to know more about a doll. You need 7 dupes to fully link w/ no cores.
|As you can see it takes 105 cores to fully x5 link a 5★. If using many high-rarity units, you will likely hit a core wall. Dummy links are the most important factor when considering an echelon’s effectiveness. Being stuck at lower links could greatly hinder your progress, in addition to negating any advantage of the 5★ stats. For players playing the game more casually, this can be mitigated somewhat due to daily quest rewards, but generally it's good to play it safe. More links on a lower-rarity doll will always be better than a higher rarity doll with fewer links. Something to keep in mind is that in some cases 5★ don't perform to their star rating. Don’t get stuck in the mindset of “high rarity dolls are the only ones worth using”.|
|"Early Game FAQ II"||Why is the “cross” or “plus” formation avoided? It allows everyone to easily get buffs! While it may not seem like too bad of an idea on the surface, the cross formation has the underlying issue of more dolls becoming exposed to enemy fire. Due to how their targeting works, enemies can target the top of the cross, which is generally occupied by an AR. The increased amount of enemy fire directed at the lone frontal SMG outweighs the benefit of better tile buff distribution. This is further compounded by the fact that the initial distance between you and the enemy is now shortened, since you have a doll at the front. This does allow you to shoot the enemy sooner, but it also means skills go off later in the battle (due to less downtime before the shooting starts). In addition, the enemy can also shoot at you earlier, which can reduce the usefulness of skills like UMP45’s smoke grenade. Taking all this into account, the disadvantages highly outweigh the advantages of the “holy cross” formation.|
Why should I not use any HG early? The game tells me to. That message can, most of the time, be safely ignored. The only time HGs are “required” in a team are Night missions, as they provide vision on an otherwise dark map. This message is a reminder to add one when you decide to challenge Night maps. Early game, the investment into HGs is not worth as much as investment into SMGs, for several reasons. HGs tile buffs are determined by the amount of links they have, a unique feature exclusive to them. As an example, Mk23 at x2 links gives 22% damage to any dolls on her tiles, whereas Mk23 at x5 links gives a whopping 36%. Because HG buffs are reliant on links, they tend to be weak early-game compared to SMG buffs, which are constant regardless of links. This means that HGs can be a heavy core investment, while offering a weaker early-game setup than SMGs would offer. Additionally, HG skills require more skill data investment to be effective compared to most AR and SMG skills. Finally, their tanking capability prior to level 80 is practically nonexistent, due to their low health and lack of an Exoskeleton slot. HGs should be saved for when your first team is finished and you’re ready to invest in a HGRF team. Overall, due to the high level and link requirements to perform well, it's not suggested to use HGs early on.
Why should I not use any MG early? They blow every enemy out of the water! Please refer to the chart below (assuming 5x link).
Class Ammo Rations (This is assuming x5 link)
HG 30 30
AR 60 60
SMG 85 60
RF 55 90
MG 140 90
SG 90 140
|Type||Ammo||Ration||As you can see from the resource usage, MGs consume an ungodly amount of ammo compared to the other types. They also can’t equip an ammunition box or any accuracy improving scopes early game, and because of their innate low accuracy, this makes them largely ineffective. MGs falter against bosses, since they're definitely going to use up their clip and end up reloading, losing a lot of precious DPS. In the end, ARs or RFs would have more DPS, simply due to the reload reducing the overall performance of MGs. This case also applies to any battles that can't be finished within 1 volley, of which there will be far too many to justify having an MG in your team early on.|
Do I need to whale to progress? Is this game P2W?
No, not at all. The main advantages you can get from whaling are by way of acquiring more echelon slots and dorms. Though if you continually play the game, finishing tasks and doing certain things, like sharing weekly and attaining a S-rank/gold medals from maps (We've got guides on how to do those), you'll be able to acquire gems for the important infrastructure upgrades in time. The echelons or dorms are still not a requirement, but having more echelon slots to occupy 4 logistics at all times is something that you should aim for. There's also doll slots, which is a good QoL upgrade. In any case you, should be able to acquire them just by playing smart and choosing your upgrades carefully. The game is very much so F2P friendly, but of course a small initial upgrade on the main infrastructures goes a long way to helping your playthrough. Just to reiterate, you can go through the whole game without paying any money or even buying echelons/dorms with free gems without too much detriment to your progress.
|"Early Game FAQ III"||What do I craft? SMGs/ARs/RFs are some of the more important ones for the early game. HGs and MGs are not recommended as mentioned earlier. At the start, due to a lack of ARs, it can be a good idea to do a few AR crafts to fill out the backline. Once this is achieved, it is a good idea to focus on SMG crafting for either UMP45 or UMP9.|
Refer to the hyperlinked cell below for the recipes you want to use.
When should I craft shotguns? This is a hard question, but once you unlock the ability to craft shotguns, it's advised to stick with 1 craft per week just to get your bonus free
contract if you have the resources. If you don't have the resources and are in need of grinding more, use 1k x 4 just to have a chance to acquire other units and still
be resource friendly. You'll be able to get a free shotgun this way (after 10 heavy crafts) and she'll be satisfactory enough even if you don't acquire any of the better ones.
|How about fairy? Unlike t-doll heavy construction, equip heavy construction is very much recommended even for new players. Fairies have a more prominent role throughout the game comparing to SGs. They are cheaper to craft and have a more immediate effect. It is recommended to do 500x4 at least 3 times week. With that said, the resource cost is still costlier than your usual t-doll crafting, and the core cost exists. Be mindful that you don't bankrupt yourself of resource or cores.|
How should I prioritize my skill level use? Generally DPS skills > Damage Nade skills > defensive skills for a new player, this won't apply forever but make use they're still relatively even in terms of investment. ie don't have skill level 8 dps skill but only skill level 2 for your smoke, spread em out. Remember it gets progressively slower to level up a skill so spreading them about evenly is a good idea.
Whomsn'd't've'st'd't'nt do I retire for cores? Refer to the Scrap List.
|Doll Crafting Recipes||Scrap List||Equipment Farm Video Guide||Weekly Quests Video Guide|
|$$$ Whale Tips $$$||Most efficicient path for F2P/Whale infrastructure? |
1. "F2P/Best Value" 6 echelon slots ASAP > 7 echelon slots > 5 dorm slots > 8 echelon slots
2. "I'm responsible with my funds" 10 echelon slots > 8 dorm slots
3. "Dolphin Mode" Equip production slots (for fairy crafting) > All dorm slots > Rings (for mod)
4. "Whale Mode" Just buy everything tbh lol
|As a side note for box space (t-doll + equip + fairy slots), buy them whenever you need them. It is best to learn and clean up your box often as to have rooms so you can avoid buying more box space. Some of the advices are:|
- Scrap or fodder all unused 2★ you received the first time during early game (new dolls are locked by default). 3 and 4★ dolls that are not good are also safe to scrap (see Scrap List).
- Don't keep dupes of easily farmable 2 and 3★ dolls you use for future dummy linking. It may seem like a good idea to keep them around for the future when you finally need to dummy link them, but in truth it is best to not have them kept around for a long time for this purpose especially if you can farm them easily in common farming maps. You don't need to keep three dupes of M14 when your M14 is only lvl75 and far from hitting her 5x. Instead, farm for the three dupes when your M14 is close to hitting lvl90.
- Dummy link dupes of dolls that you want to train later but not now. You may run into scenarios where you have dupes of dolls you want to level later, but not now. Those dupes will take up space, and the best way to gain your space back is simply dummy linking. By feeding a lvl1 doll only 15 combat reports, you can bring them up to lvl30, allowing you to dummy link them twice and save you two box spaces.
|1. "F2P/Best Value"||6 echelon slots ASAP > 7 echelon slots > 5th dorm slots > 8 echelon slots|
|2. "I'm responsible with my funds"||10 echelon slots > 8 dorm slots|
|3. "Dolphin Mode"||Equip production slots (for fairy crafting) > All dorm slots > Rings (for mod)|
|4. "Whale Mode"||Just buy everything tbh lol|
|Reason for this is because 6 echelons allow you to run 4 logistics and 2 in battle. The 7th and 8th echelon slots is so that you'll be able to deploy more than 2 teams in battle if necessary, as well as to autobattle 7-1 or 4-1N, two most efficient autobattles for EN. Dorms are useful for giving you good passive battery gain, do note though that you'll get diminishing returns for battery production after the 6th dorm. 10 echelons are wanted for ranking up to Singularity. Everything else after this is simply QoL and a small value benefit.|
|Best amount of gems to buy?|
If you're aiming to be a responsible player, you could consider purchasing the monthly gems card. Slowly accumulating gems over time, especially through the monthly card, should allow you to get close to everything that you'd want/need.
