2B

From GRAY RAVENS
← Luna: Laurel 9S →
100%

Debuts in the Untold Naraka patch. · Rank: S-Rank · Class: Attacker · Element: Physical (100%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

2B is an all-purpose battle android from the automated YoRHa infantry. She is equipped with a multitude of blades for close-quarters combat and can attack from range using the POD support system.
Sustained Damage — Core state deals continuous high frequency damage.
Energy Regen — Able to quickly recover energy for A2, 9S and itself
Physical (100%)
2B
2B
Unknown
168cm (with heels)
148.8kg
Unknown
Unknown
Review
1915
287
402
201
S-Rank
Attacker
Katana & Greatsword
V. Con. Mod
YoRHa
Lunar Tear

Optimal Weapon: Virtuous Contract - Mod

Increases Physical DMG by 15% and doubles the effect of Leader Skill. Upon entering combat, gains 160 Stability and switching to Battle Stance gives 2 stacks of Data Correction.

Memory Builds ◇ 2B

A list of recommended builds for 2B can be found here. Each tab represents one build — click the tabs below to view each one.
See here for more information about Ultima Awakening and resonance slots.
Memory Placement
01
02
03
04
05
06
Cottie x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15 x6

Bottom Resonance Slot (2):
Devastator: Signature Move Level + 1 x6
Key Notes
  • 2B's main build
  • Ultima Awakening Set
Usage
Details
  • General DPS set
  • Recommended at SSS-Rank
Memory Placement
01
02
03
04
05
06
Patton x4 / Cottie x2
Memory Resonance
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15 x6

Bottom Resonance Slot (2):
Devastator: Signature Move Level + 1 x6
Key Notes
  • Secondary build
Usage
  • War Zone
  • Norman Revival Plan
  • High difficulty content
Details
  • DPS set
  • Recommended at SS-Rank or lower
Memory Placement
01
02
03
04
05
06
Da Vinci x4 / Catherine x2
Memory Resonance
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15 x6

Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15 x6
Key Notes
  • Niche build
Usage
  • War Zone
  • Norman Revival Plan
  • High difficulty content
Details
  • QTE support set for solo A2 DPS teams
  • QTE support set for A2 + 9S DPS teams
  • Recommended at S/SS-Rank with A2 as main DPS
Memory Placement
01
02
03
04
05
06
Frederick x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15 x6

Bottom Resonance Slot (2):
Devastator: Signature Move Level + 1 x6
Key Notes
  • Niche build
Details
  • Burst set for tankier Phantom Pain Cage: Ultimate Zone bosses
  • Recommended at SSS-Rank

Weapon Resonance ◇ 2B

Recommended 6★ weapon resonances for 2B can be found here listed in order of priority.


1. Dead Line Timing
Gain 2 extra random signal orbs when come out, and 3 same signal orbs every 45s (also can gain signal orbs during background operation).
2. Glorious Afterglow
Final ATK of the weapon increases by 30% for 8s when 3-Ping. Duration resets every time it is triggered.
3. Matrix Lightning
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix.
Priority
MEDIUM:
  • Glorious Afterglow
  • Dead Line Timing

LOW:

  • Matrix Lightning
Notes
Minimum recommended amount: 2
  • Deadline Timing is not important if you own 9S' Signature Weapon
  • She can't utilize Matrix Lightning well due to her kit

Skills & Passives

Red Orb

Bladestorm — Ping Red Orb

Strikes forward with both a katana and greatsword interchangeably, dealing Physical DMG. Gains Super Armor while casting this skill.
- Deals 220% / 440% / 660% Physical DMG in total based on the number of orbs pinged.
Yellow Orb

Shieldbreaker — Ping Yellow Orb

Automatically uses a 3-Ping version of this attack upon switch-in.
Charges forward to strike with a katana, dealing Physical DMG and pulls the enemy. Gains Super Armor while casting this skill. Hitting an enemy with Yellow Orbs will inflict Weaken, reducing their ATK. The attack direction can be controlled with the joystick.
- Deals 200% / 400% / 600% Physical DMG in total based on the number of orbs pinged.
- Weaken reduces ATK by 60% for 12s.
Blue Orb

R020: Mirage — Ping Blue Orb

Uses POD to unleash Mirage, dealing Physical DMG to surrounding enemies. Gains Super Armor while casting this skill.
- Deals 140% / 280% / 420% Physical DMG in total based on the number of orbs pinged.
Basic Attack

Bladed Flurry

Basic Attack — Tap Basic Attack
Strikes forward with a katana, dealing Physical DMG.
- Deals 840% Physical DMG in total.

