9S: Difference between revisions

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|- <!--Abilities-->
|- <!--Abilities-->
|Basic=Aero Blade
|Basic=Aero Blade
|Basic Attack Detail=Basic Attack: Unleashes a series of attacks forward, dealing a total of <span style="color:#FF6549;">860%</span> Physical DMG. Upon evading, 9S will enter a Sprinting State. While sprinting, Basic Attackes release Sprint Attacks, dealing a total of <span style="color:#FF6549;">240%</span> Physical DMG. Basic Attacks cannot recover Signal Orbs. Regenerate a random Signal Orbs every 2.5s while 9S is on the battlefield.
|Basic Attack Detail=Basic Attack: Unleashes a series of attacks forward, dealing a total of <span style="color:#FF6549;">860%</span> Physical DMG. Upon evading, 9S will enter a Sprinting State. While sprinting, Basic Attacks release Sprint Attacks, dealing a total of <span style="color:#FF6549;">240%</span> Physical DMG. Basic Attacks cannot recover Signal Orbs. Regenerate a random Signal Orbs every 2.5s while 9S is on the battlefield.
|Signature=Hacking Sequence
|Signature=Hacking Sequence
|Signature Detail=Signature Move: Costs 80 Energy. Commences hacking on the target. Deal <span style="color:#FF6549;">2600%</span> Physical DMG when the hack is successful.<Br>(Minigame can be toggled to skip in the Character Skills page).
|Signature Detail=Signature Move: Consumes 80 Signature Energy to attempt to hack the enemy. If successful, Hacking Sequence will deal <span style="color:#FF6549;">2600%</span> Physical DMG to the target.
|QTE=QTE
|QTE=Tactical Hacking
|QTE Detail=QTE: Hacks a friendly target and heals for <span style="color:#FF6549;">100%</span> of 9S' attack.
|QTE Detail=QTE: Hacks and heals an ally target on the battlefield, recovering the ally's HP equal to <span style="color:#FF6549;">100%</span> of 9S' ATK.
|- <!--Passives-->
|- <!--Passives-->
|Core=Overclock Strike
|Core=Overclock Strike
|Core Detail=<span style="color:#6db135;">Automatically uses this attack upon switch-in.</span> <br>Core Passive: Starts the battle with 100 <span style="color:#FF6549;">Overclock Energy</span> points. When a 3-Ping is performed and when <span style="color:#FF6549;">Overclock Energy</span> is greater than 50, consumes 50 <span style="color:#FF6549;">Overclock Energy</span> and gains an <span style="color:#FF6549;">Overclock Indicator Orb</span> of the corresponding color on the rightmost side of the orb bar (possession limit of 1). 20 points of <span style="color:#FF6549;">Overclock Energy</span> is generated every second (up tp 100). Pressing the <span style="color:#FF6549;">Overclock Indicator Orb</span> will expend all existing orbs of the same color, summoning POD to unleash a barrage of bullets, dealing 100% / 200% / 300%</span> Physical DMG. (Expending <span style="color:#FF6549;">Overclock Indicator Orbs</span> is unique and does not follow the normal orb rules). If the number of Signal Orbs expended from <span style="color:#FF6549;">Overclock Indicator</span> exceeds 3 seconds, a random amount of excess orbs are returned. The swap cooldown of other characters is reduced by 1 second for each <span style="color:#FF6549;">Overclock Indicator</span> performed (up to 4 seconds).
|Core Detail=<span style="color:#6db135;">Automatically uses this attack upon switch-in.</span> <br>Core Passive: At the start of the battle, gain 100 <span style="color:#FF6549;">Overclock Energy</span>. During a 3-Ping, if <span style="color:#FF6549;">Overclock Energy</span> exceeds 50, reduce <span style="color:#FF6549;">Overclock Energy</span> by 50 and gain the <span style="color:#FF6549;">Overclock Indicator</span> of the corresponding color (max 1) on the right of the Signal Orb bar. <span style="color:#FF6549;">Overclock Energy</span> regenerates by 20 pts. every second (max 100). Tap the <span style="color:#FF6549;">Overclock Indicator</span> to spend all orbs of the same color and summon a POD to unleash multiple projectiles that deal <span style="color:#FF6549;">100% / 200% / 300%</span> Physical DMG based on the number of orbs pinged (Pinging <span style="color:#FF6549;">Overclock Indicator</span> is not considered a ping). If the <span style="color:#FF6549;">Overclock Indicator</span> effect pings more than 3 Signal Orbs, gain a number of random Signal Orbs equal to additional orbs pinged. When 9S leaves the field, reduce his swap cooldown according to how many times <span style="color:#FF6549;">Overclock Indicator</span> is triggered (1s per trigger, max 4s).