Going for the 26$ bait would be unadvised. If you are in immediate need of some gems, spending up to 10$ should suffice.
|Cost to Worth Ratio|
|Special Equipment Farm Guides||Logistics Table||Leveling Guide||Other tools & Information|
|"Early Game Equipment: ARs"||You should always use VFL (Crit scope) for all your ARs regardless of their intended role.|
The majority of AR's damage is through firing conventionally, where critical rate is very much appreciated. This applies to both early- and late-game. The only case where this is not true is for night battles, where your ARs should have PEQs equipped instead, or when you happen to have a suppressor that gives more crit rate than any of your crit scopes. The Exoskeleton slot can usually be ignored, as your ARs shouldn't be taking many hits in the first place.
For AR15 and SOPMOD:
Since they won't be able to equip HV ammo until level 80, they'll be at a disadvantage compared to other ARs. Instead, they have two scope slots where they are able to equip not just VFL, but also another scope. Do note, EOT and ITI both have a RoF penalty which is detrimental to the frame rule. This is however acceptable as early on the frame advantage isn't as powerful, making EoT an acceptable choice. Early game you can also accept silencer but it's by average worse even if you get a frame rule advantage.
The difference is negligible but you won't be disadvantaged by equiping anything in the 2nd slot so use what's available.
|AR-15/Sopmod Only (EARLY GAME)||ARs|
|"Early Game Equipment: SMGs"||Main Tank: They'll be your "main" defending doll. Main tanks use a T-type Exoskeleton, which lowers their damage but provides immense evasion buffs, paired with a suppressor to further stack evasion. Generally, these dolls have a defensive skill, including RO635, UMP45, G36c, and Type 79. Main Tanks have no damage-oriented skills (with the exception of Sten), and since they won't be doing much damage, there's little point in giving them HP ammo unless you have extras left over after equipping your Off Tanks.|
Off Tank: As secondary tanks, they feature an offensive skill. They use the X-type Exoskeleton, and equips that benefit their damage. EOT and HP ammo are the main sources of added firepower. There are a few fringe cases such as SR-3MP where they would use ITI in certain scenarios.
These equipment recommendations are pretty strict due to the nature of the role. Give the highest evasion possible to Main Tanks, and give a mix of damage and evasion to Off Tanks.
SR-3MP has her own section at Doll Gimmicks due to the difference in her playstyle. Do also note that this also remotely applies to SMGs that share similar traits (ex. SCW Or Honey Badger)
EVA Self-Buff, etc.)
(Hand-, Incendiary Grenade,
|All RFs: Always use this setup for general usage. |
Boss Fights: For bosses that either have a walk time, or require moving your RFs around to avoid their attacks, avoid using capes since the movement speed reduction is highly detrimental. If the RFs have a special equip in place of the cape that does not penalize movement speed, feel free to keep it on.
For enhancement, VFL > AP AMMO > Capes is the general order.
Because RFs have high base damage and accuracy, EOT and ITI only offer marginal gains to either stat, while VFL is a near 50% damage boost to RF damage (before crit damage buffs offered by capes and fairies). Using any scope other than VFL on a RF is ill-advised.
|All RFs |
(Bosses with walk time)
|Defensive SGs/Offensive: Generally you'll be using this setup. SLUGS are not worth using due to the reduced amount of enemies you're able to hit. This means less knockbacks, meaning enemies can get closer much sooner. Additionally, the x3 damage SLUGS offer does not apply to skill damage, so offensive SGs will do less damage than with Buckshot. You'll want accuracy for SGs for a better chance to knockback, as even offensive skills (other than burst impact) don't have a 100%.|
Burst Impact: You can make a case for burst impact to use EOT, since they do a sizeable amount of damage once their skill sets in at 8s. That does not mean accuracy buffs are any less important, since it's still nice for them to knockback at times.
Armor is important since you'll want to reduce all incoming enemy fire to 1 damage. Buckshot is not as important to level when compared with Armor and Scope. As a general rule Armor > Scope > Buckshot in terms of importance for equipment leveling. Most of the time, SGs are tanks first, and DPS units second.
|Defensive SGs/Offensive SGs|
(SAT 8, USAS, KSG)
|Burst Impact SGs (Alternative)|
|Document showcasing what EQUIPS for what Evasion you're fighting. Refer to 15 Evasion for general use in the day. 0 Evasion for the night time. For bosses I'd look at ~30 evasion|
|PKP (ALL MGs v.s Night Armor)|
(ACC = 35+ during Day)
(General rule, refer to doc for exceptions)
(ACC = 20-28 during Day)
(General rule, refer to doc for exceptions)
(ACC <20 during Day)
(General rule, refer to doc for exceptions)
|DAY TIME SCOPES|
(Average Evasion is about 15)
Document version is in the link above
|DAY TIME SCOPES|
(Average Evasion is about 15)
|"EQUIPMENT & Calibration"||How do I unlock Equipment Enhancement? Chapter 1-4 Night time|
How do I unlock Equipment Calibration? Chapter 2-4 Night Time
How does it work? Calibrating changes the base stats of an equipment while enhancing is a straight multiplier as indicated when you enhance it.
What does the Calibration Rate mean? You're looking to 100% the certain stat which makes it the highest base stat that you can get for that certain equip.
Should I reroll when calibrating? NEVER rerollback if you're looking to fully calibrate your equip, your chance to fully calibrate something gets progressively better the more you calibrate.
What do I enhance first once I get 5 star equips? Pretty subjective question but in terms of what will get you the most gain VFL (Crit scopes) > HV ammo > T Exo > HP AMMO > X EXO > Ammo box > EoT > ITI Mars > AP Ammo > Silencer > SLUGS/BUCKSHOT. Do keep in mind like skill levels it gets progressively more fodder to get to the next level so try to even it slightly but for enhance I'd actually put a 3 or 4 enhance level in between VFL and silener due to the high returns those give.
This isn't a hard rule but a general guideline on what gives pretty good returns for how much you put out. In the case of AP ammo for now it won't be much use to enhance a gold due to enemy armor not surpassing it stock for EN or early game but as you progress you obviously wanna get it done.
|Calibration Menu||Enahnce Menu|
|"Tips N' Tricks, yo"||Useful Auto battles & acquiring enhancement fodder quickly: Early on, I would abuse auto battling 1-2 (in case you haven't read the ingame tutorial on how to be able to do this, you need all medals for the specific map|
((Meet kill X within Y turns requirement, capture all nodes, beat map), other than for Night). This map has one of the best EXP to resource ratios and is fairly good at giving 2* dolls to use as enhancement fodder.
Generally, early game you're strapped for enhance fodder so this should put you up to speed.
Other Useful auto battles:
7-1 (Third best auto battle in terms of EXP for resource used)
4-1 Nightime (Best Night auto battle for EXP/Resources while acquiring enhancement fodder for equipment)
Make sure to abuse weeklies they're actually easy to do:
Machine Quest 3-3, 6-3
Armored Quest 1-1 Nighttime, 1-4 Nighttime. Later on 5-2 Nighttime
Boss Quest 2-6, 3-6, 4-6,5-6, 6-6 (These maps take only 1-2 turns, the emergency variant also works)
If you're able to reasonably beat these maps with no problem then you should be abusing these maps for quick weeklies and free resources.
Logistics all have different item acquisition chances: Visit our website, "gflcorner.com", and then go to ADVANCED GUIDES > OTHERS > LOGISTICS TABLE
Big Pro Tip: Abuse friends so that they can carry you towards the next stages of the game, you'll be able to get better logistics and in general they'll be able to help you by eradicating any units targetting your base or provide any support that you need. If you don't have any friends then don't be afraid to use Griffin's support squad, they're actually pretty decent. Just be aware that your map rank will revert to "B".
#1 Tip: At the end of the day, this is a game. If you're intent on having fun your way then don't worry too much about all the efficient strats or details and choose your own appraoch, we're here to provide people with advice and help, so you can have a good experience though and through, so if you're in need of help don't be shy to ask for it or refer to our many guides.
|"Ingame Settings"||Battlefield Information: This simply shows the moves that you or the enemy has made in text format.|
Battle Simplification: This makes it so that some of the harsher particles in battle (such as smoke, molotov and some others) are removed or at least reduced. An example of this is the smoke effect is not shown but the debuff indicator is still given to the enemy.
Skill cut-in animations: There's a cute little cut in for when a doll activates their skill but this can become annoying, so many disable this.
