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|tab2 = Guide
|tab2 = Guide
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<!-----------------------------------------------------
- INFO
------------------------------------------------------->
{{Header Full|Quick Information}}
<tabber>
|-|Infographics=
This section contains most of the relevant tips to make clearing Norman easier. Scroll down to the FAQ section for more information.

* If the player exits a stage during the challenge, all previously successful teams will be saved, and the player will be able to swap memories and weapons from the successful teams to other characters, before resuming the challenge.
* Combat points generation and ore collection happen each day at the same hour in which the Combat Phase was originally started.
* If the player returns to the level selection menu all current stage progress will be reset.
* The fastest way to clear a Mine is completing the Deep Hive first, as it automatically clears every other stage in the Mine.
* By choosing Prolonged Combat, it is possible to gain access to the Cover Tactic stages and their Electricity reward before needing to clear Bollie Mine.
* It is highly recommended to use Electricity and Support characters to enhance the weakest teams as the game mode doesn't reward speed, only completion.
* Equipping redundant gear on characters stationed at the Power Station maximizes Electricity gain.
* Using the strongest off-element team and buffing it with Electricity is highly recommended if the player does not own teams corresponding to a specific damage type buff.

|-|General Tips=
This section contains most of the relevant tips to make clearing Norman easier. Scroll down to the FAQ section for more information.

* If the player exits a stage during the challenge, all previously successful teams will be saved, and the player will be able to swap memories and weapons from the successful teams to other characters, before resuming the challenge.
* Combat points generation and ore collection happen each day at the same hour in which the Combat Phase was originally started.
* If the player returns to the level selection menu all current stage progress will be reset.
* The fastest way to clear a Mine is completing the Deep Hive first, as it automatically clears every other stage in the Mine.
* By choosing Prolonged Combat, it is possible to gain access to the Cover Tactic stages and their Electricity reward before needing to clear Bollie Mine.
* It is highly recommended to use Electricity and Support characters to enhance the weakest teams as the game mode doesn't reward speed, only completion.
* Equipping redundant gear on characters stationed at the Power Station maximizes Electricity gain.
* Using the strongest off-element team and buffing it with Electricity is highly recommended if the player does not own teams corresponding to a specific damage type buff.
</tabber>


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<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bolder;line-height:1.6;">Other Options</div>
<div class="mw-collapsible-content">
{| style="width:100%;"
{| style="width:100%;"
| [[File:Buff-Norman-Camouflage.png|100x100px]]
| [[File:Buff-Norman-Camouflage.png|100x100px]]
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| Each dodge grants an <span style="color:#00A0FF;">18%</span> Extra DMG bonus for <span style="color:#00A0FF;">5</span>s. Cannot be stacked. Duration will reset every time it is triggered.
| Each dodge grants an <span style="color:#00A0FF;">18%</span> Extra DMG bonus for <span style="color:#00A0FF;">5</span>s. Cannot be stacked. Duration will reset every time it is triggered.
|}
|}
----


{| style="width:100%;"
{| style="width:100%;"
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| Deployed members gain an Extra DMG bonus based on current HP (<span style="color:#00A0FF;">26%</span> up at <span style="color:#00A0FF;">100%</span> HP).
| Deployed members gain an Extra DMG bonus based on current HP (<span style="color:#00A0FF;">26%</span> up at <span style="color:#00A0FF;">100%</span> HP).
|}
|}
</div>
</div>


|-|Fire Team=
|-|Fire Team=
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|}
|}
----
----

<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bolder;line-height:1.6;">Other Options</div>
<div class="mw-collapsible-content">
{| style="width:100%;"
{| style="width:100%;"
| [[File:Buff-Norman-Turbulence.png|100x100px]]
| [[File:Buff-Norman-Turbulence.png|100x100px]]
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| During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to <span style="color:#00A0FF;">40%</span>, resetting once it hits <span style="color:#FF476D;">21</span>. The total number increases by 1 every 10s (switching members resets the timer).
| During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to <span style="color:#00A0FF;">40%</span>, resetting once it hits <span style="color:#FF476D;">21</span>. The total number increases by 1 every 10s (switching members resets the timer).
|}
|}
</div>
</div>


|-|Ice Team=
|-|Ice Team=
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|}
|}
----
----