|Core Activation=[[File:Skill-FrameName-Core.png|center|400px]]
|Core Activation=[[File:Skill-FrameName-Core.png|center|400px]]
|Leader=Leader Skill
|Leader=Scan Domain
|Leader Detail=2B, 9S and A2 within the team receive an increased <span style="color:#FF6549;">8%</span> Physical DMG and <span style="color:#FF6549;">10%</span> DMG received.
|Leader Detail=On your team, 2B, 9S, and A2's Physical DMG increases by <span style="color:#FF6549;">8%</span>, and they gain <span style="color:#FF6549;">10%</span> Extra DMG Reduction.
|SS Rank=SS Passive
|SS Rank=Flowers for Machines
|SS Rank Detail=Passive: Possession limit of <span style="color:#FF6549;">Overclock Indicator</span> is increased by 1. Gains a random <span style="color:#FF6549;">Overclock Indicator Orb</span> when entering the field. QTE and Blue Orbs will apply E-Drug to 2B and A2.<Br><span style="color:#FF6549;">E-Drug</span>: Physical DMG increases by <span style="color:#FF6549;">10%</span> for 8 seconds.
|SS Rank Detail=Passive: Increase max <span style="color:#FF6549;">Overclock Indicator</span> count by <span style="color:#FF6549;">1</span> point. Each character swap will spend the orb to the furthest right to gain 1 point on the Overclock Indicator. QTE and Blue Orbs will grant 2B and A2 on your team with <Br><span style="color:#FF6549;">E-Drug</span>. <Br><span style="color:#FF6549;">E-Drug</span>: Increases Physical DMG by <span style="color:#FF6549;">10%</span> for <span style="color:#FF6549;">8s</span>.
|SSS Rank=SSS Passive
|SSS Rank=Survival or...
|SSS Rank Detail=Passive: Signal Orb generation speed is increased to 1.5 seconds. <span style="color:#FF6549;">Overclock Indicator</span> DMG increases by <span style="color:#FF6549;">50%</span>. <span style="color:#FF6549;">E-Drug</span> effect increases to <span style="color:#FF6549;">20%</span> for 12 seconds.
|SSS Rank Detail=Passive: Signal Orb recovery interval is reduced to <span style="color:#FF6549;">1.5s</span>. While on standby, 9S will continue to recover Signal Orbs. <span style="color:#FF6549;">Overclock Indicator</span> DMG is increased by <span style="color:#FF6549;">50%</span>. <span style="color:#FF6549;">E-Drug</span> effects are increased to <span style="color:#FF6549;">20%</span>, and its duration is increased to 12s.
|SSS+ Rank=SSS+ Passive
|SSS+ Rank=Childhood's End
|SSS+ Rank Detail=Passive: Triggering <span style="color:#FF6549;">Overclock Indicator</span> grants 0.3 seconds of invulnerability and Physical DMG increases by <span style="color:#FF6549;">10%</span> for 5 seconds. (Effect is increased to <span style="color:#FF6549;">20%</span> when 2B and A2 are in the team).
|SSS+ Rank Detail=Passive: Triggers <span style="color:#FF6549;">Overclock Indicator</span> to become invincible or <span style="color:#FF6549;">0.3s</span> and increase Physical DMG by <span style="color:#FF6549;">10%</span> for <span style="color:#FF6549;">5s</span> (If 2B and A2 are on your team, effect increases to <span style="color:#FF6549;">20%</span>).
}}
}}
{{Character Bottom Nav}}
{{Character Bottom Nav}}

Revision as of 16:43, 6 July 2022

← 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.
Physical (100%)
9S
9S
30 Jan
160cm (Including Boots)
129.9kg
Unknown
Unknown
Review
1973
287
364
176
S
Support
--
C. Oath Kai
YoRHa
--

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: Memories displayed here are arranged so that their stats are optimized based on their varying values in different positions.
However, it's more cost-effective to arrange all 2-piece sets in top slots for easy swapping between builds, even if stats aren't optimized.