Heavy Damage protection: When your dolls go below a threshold of hp heavy damage protection automatically retreats them so that you don't let the doll die in battle. For a new player this can seem useful but I would advise turning this off and learning how to not let your dolls die instead. There's times where you'll be forced to have your doll hang by a thread and many of time you don't want them just retreating on you. I'd disable this if you know what you're doing.
Lock new T-Dolls: This one locks any new t-doll you encounter, although this seems useful for a bit, for a f2p player you'll find that your box will be filled with crap you'll never want to level in the first place. It's your choice on if you want to keep this on though I'd actually advise keeping it on so that you don't just accidentally scrap a doll you needed.
Auto resupply: When you're on a helipad and the turn ends you'll automatically be resupplied, I'd disable this and just get into the habit of resupply yourself, this is needed for corpse dragging and is generally a good habit to form.
(Click bottom right double triangle then
go to Settings > Game)
|"Code Errors Archive"||Code #||Note: Can be false alarm, Before doing the actions provided by XD Global, please ask if others are having the same issue.||Full Credit for this goes to dmesse for the translation as well as the original publically provided post by XD Global.|
Originally publicly provided by XD Global (TW Longcheng's KR server publisher), this should be compatible for all servers unless they have drastically changed it either by adding more or rewriting the entire thing. The source is very much so credible and was the original table was made as of 2017.06.28.
If there's an error you don't see from this sheet then make sure to contact the ingame staff on the issue.
https://cafe.naver.com/girlsfrontlinekr/7252 (Original article is still up)
|2 (IOS)||Delete the game and do a fresh reinstall through the app store. (Commonly an issue with the server, check with your friends if they have this)|
|3||Delete the game and do a fresh reinstall through the app store. (Commonly an issue with the server, check with your friends if they have this)|
|4||Delete the game and do a fresh reinstall through the app store.|
|5 (IOS)||Code edit attempts were detected. Quit invasive apps and restart the game.|
|6 (IOS)||Hooking attempts on system library was detected. Quit invasive apps and restart the game.|
|9||Quit cheating tools or other invasive apps and restart the game under a stable system condition.|
|10||Quit cheating tools or other invasive apps and restart the game under a stable system condition.|
|11||Debugging attempts were detected. Turn them off and restart the game.|
|12||Quit cheating tools or other invasive apps and restart the game.|
|13||Quit cheating tools or other invasive apps and restart the game.|
|17||Quit cheating tools or other invasive apps and restart the game under a stable system condition.|
|18||Quit cheating tools or other invasive apps and restart the game.|
|20||Quit cheating tools or other invasive apps, reinstall Google Play, and restart the game.|
|21 (IOS)||Quit cheating tools and restart the game.|
|24||Quit cheating tools or other invasive apps and restart the game.|
|25||Quit cheating tools using the process manager and restart the game.|
|28||Quit automization or macros and restart the game.|
|34 (IOS/Android)||Start the game in an un-rooted environment. (IOS: start the game in an un-jail breaked environment)|
|35||Quit speed hacks or other invasive apps and restart the game.|
|37 (IOS/Android)||Delete the game and do a fresh install through the app store.|
|38 (IOS/Android)||Start the game with USB debugging option turned off.|
|39||Delete the game and do a fresh install through the app store.|
|Total Message||Debugging or memoery editing attempts were detected. Quit invasive apps and restart the game.|
|Note||Originally publicly provided by XD Global (TW Longcheng's KR server publisher), this should be compatible for all servers unless they have drastically changed it either by adding more or rewriting the entire thing.|
|Troubleshooting Errors||Illegal Action??!: Don't worry you didn't do anything wrong, sometimes the game bugs out if you did an action too quickly or in some cases it did something it thought wasn't possible. Simply restart the game and proceed on.|
Code 3 Error: Usually it's down to the game simply dying, I'd ask other players if they're enocuntering the issue since this seems to only occur when the servers kill itself. if it's only you then delete the game and do a fresh reinstall.
The game is stuck at 99% downloaded: First check if you have enough space on your disk then if that doesn't work then try to download the game with data or another internet connection for sometimes some providers have issue with routing to Mica's servers.
Encountered a not downloaded character bug: Clear your game cache and redownload everything again.
Spinning wheel of death: Check your internet connection or VPN
The game instantly crashes when I try to login: This seems to be a quirk of some emulators, try to click the login button instead of just clicking keyboard keys, if this doesn't work then I'd try to try other emulators to see if this issues persists.
These fixes don't work: I would contact ingame support if you're able to or contact sunborn through email then.
I found a bug: Use the ingame customer service feature and send it to them.
|Ingame Customer Support||Bug Feedback|
|"Big Nuke V.S Small Nuke"||Do keep in mind this is the best case scenario for both Small Nuke and Big Nuke, Here I'm using Mortar with damage 2 (5 star) and everything here is the highest skill level, the only thing that's not maxed is oath as I'm assuming most won't be oathing Nukes.|
The obvious difference is that the small nuke is swifter in their kill (10s initial CD) as opposed to the (15s initial CD) of large bamboos. While it may not seem like a big difference it can make bosses a more comfortable and easier kill such as Gaia in Deep dive. The skillshot numbers are on the right side and of course this is assuming the best case scenario but in a lot of cases I do feel like Big Nukes are inherently very overkill. The reason being is that on the right it does showcase their skillshot and there could be some scenarios where a small nuke's skillshot won't be ideal enough but generally with nukes you're looking to skip bosses' aoe attacks and those usually don't trigger until a healh threshold. Before your nukes actually activate a lot of them you can take off around 15% of the bosses' hp and this more than makes up for it in many cases the weaker nukes that small nukes have.
The next obvious benefit of small nuke is that they're not inherently as weak in general use, mind you I still wouldn't try to ram a small nuke into armored squadrons but when up against some simple armor enemies they can suffice. In the daytime however it's a tougher pill to swallow. Now here's the catch of course, Small Nukes inherently require a lot more investment than Large ones simply due to their lower multiplier as well as Mosin's and Springifleds special equipment. I won't say that you need their speq to be 100% optimal but to stay competitive it's definitely something that's wanted. This issue also scoots on over to the data sector as with Small ones you'll need a larger multiplier ie. more data to generally acquire a secured one shot and for the more tough bosses an even better mortar fairy is required.
(M99 = 44977
NTW = 51101
Aprox Total = 96078)
(Spring = 25213
Mosin = 37022
Aprox Total = 62235)
|"PT2"||In the end it's based on if you really do want to invest in something that's simply for luxary and fun as future fights really don't lend themselves well to Nukes as Mica has signifcantly made it less and less viable. In most scenarios, assuming perfect damage output and a good fairy, in all honesty Small Nukes are much more flexible and comfortable to use. This is all assuming they do enough damage of course and you have the data to invest in it otherwise Big Nukes are an easier investment.|
There's another type I haven't went into which I dub the armored division where you'll actually be using DSR since we here assume that the boss is armored which in many cases is rings true. I have doubts that the extra damage just from DSR will actually be worth her investment but again this is all up to you as I'm assuming you know that Nukes are a luxary. If you really want something dead then this is your pick I suppose.
Aprox Skillshot Totals (only the damage by the impact of the skillshot, not the total damage if we account for shots made before the skillshot)
Small Nuke: Mosin 37,022 ||| Springfield 25,213 = 62,235
Small Nuke (Night): Mosin 41,650 ||| Springfield 28,364 = 70,014
Big Nuke: NTW 51101 ||| M99 44977 = 96,078
Bug Nuke (Night): NTW 57,489 ||| M99 46,187 = 103,676
Armored Division: DSR 63152 ||| NTW 43277 = 106,429
Armored Division (Night): DSR 71,046 ||| NTW 48,686 = 119,732
For other team compositions, use this damage calculator: brainlets.moe/gf/sim/
|Big Nuke Armored Division|
(DSR = 63152
NTW = 43277
Aprox Total = 106429)
|"Small Nuke"||Luxary, able to kill bosses swifter than Big Bamboos and can fight general mobs if forced to. But still do try and avoid general mob fights.|
Mosin-Nagant and Springfield are your two best for this. I'd advise having both of them having their special equipment if possible simple because
Springfield gains some General use power and Mosin-Nagant has an even better skillshot with it. Mosin having the better of the skillshots means she'll be stacking more buffs than springfield.
In the case of Small Bamboo you'll pretty much use the same setup as Big Bamboo but with some small variations. Best Small Nuke is if you're purely trying to kill something and you're expecting yourself not to fight any general mobs. Safe is assuming the boss has some escorts or you're afraid of the potential for this echelon to be attacked so here add Welrod for security. The better safe nuke is if you assume general mob fights are not avoidable and here Welrod is able to give RoF buffs to Springfield instead of only just Mosin so this will make the team better at general use scenarios. Which one you choose of course depends on if you know this will actually one shot the boss as this is the aim for nuke setups.