<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bolder;line-height:1.6;">Other Options</div>
<div class="mw-collapsible-content">
{| style="width:100%;"
{| style="width:100%;"
| [[File:Buff-Norman-Turbulence.png|100x100px]]
| [[File:Buff-Norman-Turbulence.png|100x100px]]
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| During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to <span style="color:#00A0FF;">40%</span>, resetting once it hits <span style="color:#FF476D;">21</span>. The total number increases by 1 every 10s (switching members resets the timer).
| During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to <span style="color:#00A0FF;">40%</span>, resetting once it hits <span style="color:#FF476D;">21</span>. The total number increases by 1 every 10s (switching members resets the timer).
|}
|}
----


{| style="width:100%;"
{| style="width:100%;"
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| <span style="color:#00A0FF;">35%</span> of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
| <span style="color:#00A0FF;">35%</span> of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
|}
|}
</div>
</div>


|-|Lightning Team=
|-|Lightning Team=
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! scope="col" style="width: 90%" |Effect
! scope="col" style="width: 90%" |Effect
|-
|-
| Stimulation
| Diversion
| When a member is on the battlefield, use an electromagnetic line to link with them and a random enemy. When at <span style="color:#00A0FF;">mid-range</span>, our members take reduced DMG and the enemy takes increased DMG. At <span style="color:#FF476D;">long-range</span>, our members take increased DMG and the enemy takes reduced DMG. Vulnerability effect will fluctuate between <span style="color:#00A0FF;">+25%</span> and <span style="color:#FF476D;">-20%</span>.
| Gains an <span style="color:#00A0FF;">8%/18%/25%</span> Extra DMG bonus for <span style="color:#00A0FF;">8</span>s when moving more than <span style="color:#00A0FF;">10/15/20</span>m. Cannot be stacked. Switching members will reset the effect.
|}
|}
----
----

<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bolder;line-height:1.6;">Other Options</div>
<div class="mw-collapsible-content">
{| style="width:100%;"
{| style="width:100%;"
| [[File:Buff-Norman-Matrix.png|100x100px]]
| [[File:Buff-Norman-Matrix.png|100x100px]]
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| <span style="color:#00A0FF;">35%</span> of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
| <span style="color:#00A0FF;">35%</span> of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
|}
|}
</div>
</div>


|-|Dark Team=
|-|Dark Team=
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|}
|}
----
----

<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bolder;line-height:1.6;">Other Options</div>
<div class="mw-collapsible-content">
{| style="width:100%;"
{| style="width:100%;"
| [[File:Buff-Norman-Gravity.png|100x100px]]
| [[File:Buff-Norman-Gravity.png|100x100px]]
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| Gains an <span style="color:#00A0FF;">8%/18%/25%</span> Extra DMG bonus for <span style="color:#00A0FF;">8</span>s when moving more than <span style="color:#00A0FF;">10/15/20</span>m. Cannot be stacked. Switching members will reset the effect.
| Gains an <span style="color:#00A0FF;">8%/18%/25%</span> Extra DMG bonus for <span style="color:#00A0FF;">8</span>s when moving more than <span style="color:#00A0FF;">10/15/20</span>m. Cannot be stacked. Switching members will reset the effect.
|}
|}
</div>
</div>


|-|Uniframe Team=
|-|Uniframe Team=
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|}
|}
----
----

<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bolder;line-height:1.6;">Other Options</div>
<div class="mw-collapsible-content">
{| style="width:100%;"
{| style="width:100%;"
| [[File:Buff-Norman-Gravity.png|100x100px]]
| [[File:Buff-Norman-Gravity.png|100x100px]]
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| Gains an <span style="color:#00A0FF;">8%/18%/25%</span> Extra DMG bonus for <span style="color:#00A0FF;">8</span>s when moving more than <span style="color:#00A0FF;">10/15/20</span>m. Cannot be stacked. Switching members will reset the effect.
| Gains an <span style="color:#00A0FF;">8%/18%/25%</span> Extra DMG bonus for <span style="color:#00A0FF;">8</span>s when moving more than <span style="color:#00A0FF;">10/15/20</span>m. Cannot be stacked. Switching members will reset the effect.
|}
|}
----