Memory Placement
01
02
03
04
05
06
Da Vinci x4 / Philip II x2
Memory Resonance
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15 x6

Bottom Resonance Slot (2):
Hacking Sequence: Signature Move Level + 1 x6
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
Top Resonance Slot (1):
Ex — Precision Attack: ATK +15, CRIT +15 x6

Bottom Resonance Slot (2):
Hacking Sequence: Signature Move Level + 1 x6
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
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
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

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

A110: Slow

Uses the POD to unleash Slow to create a particular region, slowing enemies within by 0.6/1.2/2.4s and dealing 190% / 380% / 570% Physical DMG to enemies within based on the number of orbs pinged.
Blue Orb

A080: Wave

Uses the POD to unleash Wave, creating an expanding electric wave in front. Based on the number of orbs pinged, it inflicts 180% / 360% / 540% Physical DMG to enemies and recovers HP to allies it hits equal to 40% / 80% / 120% of 9S' ATK.
Basic Attack

Aero Blade

Basic Attack: Unleashes a series of attacks forward, dealing a total of 860% Physical DMG. Upon evading, 9S will enter a Sprinting State. While sprinting, Basic Attacks release Sprint Attacks, dealing a total of 240% Physical DMG. Basic Attacks cannot recover Signal Orbs. Regenerate a random Signal Orbs every 2.5s while 9S is on the battlefield.
Core

Overclock Strike

Automatically uses this attack upon switch-in.
Core Passive: At the start of the battle, gain 100 Overclock Energy. During a 3-Ping, if Overclock Energy exceeds 50, reduce Overclock Energy by 50 and gain the Overclock Indicator of the corresponding color (max 1) on the right of the Signal Orb bar. Overclock Energy regenerates by 20 pts. every second (max 100). Tap the Overclock Indicator to spend all orbs of the same color and summon a POD to unleash multiple projectiles that deal 100% / 200% / 300% Physical DMG based on the number of orbs pinged (Pinging Overclock Indicator is not considered a ping). If the Overclock Indicator effect pings more than 3 Signal Orbs, gain a number of random Signal Orbs equal to additional orbs pinged. When 9S leaves the field, reduce his swap cooldown according to how many times Overclock Indicator is triggered (1s per trigger, max 4s).
Signature

Hacking Sequence

Signature Move: Consumes 80 Signature Energy to attempt to hack the enemy. If successful, Hacking Sequence will deal 2600% Physical DMG to the target.
QTE

Tactical Hacking

QTE: Hacks and heals an ally target on the battlefield, recovering the ally's HP equal to 100% of 9S' ATK.
Leader

Scan Domain

On your team, 2B, 9S, and A2's Physical DMG increases by 8%, and they gain 10% Extra DMG Reduction.
Class

Support

Healing amount increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Flowers for Machines

Passive: Increase max Overclock Indicator count by 1 point. Each character swap will spend the orb to the furthest right to gain 1 point on the Overclock Indicator. QTE and Blue Orbs will grant 2B and A2 on your team with
E-Drug.
E-Drug: Increases Physical DMG by 10% for 8s.
SSS-Rank

Survival or...

Passive: Signal Orb recovery interval is reduced to 1.5s. While on standby, 9S will continue to recover Signal Orbs. Overclock Indicator DMG is increased by 50%. E-Drug effects are increased to 20%, and its duration is increased to 12s.
SSS+ Rank

Childhood's End

Passive: Triggers Overclock Indicator to become invincible or 0.3s and increase Physical DMG by 10% for 5s (If 2B and A2 are on your team, effect increases to 20%).
← 2B A2 →