If you need info on how a nuke works then read the guide below.
|Best Small Nuke||Safe Nuke||Safer Nuke|
|"What Is Nuke and How To Use It"||Luxury mixed with lazyness, delete certain bosses with one shot. Avoid general mobs at all cost.|
You'll be using the dolls to the right in the formation given unless you want to calculate how much damage you need to one-shot the boss.
You may ask why MK23 is in tile 5 instead of Contender. It's because the skill-shot from the nukes cannot crit, therefore stacking damage is more advantegeous. You'll also be stacking more damage on the doll that has the strongest nuke shot, and generally it's NTW in the case of Big Nuke, and Mosin-Nagant in the case of Small nuke.
What you'll be doing is having your HGs kite around until the nukes have their skillshots ready all the while mitigating damage directed towards the HGs.
By this point, you should have auto skill off until everyone has their skill primed. However, as attempting to nuke a boss is most, if not at all times, anything but ideal, it is advised that you do not attempt this on your own. There are methods much better in just about every way than this.
Note: If you're having trouble, i.e. taking heavy damage, you can replace MK23 with Welrod or a shield tank. Just make sure you can still one-shot the boss.
|Best Big Nuke||Safe Nuke||Mega Safe Nuke|
|"What Fairy for Nukes"||Brief Explination on what fairies to use as well as the general philosophy.|
The answer should be obvious but if you're wondering it's Mortar (Artillery) purely because of the Firepower passive buff that mortar has. It is the highest in the game as just as a reminder the skillshots that Nukes have cannot crit therefore there's no gain in having crit damage. In general the bosses you'll be using this setup gain more and more health and the sheer difference that Mortar Fairy has when compared to others is immense even though she has not very relevant active skill. Also Mortar has a fairly nice evasion buff which should help your hgs be able to tank just enough for the skillshots to actually activate.
Can X fairy be usable?
They can but they won't be as potent as Mortar.
Taunt: Taunt has the issue where you'll be moving at the slowest speed possible and this makes it a hard one to accept, most boss situations they force you to have walk time and walking slowly is never ideal. The next issue of course is that the passive but isn't so good which is tragic.
Sniper: Here's the thing with sniper, it may seem like a good idea but in practice due to it's differing initial CD as well as having no damage buff means that it's almost useless. Having no damage buff hurts as again skillshots can't crit, and in this case the differing CDs mean unless if you can somehow time it in sync, you'll most likely just activate the bosses' AOE.
Others: For ones such as Rescue, Command Etc, they are usable but due to their lower damage buff unless if you're willing to manually calculate if you'll have enough damage I generally just stick with Mortar.
|"How Do WA2k+SVD PLS"||The focus of WA2k/SVD is to sweep general mobs through relentless RoF. This setup will be best against mobs with medium health & medium armor.|
There are a few other echelons that excel in different things, by which their strong points change. Give it a shot!
Typical: Your general setup, the bread and butter. The tried and true default setup, so there's nothing new here. Look at "Alternative Typical" and decide for yourself which better suits your needs.
There's no need to swap Welrod and Calico. Due to Grizz's buff they'd have nearly the same EVA. WA2k, with the help of these HG buffs hits 12 frames, whereas SVD will hit 15 (of course such will only be the case assuming everyone is absolutely maxed!).
Alternative Typical: Practically the same as "Typical" but with a new twist. WA2k reaches 12 frames and SVD 14. The benefit with this one is that your RFs get to shoot faster at the cost of FP buffs not lasting as long, though with Five-seveN's/Stechkin's the buffs stay potent.
You will also lose an EVA buff for higher frame times.
Which of these setups may best satisfy your needs is up to you to decide.
Night Focused: Mk23 is used for the amazing damage boost at night while still retaining the core ideal of high RoF. Stechkin/Five-SeveN with Welrod boost WA2k to 12 frames and SVD to 14. This is the best night setup for WA2k/SVD, just watch your enemies cash in on some good bullet wounds and topple over.
Note: Stechkin and Five-Seven are interchangable.
|"How Do Lee M14/G28 PLS"||The focus of Lee/M14 is to overwhelm mobs through sheer fireopwer while also retaining the flexibility to put down general mobs. This setup shines against high health & medium/high armor. A step below In RoF from WA2k/SVD, but a step above in damage. |
Typical: The classic lineup. If you're fighting all sorts of enemies then this will be your best. M14 has a frame advantage over G28(M14 = 14 Frames, G28 = 16 Frames). They're interchangable due to G28 having better firepower but with M14's frame rule, they're scary-close in terms of performance.
For reference: LEE is 15 frames, M14 is 14 frames, G28 is 16 frames
Alternative Typical: Same echelon as before, except it is now Stechkin. It's worse,
since it only pushes Lee to 16 frames. Overall it's not that much worse though.
Armor Focus: Due to G28s better damage, she'll shred through high HP and enemies with higher armor values better than M14. But again, they're still interchangable. Same setup as "Typical" but with G28 instead.
Note: Stechkin and Five-Seven are interchangable but Five-SeveN is
better in these compositions due to Lee gaining an extra frame w/ Five-SeveN.
EN Armor does not have any armor that surpasses AP but soon tm.
|Best Typical||Alternative Typical|
|"How Do IWS"||There are many ways to go about assembling echelons with IWS as the central point, but the general idea is powering through with overwhelming damage. Your focus is killing very high HP Elites in a swift manner, trading general mobbing for deleting elites.|
There properties of the many ways you can make a comp with her tip the balance on how much you want to trade general mobbing for power or defense V.S offensive so be sure to adjust according to your needs.
Exodia: This comp is not advised for practical use just yet. You can use it for the advantage of cheapness and it's decent against the bosses that's too short to nuke.
General mobbings gonna bite more than usual so proceed with caution.
General Use: Manticore Killer (against those with no evasion). Effortlessly stomp down on elites while still having the ability to deal with general mobs. This will be the bread and butter for many.
Defensive General Use: Take care of those Elites and general mobs with the advantage of powerful defensive capbilities by way of 1911 and Welrod. Do note IWS actually doesn't need fullstop RoF, this setup can still deal with Manticores with great ability.
Note: Stechkin and Five-Seven are interchangeable in between general and defensive use, but it's less than ideal, since Lee loses frame advantage with both of them both.
Enemies in EN do not have any armor that surpasses AP but soon tm.
|Exodia||General Use|| Defensive|
|"What Fairies for RFHG"||Airstrike: The De Facto fairy for RFHG, it removes one of the main weaknesses that RFHG has which is tarantulas and doggos since you'll instantly clear low hp mobs on the field. It's utility makes RFHG much more reliable for general use as well as giving decent passive buffs all around. Unless if you have a planned fight in mind that needs another type of fairy, you'll most likely be using this fairy as it takes away a lot of the pressure RFHG faces against lower hp enemies.|
Taunt: As always It's one of the most useful utilities, you can use this against higher hp mobs where you may need to beef up before you proceed to lay waste with your skills after the 6s mark. This fairy is also useful if you happen to need another RFHG that needs to be field but having trouble picking what fairy. The fairy itself is universally useful mostly because of the skill but this one finds it's stride when you're in need of the defense. So find the fights where it's needed and you'll team will shine. It's not as useful for general use as Airstrike as it's not able to remove the weakness of tarantulas but you can make do.
Command, & Tactical Fairies: Other fairies that have simply good passive buffs like command also work. They're not as good as Taunt or Airstrike for RFHG generally because they don't add any utility that rounds them out but it helps in a pinch. Illumination lends itself well since its passive is all Crit Damage and it gives you vision so you can avoid tarantulas or give your other teams an advantage in map awareness.
|Airstrike||Taunt||Command, Rescue, |
and other tactical
|"How Do 5HG PlS"||Poverty and cheap farms is how you obtain sanity and happy feelings.|
5HG is the composition you use when you find yourself comfortable enough in equips/dolls but can't afford to farm mobs/bosses the conventional way. This will absolutely require T-Exos for the frontline & X-Exos for the back. Make sure to spread around silencers/HP ammo. Proceed only if you have equipment enhanced and ready.
CZ Axe Focus: Pure cheap boss killing. Proceed with caution, for general mobs will hurt. Make sure your team doesn't have to strut into battle for too long, especially when it's engaging in a boss battle and the distance between the two parties is too great, or else the setup falters.
General Use: For general mobbing purposes while also being able to kill bosses with little to medium walk time. Defensive backup from NZ-75 and Welrod while also retaining strength through Mk23, Grizz and Five-Seven.