Sprinting State — Tap Dodge, then move
Tapping Dodge will activate Sprinting State. While sprinting, tap Basic Attack to release Sprint Attack, dealing Physical DMG.
- Deals 290% Physical DMG in total.
Core

Blade Rend

Core Passive — Yellow 3-Ping + Any 3-Ping
Any 3-Ping after a Yellow 3-Ping grants 2B Stability. Stability decreases over time (re-triggering does not refresh the duration), While 2B has Stability, she enters Battle Stance. Once 2B exits Battle Stance, all Data Correction stacks will be removed. Obtaining additional stacks or unleashing Signature Move will refresh the duration of Data Correction. While Signature Move is active, Stability will not decrease.
- Any 3-Ping after a Yellow 3-Ping grants 2B 160 Stability.
- 2B loses 20 Stability per second.

Core Passive — Battle Stance + Tap Basic Attack / Ping Yellow Orb
In Battle Stance, Basic Attacks and Yellow Orbs also launch Swordwaves that deal Physical DMG.
- Each Swordwave deals 70% Physical DMG.

Core Passive — Battle Stance + Ping Red Orb
In Battle Stance, Red Orbs also launch Swordwaves that deal Physical DMG and add Data Correction, granting Physical DMG Bonus.
- Each Swordwave deals 70% Physical DMG.
- 2 / 3-Ping Red Orbs will add 1 / 2 stacks of Data Correction that last 8s, stacking up to 3 times.
- Each stack of Data Correction grants 2% Physical DMG Bonus (if 9S and A2 are also in the team, this effect increases to 4%).

Core Passive — Battle Stance + Ping Blue Orb
In Battle Stance, Blue Orbs can interrupt enemy attacks.
Signature

Devastator

Signature Move — 80 Energy + Tap Signature
Unleashes a charged attack forward with a greatsword, dealing Physical DMG. If the final hit lands on the target, 2B will perform a second barrage of greatsword slashes, dealing additional Physical DMG.
- The first hit deals 800% Physical DMG in total.
- The second hit deals 1800% Physical DMG in total.
QTE

Greatsword

Uses the heavy weapon to perform consecutive attacks, dealing Physical DMG.
- Deals 640% Physical DMG in total.
Leader

Automaton

On the team, Physical DMG of 2B, 9S, and A2 increases by 8%, and they gain additional 25 Signature Energy when entering the battle for the first time.
Class

Attacker

Extra DMG Bonus increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Combat Specialized

If 2B, 9S or A2 in the team casts a Signature Move, CRIT Rate of 9S and A2 increases by 10% while 2B's CRIT Rate increases by 25% for 12s.
SSS-Rank

Executioner

Physical DMG Bonus of Swordwave increases by 50%. While casting a Signature Move, all Yellow Orbs will be consumed to charge the greatsword and randomly converted into Signal Orbs of other colors. Upon hitting an enemy with Swordwave, 2B and 9S gain 5 Signature Energy, while A2 recovers 1% max HP for POD: Shield. Both effects have a 1.5s cooldown. The Physical DMG Bonus of every stack of Data Correction increases to 4% (if 9S and A2 are also in the team, this effect increases to 8%).
SSS+ Rank

Eternal Glory

Gains 30% Extra DMG Reduction while casting skills. Becomes invincible for 0.3s after casting R020: Mirage. Physical DMG increases by 10% while Battle Stance is active (if 9S and A2 are also in the team, this effect increases to 20%).

Team Composition

The way the NieR team is used depends on how much you've invested into each character.

Full Team Rotation

Either at high investment (all characters at SSS-Rank or above with 6★ weapons) or at low investment (all characters at S-Rank with 5★ weapons), this composition can be used. In this setup, each character will take turns swapping onto the field.

Blue
Leader

2B

Starter. Leader.
S-Rank: Patton x4 / Cottie x2 OR Darwin x2
SSS-Rank/+: Cottie x4 / Darwin x2
Red

9S

S-Rank: Da Vinci x4 / Philip II x2
SSS-Rank/+: Da Vinci x4 / Philip II x2
Yellow

A2

S-Rank: Patton x4 / Catherine x2
SSS-Rank/+: Patton x4 / Catherine x2

A2 Solo Carry

This is the composition you'll usually use when A2 is at SSS-Rank with her 6★ weapon and both 2B and 9S are at S-Rank with 5★ weapons. A2 will be on the field at all times.

Blue

9S

Starter (or 2B).
Philip II x4 / Lantern Festival: Reunion x2 OR Richelieu x2 (if no Lantern Festival: Reunion)
Should generally remain off-field.
Red

2B

Starter (or 9S).
Da Vinci x4 / Catherine x2
Should generally remain off-field.
Yellow
Leader

A2

Leader.
Patton x4 / Frederick x2
A2 will spend most of her time on-field.

Videos

← Luna: Laurel 9S →