9S

From GRAY RAVENS
← 2B A2 →
100%

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

                                                                                                                                                                                                                                                                                                                                                                                                       

This unit's official title is Model S, Number 9. While this YoRHa member possesses offensive capabilities, he specializes in survey missions—and is particularly skilled at information gathering and hacking.
Heal — Able to heal allies
Hack — Able to hack enemies, dealing massive DMG
Physical (100%)
9S
9S
30 Jan
160cm (with boots)
129.9kg
Unknown
Unknown
Review
1973
287
364
176
S-Rank
Support
Katana
C. Oath Mod
YoRHa
Lunar Tear

Optimal Weapon: Cruel Oath - Mod

Increases Physical DMG and Healing effects by 15%, also doubles the effects of Leader Skill. After triggering Overclock Indicator, swapping cooldown for 2B and A2 decreases by 1s and they gain 1 random Signal Orb.

Memory Builds ◇ 9S

A list of recommended builds for 9S 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.

Disclaimer: Build switching is easier when placing 2-set Memories in top slots.
Builds below show placements for optimal stats, but the difference is negligible.
Weapon Harmony builds are now the meta. Builds that do not utilize Harmony remain viable if Players lack 6★ Weapons or materials.

Memory Placement
01
02
03
04
05
06
Da Vinci x4 / Philip II x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15

Bottom Resonance Slot (2):
Hacking Sequence: Signature Move Level + 1
Key Notes
  • 9S' main build
  • Ultima Awakening Set
Usage
Details
  • General QTE support set

Memory Placement
01
02
03
04
05
06
Frederick x4 / Darwin x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15

Bottom Resonance Slot (2):
Hacking Sequence: Signature Move Level + 1
Key Notes
  • Secondary build
Usage
Details
  • DPS set
  • Recommended at SSS-Rank

Memory Placement
01
02
03
04
05
06
Philip II x4 / Lantern Festival: Reunion x2


Memory Resonance
Note: Top and Bottom Resonance Slots can be assumed to be resonated to x6 of the below effects unless specified in orange.
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15

Bottom Resonance Slot (2):
Ex — Precision Attack: ATK +15, CRIT +15
Key Notes
  • Niche build
Usage
Details

Weapon Resonance ◇ 9S

Recommended 6★ weapon resonances for 9S can be found here listed in order of priority.


1. Glorious Spear
When using the healing skill or effect, increases the full ATK of the healed target by 10% for 8s, CD for 10s.
2. Superconducting Axial Ray
Increases Full ATK of all characters of the team by 8%. This effect cannot be stacked.
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
HIGH:
  • Glorious Spear
  • Superconducting Axial Ray

LOW:

  • Matrix Lightning
Notes
Minimum recommended amount: 2
  • Matrix Lightning has a higher priority if you want to use 9s as a DPS (high Rank)

Skills & Passives

Red Orb

R010: Laser — Ping Red Orb

Uses the POD to unleash Laser, dealing Physical DMG in a straight line.
- Deals 200% / 400 / 600% Physical DMG in total based on the number of orbs pinged.
Yellow Orb

A110: Slow — Ping Yellow Orb

Uses the POD to unleash Slow to create a circular region to deal Physical DMG to enemies within and slow them.
- Deals 190% / 380% / 570% Physical DMG in total based on the number of orbs pinged.
- Slows the enemies for 0.6 / 1.2 / 2.4s based on the number of orbs pinged.
Blue Orb

A080: Wave — Ping Blue Orb

Uses the POD to unleash Wave, creating an expanding electric wave in front that deals Physical DMG to enemies and heals the allies it hits.
- Deals 180% / 360% / 540% Physical DMG in total based on the number of orbs pinged.
- Heals the allies for 40% / 80% / 120% of 9S's ATK based on the number of orbs pinged.
Basic Attack

Aero Blade

Basic Attack — Tap Basic Attack
Unleashes a series of attacks forward, dealing Physical DMG. Basic Attacks cannot recover Signal Orbs; instead, 9S gains a random Signal Orb periodically while he is on the battlefield.
- Deals 860% Physical OMG in total.
- Gains a random Signal Orb every 2.5s while 9S is on the battlefield.

Sprinting State — Tap Dodge, then move
Tapping Dodge will activate Sprinting State. While sprinting, tap Basic Attack to release Sprint Attack, dealing Physical DMG.
- Sprint Attack deals 240% Physical DMG.
Core

Overclock Strike

Core Passive — At least 50 Overclock Energy + Any 3-Ping
Gains Overclock Energy at the start of the battle. During a 3-Ping, if there is sufficient Overclock Energy, consumes Overclock Energy to generate Overclock Indicator of the corresponding color (up to 1) on the right of the Signal Orb bar. Overclock Energy regenerates over time.
- Gains 100 Overclock Energy at the start of the battle.
- During a 3-Ping, if there is more than 50 Overclock Energy, consumes 50 Overclock Energy to gain Overclock Indicator.
- Overclock Energy regenerates by 20 every second (max 100).

Core Passive — Ping Overclock Indicator
Tapping the Overclock Indicator will consume all orbs of the same color and summon a POD to unleash multiple projectiles that deal Physical DMG (pinging Overclock Indicator is not considered a ping). If the Overclock Indicator effect pings more than 3 Signal Orbs, gains a number of random Signal Orbs equal to the excess number of orbs pinged. When 9S leaves the field, reduces his swap cooldown according to how many times Overclock Indicator has been triggered.
- Deals 100% / 200% / 300% Physical DMG in total based on the number of orbs pinged.
- Each Overclock Indicator triggered reduces his swap cooldown by 1s, up to 4s.
Signature

Hacking Sequence

Signature Move — 80 Energy + Tap Signature
Attempts to hack the enemy. Upon successful hacking, deals Physical DMG to the target.
- Deals 2600% Physical DMG in total.
QTE

Tactical Hacking

Hacks into an ally target on the battlefield to heal and repair, restoring the ally's HP.
- Restores HP equal to 100% of 9S's ATK.
Leader

Scan Domain

On the team, Physical DMG and Extra DMG Reduction of 2B, 9S, and A2 increase by 8% and 10%.
Class

Support

Healing amount increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Flowers for Machines

Increases the max Overclock Indicator count by 1. Gains 1 random Overclock Indicator to the right of the Orbs bar when 9S is switched in every time. QTE and Blue Orbs will grant 2B and A2 on the team an E-Drug. E-Drug: Increases Physical DMG by 10% for 8s.
SSS-Rank

Survival or...

Signal Orb recovery interval is reduced to 1.5s. While on standby, 9S will continue to recover Signal Orbs. Physical DMG Bonus of Overclock Indicator increases by 50%. E-Drug's effect increases to 20%, and its duration increases to 12s.
SSS+ Rank

Childhood's End

Triggering Overclock Indicator makes 9S invincible for 0.3s and increases Physical DMG by 10% for 5s (if 2B 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

← 2B A2 →