Defensive Bossing: Bossing setup for when the boss battle has a long walk time.
Ideal against bosses with low to medium ACC and when you're purely looking to outlast the boss by means of defense while still retaining some power.
Note: Stechkin and Five-Seven are NOT interchangable in these
echelons, Five-SeveN is far and away more ideal.
|CZ Axe Focus||General Use||Defensive|
|"What Fairy for 5HG"||Mortar: Self explinatory, one of the best passive for straight up damage when you have little crit rate to speak of. This is generally the case for offensive 5HG as your main damage dealer won't have high crit to begin with added with the fact that you're unable to equip a crit scope. The passive of high evasion and high damage is what you're looking for in 5HG generally.|
Command: Command and other fairies can be used in a pinch but you'll have to be aware that i'd recommend only using command if you have five-seven present otherwise it's not at all ideal.
Rescue: is one that you'll see a decent amount simple due to the fact that 5HG is generally used to cheaply farm something. Rescue itself also has decent stats for 5HG but just not as good as Mortar.
Reinforcement: I've seen this one thrown around here and there and It's fun to mess around with but generally it's not too viable unless if you have a certain boss where you know it's ideal to use it. Here I'd use it with defensive bossing setup and try your best to cheeze someone like dreamer on 8-4E. Generally I'd have five-SeveN here once again to at least get some gains from Reinforce's crit damage buff.
|"How Do MGSG"||There's a wide variety of dolls you can use and how you can arrange them, but the main focus should be to buff your MGs, don't worry too much about buffs for SGs, unless you're stacking armor for a specific fight or if an offensive shotgun is warranted. But in general the MGs will do most of the work with HGs there to buff them and SGs to tank.|
General: As a general rule for EN right now, 2 MGs are perfectly fine. Just make sure one HG has at least some ACC buffs to distribute if it's day and the other fullstop damage. In most cases MK23/Contender is one of the best options. You may assemble a 3MG/1HG/1SG comp, but it's generally overkill for EN. You'll have to move around your SG a bit depending on their tile buffs of course so this formation isn't always a sideway T.
Also note the MGs here are not a hard best ones to use nor is the SG but it's a good base for most people.
Armor Stacks: A highly specific comp, encountered only during scenarios where you'll be facing an enemy that needs it. An encouner such as GARM find use in stacking a lot of armor. It can also prove useful to use someone like Glock or Nagant Revolver in this scenario rather than Contender as well. This is not something you should use yet but it's good to keep in mind. Just like all the other formations, the MGs used for stacking armor can be highly variable.
|"What fairy for MGSG"||MGSG is a bit more complicated in that they have many viable options but in this writeup I'll try to breakdown when and where each one is optimal.|
Fury: Fury is one of the strongest ones for MGSG as she features both a good passive as well as a great active that is almost perfect for MGs. The passive portion heavily realies on MGs having a good crit rate, while the active portion boosts Crit Rate and Accuracy. Generally If you're going for full optimization PKP, Bar mod are some of the better ones, you're looking for dolls that can crit in the first volley or second. Ideally you would not be using any of the Big 4 but PKP as their passsive portion cannot crit. The hunting impulse dolls would work better than the Big 4 (excluding PKP) simply because their skill makes them have 100% crit but this isn't as ideal as using PKP, Barmod etc as you won't be really utilizing your active skill. If you are runing PKP or barmod you'd ideally be using VFLs and having contender so that you can full benefit from Fury.
Armour: One of the more niches ones, you'll only be using this for boss fights such as Judge on chapter 9 or Garm in ranking. There is more cases than this but these are the two that most often come to mind. The passive is all around pretty good in general use scenarios even still but armour gains her stride when faced against a boss of a fight that needs her high armor buff and her active skill.
|"What fairy for MGSG"||Mortar: Best for Big 4 (excluding PKP) as generally in the day time they will be using EoT due to their passive portion being unable to crit.|
This makes them hit really hard in the day time and it makes mortar a really nice passive booster for Big 3 centric echelon in the day time.
Rescue functions in a similar since as her passive lends itself to more damage but just at a lower rate.
Command: Good for hunting Impulse or just a general stat stick for almost any echelon, If you're low on fairies then this is a decent option.
Illumination & other tactical fairies: Illumination is great at night, especially with Hunting impulse dolls. The aura itself is not amazing but it's a good tactical advantage when you need it.
Considerations: A lot of MGSG in general is which statstick is better other than Fury and Armour being some of the more specialized ones. Remember that the Big 4 except PKP cannot crit on their passive portion so ideally you'd be using mortar on that or a passive stick that primarly adds straight damage rather than crit.
Why not defense?: She's simply just worse than Armour in the niche use case of fighting bosses taht hit hard. Her passive is also pretty mediocre and there's nothing to really write home about for Defense.
For tactical fairies that I haven't mentioned they have their place but I would rather point you to a dedicated guide on those rather than a small one here as their niche use cases are variable and a small guide like this one can't explain it properly.
|Other passives||Illumination & |
|"Examples of optimal MGSG Teams"||Fury: Contender and Nagant in this case boosts Crit rate and are good base damage stat sticks. PKP and Bar mod in this case as they're able to crit from their skill. If we calculate this team with fury active in play PKP and Bar will have about 90% chance to crit. (92% if you're using Nagant mod)|
Armour: This team was used against GARM in Deep dive ranking, as an example I had to calculate how much damage I need to mitigate KSG's damage taken to 1. In this case I activated Armour's skill at the start of the fight and then swapped around Nagant and KSG's skill until GARM was finally dead.
Mortar: Self explinatory here, this team simply just wants straight up damage with some acc buffs if you're using them in the day time. You can use 3MG here and add MG5 somewhere. Again the big 4 other than PKP's passive portion cannot crit which means that you'd ideally be using straight up damage buffs.
Disclaimer these are just example echelons so don't take them as a 100%, build you own teams but do try to reference these examples as they're a good base ground for most inexperienced players.
|Fury Team||Armour Team||Mortar Team|
|"Shrimp and You (Day)"||Buff Efficiency Guide: Damage / Rof > Accuracy > Evasion|
[If you're lacking in Accuracy you can simply pop an ITI mars instead of an EoT] [Acc requirement: 32+ mobbing, 38+ bossing]
All EQs are assumed to be maxed!
Best: EoT + 35% RoF tile buff (12 frames) + Acc tile buff 30%(+) + Damage tile buff 30%(+)
Better: ITI Mars + 31% RoF tile buff (12 frames) + Damage tile buff 30%(+)
G36 tile buff so Good: ITI Mars + Damage tile 30%(+) + 10% RoF tile buff <--- Strong solo buff
Good: ITI Mars + Damage tile 30%(+) <-- Aim for this or above for ideal efficiency
Average: EoT + Damage buff 30%(+)
[Efficiency Threshold]-------------------------------- (Anything below this is considered inefficient)
Below Average: EoT + 30%(+) Acc buff
Worst: EoT/ITI Mars + No buffs
Conclusion: EoT is the best, so long as you can boost the ACC and RoF to proper levels, otherwise it's better to remove the ACC tile requirement by equiping an ITI Mars instead and stacking Damage/RoF. An EoT brings her down 1 frame while the ITI Mars does not. RoF is important since being able to hit more often within a time frame, allows her to hit like a truck while also being able to offset any overkilling. So please stop overstacking Acc on SR3MP and instead use ITI mars in combination with damage/rof buffs.
|List of Good Combinations in a Loose Order of Power |
||||| G36 & Groza (Ots-14) + EoT
|||| G36 & G11 + ITI Mars
||| G36 & 416 + ITI Mars
|| G11/416 & Groza (Ots-14) + EoT
| G11/G36 & G41 (Homete) + EoT
||| G36 + ITI Mars
|| G11 + ITI Mars
| 416 + ITI Mars
Note: Many other combinations exist so make sure to experiment
for yourself and calculate it.
EoT = 17 frames, ITI mars = 16 frames (Buffs not included)
|"How do SR-3MP"|
not do in that sense by the way,
|Here are some mock examples for you to be able to easily visualize SR3MP compositions.|
The b formation is there to alleviate hits from SR3MP. This formation puts more pressure on your main tank and can hit your top AR as a consequence, but kiting well enough can negate this.
Note that these are just my personal SR3MP setups. There are many more variations depending on what doll you have and the fights you're taking, but here are two versatile ones.
Generally I'd use the "1 buff" variation due it's versatility.
2 buff (Use EoT): Full stop SR3MP buffs focusing on general use rather than bossing. Zas adding extra damage if she hits a large swarm at around the 4.5 second mark and high RoF buffs from SR3MP and RO make huge swarms swift work while also benefiting from inherently high firepower by way of G36/Groza's own self buff. RO635 inherently has a beneficial skill buff that supports her and SR3MP. Since no Evasion buffs are present for SR3MP I'd use a b formation for this setup. RO can be switched for UMP9 or UMP45 in this case. Can be used in F formation if zas is taking hits.
1 buff (Use ITI Mars): An echelon like any other, but with SR-3MP thrown in it without much consideration. This allows you to reatain your "standardized" composition while also being able to use SR3MP. For this example, she's simply been added with M4 and G11. SR3MP's tile buff is a strong one and should be buffing dolls that can use it (AUG and Ribeyrolles find some issues with this, AUG benefiting nearly 0 from RoF and Rib having no self buff to speak of), M4 is a prime due to this. RO serves as the all-purpose example of a SMG, being able to put up with both boss as well as general scenarios, though in case you're looking to use such a team only for general mobbing, UMP9 can suffice just as much. G11/G36 has a strong tile buff for SR3MP but if you feel you're taking too many hits on SR3MP then switch to b formation (will add further explanation on why).
|2 buff |
(f formation, Bossing
& General mobbing)
(b formation, Bossing
& General Mobbing)
|FAIRY for SR-3MP||Mobbing: Taunt is one of top pick as SR-3MP requires her links to stay alive when she's fighting so whenever you encounter a force that's too threatening to SR-3MP's links simply pop your taunt. (DOES NOT MEAN YOU NEED TO POP TAUNT EVERY TIME SHE GOES INTO A BATTLE) The passive buffs are not as impressive as Mortar but you're trying to be versatile when mobbing not simply barrel everything and hope SR-3MP is ok. Mortar and Rescue is also acceptable as they both feature decent evasion buffs but do keep in mind you're now going for the let me hope they don't hit my SR-3MP hard mentality and you should minimize risk as much as you can. Command is also a good option for mobbing purposes if you're not putting a lot of cards on SR-3MP but rather using her as more of a buffer that also has good damage of her own. (AKA Kill them all fast enough or kite with your main tank to minimize most of the damage to your SR-3MP or use taunt if the echelon can't do the two options ahead. If either of those options don't work just don't use SR-3MP in that echelon)|
Taunt > Mortar > Rescue/Command
Bosses: Mortar is your go to in this case as you're looking to sweep the boss with the highest amount of damage you can, the evasion buff proves useful for helping your main tank if the circumstances get rough. Rescue has a fairly nice set of buffs for both ARs and SR3-MP as well so this is also a nice versatile option. Taunt isn't as viable for bosses since a lot of them feature a long walk time, taunt has the issue of making your whole squad move at the speed of a SG which isn't ideal but if a boss does feature no walk time then this is an acceptable option. Command also a nice option, SR-3MP does not gain as much evasion but your ARs gain a respectable boost in crit damage which is really nice as SR-3MP boosts ARs crit rate a considerable amount.
Mortar/Command > Rescue
|<-------- READ THIS PLEASE|
|Bossing||Focusing on ARs power|
|"MG5's Ideal Equip"||Preface: Due to MG5's very low base damage and the passive portion of her skill, "Termininating Barrage" not being able to crit, a lot of questions on whether equipping her with a crit scope would even be ideal have crept up. (Keep in mind that the passive can still miss)|
Night: A crit scope is ever so slightly better due to the fact that the other bullets do immense amounts more.
So in this case, the extra damage for terminating damage using an EoT can't overtake the naturally higher damage you have from being able to crit more. (This all is assuming you're fighting armored with no EVA)
Day: This is where the EoT takes a solid foothold in situations due to the inherent benefit of having more ACC and her passive now being able to do more damage added.
Keep in mind that the passive portion can still miss and can't crit, so in this case due to the factors of being able to miss during the day, the higher damage from successful hits with her passive, the higher bonus from damage buffs due to her higher base damage, means that the EoT here takes the cake.
There is no situation where a VFL would actually overtake an EoT for MG5 during the day, other than in the circumstance, where her crit percentage rate is being buffed to immense amounts.
General Rule for Equips assuming proper tile buffs (ie. fullstop damage buffs + slight acc tiles)
Day: EoT > VFL > ITI
Night: VFL > EoT > ITI
|Normalized Evasion = 15, Buffs included is SAA, Mk23, KSG|
Green is EoT, Blue is VFL.
|"AR-15, EoT or ITI?"||As we all know, AR-15 is able to equip two scopes. She should pretty much always use a VFL, so there's been a lot of questions on when you should use X. In reality, the margin on how good each equip is, is so close that we'll have to add variables to really see a difference. |
When ITI Mars is better: There are actually cases in which an ITI Mars is better, and it's only better when no RoF buffs are provided.
In the case of EoT, you lose 1 frame rule while you don't with an ITI Mars. With an EoT, AR-15's animation speed is decreased from 13 frames to 14, while with an ITI Mars AR-15 still retains 13 frames.
While the difference is subtle, the ITI Mars gains a hair advantage in DPS because of this, especially so assuming the enemy she's fightihng has a normalized evasion stat of 15,
If the enemy evasion is lower than her accuracy stat, the EoT would gain a hair and of course on the other hand, the ITI would gain advantage the more evasion something has.
Other than just a small change in DPS, occasional overkilling is also offset, so in perticular this is good for mob killing where multiple targets are present.
While overkilling is not as prevalent with ARs, it can still have an impact when it does happen. Actually equipping her with an ITI Mars can offset this nicely. The more enemies the better it is to use an ITI as well.
When EoT is better: An EoT is only better when AR-15 is given enough ROF buffs to push her to 12 frames.
This offsets any of the losses that AR-15 had from losing 1 frame with an EoT. AR-15 pairs nicely with RO635 in that regard, since RO cranks AR-15's RoF up to 12 frames. If you can get AR-15's RoF to 12 frames, then an EoT will be better than ITI Mars.
When Silencer is better: It never is if we're assuming your equips are maxed. Early game, you can justify using it of course since it has no downsides. Note now that there's command fairy, silencer is actually more ideal that iti if no RoF buffs are present.
Note: This is assuming maxed out equipment on AR-15 and max level.
|Night Edtion since I ran out of space:|
Always use PEQ+VFL: No reason to use anything else.
A VFL inherently is the largest benefit for ARs in terms of equipment and you need a PEQ in order to hit anything anyways.
Extra thoughts and conclusion: The ITI Mars starts to take the spotlight even more if we assume no RoF buffs are given to AR-15 and the more evasion the opponent has.
Inherently most bosses have 20+ evasion, and ITI Mars+VFL shows pretty impressive DPS.
- In the case of EoT, I personally quite enjoy AR-15 together with RO635 due to RO's buff being enough to cap out AR-15 w/ EoT.
- PEQ+VFL on AR-15 does a lot of damage, I'd recommend using her at night when you can.
- EoT is best only when AR-15's ROF is being buffed
- ITI Mars is best only when AR-15's ROF is not being buffed & not using command
- Silncer is best when you have no RoF buffs and using command fairy
The difference is so minor, you could just go with either, but If you're a min-maxer then following this rule is advised.
|"ACC/EVA Up Skill Effectiveness"||General hit rate formula :|
[ Your Accuracy / ( Enemy Evasion + Your Accuracy ) ]
Due to the general hit rate formula, enemy ACC debuff and Evasion self-/team-Buffs are virtually the same skill. To better illustrate this we'll list them out for you in terms of effective evasion buff.
In a similar fashion, ACC self-increases and evasion debuffs function the same as well.
Standouts and thoughts:
- Welrod is really good, and it shows
- P7 is actually pretty decent
- P08 buff is, what the hip-to-be-square kids these days would consider,
a big L.O.L at night
- Type 59 is impressive
- Makarov's buff is pretty average, though being a 3-star, you can't expect
much from her. There's many other dolls that hover around the same skill
buff as Makarov, though their tiles are generally undesirable.
- K5 is pretty versatile and hands out decent buffs all around.
|HG||E Evade Debuff||Uptime||Notes||HG||E Evasion Buff||Uptime||Notes|
|Type 59 (Day)||40%||5s/12s||Makarov||56%||6s/12s|
|Type 59 (Night)||75%||8s/12s||P7||60%||8s/12s|
40% (for HG/SMG)
|Type 59 is the Queen of Night evasion debuff. SPP-1|
being second in the nightime and best in the daylight.
|P7's Buff is actually pretty nice though her tiles still|
are meh. As for Makarov I'm surprised by how relatively
average it is. Welrod of course being ungodly powerful
and P08 at night is ungodly lol.
|[Frame Data]||As it turns out, it takes each individual doll with a nader skill to toss their explosives at enemies a different amount of time, making some dolls much faster at proccing their skills than others.|
Here are several charts to prove this point (Initial CD and Animation in frame units).
Do note that I've only counted the animations frame data, due to nades being variable depending on the distane of the enemy. I don't count this in but I will make note of when some nades or skills are faster than others.
Standouts and thoughts:
- Zas is extraordinarily fast and therefore good
- Fal, while having a better CD, suffers from long animations,
but still a good doll overall
- K11 has a nice benefit of a standard animation time relative to FAL
- Thunder is not as bad as I'd first thought, in fact she's actually decent.
Too bad her tile positiong is so awkward.
- CZ75's animation is really long, which hurts a lot more than it should.
- Contender has a fast animation which is nice.
- Elphelt's animation is kinda long, which is a slight detriment.
- M1911 chucking her smoke as swiftly smoker SMGs do is real nice.
GAME RUNS AT 30 FPS (30 frames = 1 SEC)
|ARs||Initial CD||Animation||Time||HGs||Initial CD||Animation||Time|
|FAL (all 3 nades)||180||41+40+40||10.03s||Contender||180||32||7.06s|
|M16||150||40||6.33s||Thunder Reload |
& Re aim
|120||30 + 60 + 30||7s|
|Zas' nade, once in the air, is lightning-fast compared to the other ARs. Like whoooosh PRRRRR, man. She's probably faster than even nader SMGs, due to her nade's near-instant impact. As for FAL, she has a unusually slow animation and her consecutive launches are 40 frames. Still pretty good though, due to her faster initial CD which slightly offsets this issue.||CZ-75 Axe is slower than Thunder's or Contender's shot|
when launched. 1911 and M9's nades are about the same
speed as that of their SMG counterparts.
|[Frame Data II]||SMGs||Initial CD||Animation||Time||RFs||Initial CD||Animation||Time||SGs||Initial CD||Animation||Time|
|Nothing Special here, every nader SMG has the same 40 frame animation and the nades' trajectory all go at the same speed.||Skill descriptions are somewhat off in that every first shot is 4 frames faster than advertised for skill shots (this does not include IWS). This applies to every rifles first skill shot, the consecutive shots are their true value.||No other SG has an animation sequence associated with its skill, so only Elphelt is here. The first part of her skill is pretty much instant but the final large explosive takes 60 frames till it activates.|
|Off-Tanks - (Hand Grenade, Molotov or Firepower)||Hand Grenade (PPS-43, PP-19) - They have the larger radius compared to molotovs and due to this they have the biggest burst after the initial impact you'll instantly get a satisfying large amount of damage done to mobs. This makes it easier on your frontline instantly and it works best when it's a large swarm that's not segrigated by shields or too spread apart. There is no DoT of course so it can falter when you want more maintained damage due to the DoT. This becomes annoying for when you're fighting mobs with a medium-high amount of health and find that the nade wouldn't do as much as molotovs. Of course due to the nade being an instant burst in damage you can simple retreat PPS-43/PP-19 when the inital impact is over due to that being their only real damage. Like molotovs it does almost nothing to bosses so assume that your offtank just becomes a tile buffer at this point.||Hand Grenade|
+ Largest Radius
+ Biggest burst in damage
+ Best against huge vespid swarms
+ Can be retreated due to no lingering effects
+ Not dependent on links for damage
- No DoT (little lingering damage to add after nade impact)
- Performs bad when mob count is low
- Does squat against bosses
+ DoT (Lingering extra damage)
+ Better than Hand Grenade in Medium duration fights
+ Best counter to Scouts (flying drones with high evasion)
+ Not dependent on links for damage
- Requires the doll to be active on the battlefield for DoT to linger
(ie. can't retreat without losing DoT)
- Still does little against bosses
- Radius is smaller than Hand Grenade
|wip||Self bufff (Damage) [SR-3MP]|
+ Best against bosses, large hp mobs
+ Quick activation
+ Able to make use of different targetting focus due to high damage
+ Uptime is amazing leading to continued DPS
- Slowest burst (Skill damage is not a sudden jump but rather an
- Dependent on links for full damage potential
- Trouble with Scouts
- Ideally not retreated if you want full damage potential
Flashbang (Offtank flashbang)
+ Ideal against huge swarms
+ Buys time for other skills
+ Can flash high hp enemies and slow Golyats
+ Defensive setup
- No damage addition to speak of
- Short battles are their crux
- Does nothing against bosses
- Long ICD
|Main Tanks - (Flash, Smoke, Evasion, Shields)||There's some confusion given where X doll is useful or better than the others so here's a general guideline as well as explination on why you should not dupe all the same dolls (ex. duping 3+ Ump45s). |
UMP45: She has an amazing tile buff and a utility of a smoke that deploys quickly, It's useful when you're fighting medium hoards of enemies such as Vespids, Guards/Scouts and in general sweeping mobs quickly. The utility of the smoke covers both being able to slow down the enemy so if they're far away it helps punch more DPS through and also having OK protection against Vespids. Where if falters though is when the Vespid swarm is too large or when you'll need sustained evasion. The smokes short uptime means UMP45 is built to help sweep mobs. The smoke finds greater issue when you're up against bosses who spawn out of range (Dreamer) since UMP45 isn't able to activate her smoke against that and when the fight draws long she'll falter against evasion tanks (RO635, Suomi Etc)
UMP9/Type 79: Flashbangs are pretty useful but they falter much more compared to smoke or evasion due to their utility being much more constricted because of the longer CD and in general not featuring the tiles of UMP45. Where they do find their strength is against large numbers and where you'll know the fight will draw long ie. Huge Vespid swarms, Data zombies and as well as a good way of easily slowing Golyats. Flashbangs suffer greatly against Guards due to having to normal nade targeting dictating that flashbang would go after the frontmost enemies, achieving almost nothing if they are not taken out earlier, a similar case happens when up against Scout swarms and those swarms protecting Jaegers. If you're able to get enemies close then you can flash a good amount of them but you'll generally want it to be Vespids or Dragoons as hard hitting swarms like Jaegers need to be disbatched quickly to retain your health. Flashes for reference does nothing to bosses since they're not affected so try not to have this composition fight bosses too often.
+ High burst damage potential (Powerful tile buff, smoke to delay movespeed)
+ Mobs that have a long walking distance are put down swiftly
+ Mob sweeper, swift fights is the ideal
+ Short bosses with no skill activation she can handle well
- Smokes uptime is short, making it ineffective in long fights
- Smoke has to actually reach the enemy to deploy debuff making bosses that need to be walked at more troublesome
- Mobs that spawn in your face makes movespeed debuff ineffective and RoF debuff
isn't as effective as evasion buff
Flashbangs (UMP9/Type 79)
+ Huge swarms of Vespids or medium to low damage mobs ideal
+ Long walking distance + Huge numbers is ideal
+ Freeze dangerous Mobs (Manticores, Golyats Etc)
- Can't stun bosses
- In your face mobs are scary
- Not as much burst potential as UMP45
- Long deployment (5s cd and throw time)
- Falters when shields enemies are left alone for too long
|RO635: RO635 is a special one here since she has inherently one of the best defensive skills due to being able to deploy it quickly and it also featuring a damage debuff. RO635 does not have the same issues Suomi has given that she's able to evade in the 3 second mark making her a boon against Vespid swarms and even be able to help protect herself against Dragoons that hit hard. Where she falters is against Guard/Jaeger like many since her tile buff does not have the luxury of highly offensive tiles of UMP45 deleting the tanks as swift for your ARs. In bosses RO635 is one of the strongest due to her naturally high health, evasive buff that pops swiftly and generally decent uptime. The damage debuff proves to be helpful because you're able to slice the damage you'd normally take making your naturally even more tanky. Where RO635 can only falter is against again Guards due to her not naturally having the same burst potential as UMP45 and against very very long fights where someone like Suomi, MP7 and CMS shine.|
MP7/Suomi: Featuring a longer initial CD than everyone else, it lends themsleves to being one of the most niche ones of the pack. They'll falter heavily against mobs that spawn right in your face and find even greater issue against even small to medium vespid swarms as their skill uptime is so slow. Their tilebuffs are also generally not as impressive as UMP45 so it lends to an even worse time against Jaeger/Guard combos. Dragoons are a similar issue as they run at your quickly and generally Suomi/Mp7s skill won't pop fast enough to actually help counter them. Where they find favor though is against bosses that have a considerable walk time (enough for you to pop the skill before too many shots land) or fights in which you can abuse the bosses downtime to repop the skill. Inherently having high evasion when skill is up and high health means their favorable position is in boss fights. Their uptime is better than RO635 which lends them to be better when the fight draws longer than what RO635's uptime can handle.
|Swift Evasion (RO635)|
+ Quick skill deployment
+ Versatile against everything but Jaegers
+ Protection against mobs who spawn in your face
+ Protects your offtank indirectly by way of damage reduction
+ Best against bosses due to damage reduction & evasion
+ Low to medium acc are the ideal enemies
- Can't protect against Jaegers
- Burst potential not as good as UMP45 due to tiles
- Uptime is worse than MP7/Suomi due to longer cooldown
- No defense against Golyats (No slowdown or stun)
Long Term Evasion (MP7/Suomi)
+ Good uptime 5s/8s, makes long fights easier
+ High evasion boost
+ Generally have very high HP
+ Best against bosses with a long walk time
- The worst against large swarms that spawn in your face
- Much less burst potential than everyone
- No defense against Golyats or Jaegers
- Very long Initial cd of 6s
|Auxiliary rooms are accessible via the drop down menu in dorm. The rooms are part of the progress in the game, from cosmetic (pets and comics) to many quality of life features that let you progress faster (exp and fairies). The facilities can be upgraded using batteries.|
So far there are four auxiliary rooms in EN: rescue station, data room, fairy chamber and cafe.
|Rescue Station||Rescue station is used mainly for cosmetic purpose with an added bonus of comfort. Each pet gives 1,000 comforts and unlike furnitures, they can go over the 10,000 comfort cap, up to 3,000 additional comforts per dorm. A new random pet can be found once every 3 days, or 1 day if an adoption happened. A pet can be adopted at a hefty cost of 600 batteries. While the comfort bonus contributes toward battery generation, it is not a wise idea to spend batteries on pets due to how expensive it is. The room can be safely ignored as your batteries should be spent elsewhere.|
How long does it take for a pet to pay off its cost? It takes approximately 600 days for a pet to generate enough batteries to pay for itself. Due to this reason it is best to not adopt any pet for battery generation purpose. Treat them like cosmetics instead.
Do I need to feed the pets? Despite the emotes from the pets, they do not need to be fed.
Do different pets provide different amount of comforts? No, all pets give the same 1,000 comforts whether it's a simple pet adoptable with lvl1 facility, or a rare breed found at lvl10 facility.
What kind of pets are there? So far, there are dogs, cats, and birds, adoptable from dog house, cat bed and bird stand respectively. Rumor has it that hamster tank facility is coming soon in foreign servers.
Can I adopt a dinergate? No, the only way you can "adopt" a pet dinergate is from having certain sets of 5★ furnitures. As furniture set bonuses, they don't give you any comfort either.
|Data Room||Data room is mainly used to create combat report, a gift item that gives 3000 exp regardless of the t-doll's dummy link. They can be gifted via dorm > warehouse > gift. In order to create combat reports, you must first upgrade the facilities found in the data room. Each combat reports cost 3 batteries and 3000 surplus exp, which you can gained from just doing combat. The time to create combat reports is the same regardless of the amount chosen. Instead, the maximum amount of reports you can create and the time it takes to create them correspond to the level of your facilities.|
In what order should I level the facilities? The order depends on how the players play. Some may grind a lot and getting surplus exp is not a problem, while others do not grind as much and need the bonus conversion rate in order to make more combat reports faster. In the end it does not matter as the game dictates that all facilities must be at the same level before they can be upgraded further.
How far should I level the data room? It is worth noting that data room functions at its maximum efficiency at around lvl6 or 7. During the early game when battery income is low and the priority of upgrading fairy chamber is higher, it is better to stop at lvl4 or 5.
What is the best way to use combat reports? Due to the flat 3000 exp gain from combat reports, it is a good idea to feed them to low level t-dolls. For example, a lvl1 t-doll only need 15 combat reports in order to reach lvl30 for the 3x dummy link. Doing so is efficient as it skips through the low levels in order to dummy link faster, thus giving the t-dolls more exp multiplier from the dummy links. If you start making combat reports early, it is possible let a latecomer catch up to your team, often time AR-15 who is unlocked at the end of chapter 3. Other way to spend them is to finish off the last few levels before a dummy link. If your DPS is getting close to lvl70, it is not a bad idea to spend them in order to reach 4x dummy faster, thus unlocking corpse drag faster as well. During lategame, combat reports are often saved in large amounts. These can be spent to immediately bring a doll up from lvl1 to lvl90, making them emergency exp especially during events where raising a specific t-doll proves to be crucial to how well you can finish the event. This same method can also apply to those who refuse to corpse drag (I will not judge) as binge feeding MGs and SGs can save a lot of resources that would be needed to manually level them. It also gives the abundant enhancement pills a fair use.
Is there anything else that can use combat reports? Fairies are able to consume combat reports as well, however keep in mind that fairies require 3 times the experience a t-doll needs in order to reach the max level, and thus 3 times the combat reports.
How much does it cost to level the whole room to lvl10? It costs a total of 19,210 batteries in order to upgrade the whole room to lvl10. This includes 4,435 batteries for the desk and 2,955 batteries for each of the 5 other facilities. Good thing it isn't necessary to upgrade them that high.
|Fairy Chamber||Fairy chamber mainly improves the generation and storage of fairy commands, an energy currency that players must expense in order to use a fairy's skill, as well as the exp conversion in order to level fairies in combat. It is essential to upgrade the facilities in this room due to how useful it is, as fairy's skills are game-changing and leveling a fairy is a very difficult task that will reward you handily. If you have not unlocked fairy yet, you can do so by having 60 unique map clears. For more information about the fairy themselves, refer to another doc called Fairy Analytic.|
In what order should I level the facilities? It is best to level the weather system (exp conversion) first due to how slow it takes to level fairies. As with data room, the game dictates that all facilities must be at the same level before they can be upgraded further, thus it does not matter in the end if you did not follow this advice.
How far should I level the fairy chamber? All the way to max. Unlike data room, fairy chamber can only get better and does not have a cap in efficiency. You can generate more fairy commands to meet your demand, you can store them before an event, you could always use the extra exp conversion rate.
At what times does fairy command regenerate? Fairy chamber generates fairy commands every 6 hours, the update time is 4:00, 10:00, 16:00, 22:00 of in-game time (UTC-8). To save you the hassle of checking the time, it's 4 hours after reset, the same time as Kalina's daily gifts.
How much does it cost to level the whole room to lvl10? It costs a total of 13,300 batteries. The cost for each facility is the same as data room's, at 4,435 batteries for the fairy palace (the equivalent of dataroom's desk) and 2,955 batteries for each of the 3 other facilities.
|Cafe||G&K official cafe&bar, run by Springfield the barista, is where you can view various costume stories of t-dolls and retail comics or past event PVs. It is possible to unlock unique icons, furnitures, pets and base background via cafe, either by retailing the PVs and comics, or viewing a certain number of costume stories within a set. It is also the only way to unlock Gsh-18, a 3★ HG. As of right now, EN does not have Neural Upgrade (MOD) yet, but it is possible to view MOD stories in the cafe as well once implemented. Beside unlocking an exclusive t-doll and some furnitures, the cafe gives no advantage in gameplay and thus you should not spend any battery on this room until other more important rooms like fairy chamber are upgraded. After all, the stories, comics and PVs can be found online if you desire to view them.|
How do I unlock Gsh-18? You can unlock her by retailing 5 volumes of comic, each cost 600 batteries for a total of 3,000 batteries. As of right now it is not possible since there are only 4 volumes available for retail.
What are the rewards for viewing costume stories? The rewards are listed here: http://www.gfwiki.org/w/Note
w e w u z k a n g z n s h i e t
|This will be all about what you need to know and where you need to start with what setting your foot in the door of Girls' Frontline. There's more lengthy Guides that are shaded in light pink If you want a very comprehensive document. Light blue for a more relaxed guide. |
On the left side you will find links that redirect you to guides and general information on gameplay mechanics tactics as well as methods.
On the right side you will find a list of steps to follow throughout the game.
|Other Guide Material (Links)|
|GFC Yuko's Starting Guide (Link)|
|JP Beginners Guide (EN Closed Captions: Video)|
|Newbie Guidebook (KR to EN translated: Book)|
|Shuvi's First Echelon Guide (Link)|
|Common knowledge||Step-by-Step Procedure|
|1||What to NOT do||1||First ARSMG to 90|
|2||Claim Your 7-day Frontline Supplies||2||RFHG to help clear night maps|
|3||Share every week for gems||2.5|