{| style="width:100%;"
{| style="width:100%;"
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| Each dodge grants an <span style="color:#00A0FF;">18%</span> Extra DMG bonus for <span style="color:#00A0FF;">5</span>s. Cannot be stacked. Duration will reset every time it is triggered.
| Each dodge grants an <span style="color:#00A0FF;">18%</span> Extra DMG bonus for <span style="color:#00A0FF;">5</span>s. Cannot be stacked. Duration will reset every time it is triggered.
|}
|}
</div>
</div>
</tabber>
</tabber>


<!-----------------------------------------------------
<!-----------------------------------------------------
- FAQ
- INFO
------------------------------------------------------->
------------------------------------------------------->
{{Header Full|Frequently Asked Questions}}
{{Header Full|Tips}}
{{Header Notch|General Tips}}


* Combat points generation and ore collection happen each day at the same hour in which the Combat Phase was originally started. This may not be the same time as the daily reset so make sure you check!
<tabs>
* Players that are able to clear '''Pioneer Battle's 4th Mine with less than 400 Electricity''' should choose Pioneer over Regular Battle, as doing so will net 200 [[File:Item-BlackCard.png|25x25px|link=Black_Card]][[Black_Card|Black Cards]] (with a max of 300/400 Black Cards), greater than the 200 maximum Black Cards possible in Regular Battle.
<tab name="NieR Team Gameplay">
* To obtain the maximum amount of [[File:Item-TantalumOre.png|25x25px|link=Tantalum_Ore]][[Tantalum_Ore|Tantalum Ore]], the player needs to complete the first 3 Mines on the first day of Battle Phase, then clear the 4th Mine on the second day, and finish the 5th Mine on the third day. Players that are unable to clear the Mine's "Deep Hive" should still do the "Resource Stages" in order to obtain their [[File:Item-AutonomousMiner.png|25x25px|link=Autonomous_Miner]][[Autonomous_Miner|Autonomous Miners]] for more Tantalum Ore.
The gameplay style of the NieR team is a little different than most. Each character's skills and weapons are loaded with extra effects on top of their Rank passive abilities. This team can do a lot with very little, and the more you invest, the more you get out of them.
* Players can utilize the same memory sets, especially [[Da_Vinci|Da Vinci]] sets, as well as CUBs and weapons by challenging with one team at a time (clicking the '''Blue Challenge''' button next to each team). Players will be able to swap memories, weapons, and CUBs from the successful teams to other characters before resuming the challenge.

* Players can use as much Electricity as desired for any stage outside of Deep Hive. Challenge mission only take into account the Electricity used when challenging Deep Hive, allowing players to max out Add-ons to clear the buff stages faster.
{{FAQ
* The fastest way to clear a Mine is completing the Deep Hive first, as it automatically clears every other stage in the Mine.
|Image= Chibi-OrnateBell-1.png
* Players can use Prolonged Combat to delay for more than 1 day, allowing them to clear the last Mine at a later day without missing out on rewards.
|Size= 60px
* It is highly recommended to use Electricity to enhance the weakest teams, and only boost ATK if aiming for the challenge missions.
|Question= Why is A2's Signature Weapon so important?
** Players can reallocate Electricity by resetting a team's stage if they find one stage to be easier than the other.
|Answer=
* If a player does not have an element's team, support characters can be used and teamed up with an off-element Healer and Tank. The support character will serve as the main DPS, being on-field for most of the fight.
[[File:Weapon-Type4OLanceMod-Icon.png|25x25px|link=|class=notpageimage]] [[Type-4O Lance - Mod]] does the following:
* Equipping redundant gear on characters stationed at the Power Station maximizes Electricity gain. Fully built SSS/SSS+ characters will net you an extra 120 to 200 Electricity to use.
* ''Leader Bonus Effect is doubled. A2 can enter Berserk Mode with 40% POD: Shield gauge, as well as gaining 10% Attack DMG increase. Press and hold the Basic Attack button within 2s of dodging to unleash an empowered attack, dealing 370% Physical DMG. Press the button again to unleash a follow-up attack, dealing 720% Physical DMG (DMG is scaled with Basic Attack skill level). All Yellow Orbs will be consumed to charge the lance, with each Yellow Orb dealing 100% Physical DMG (Up to 300%), and granting 3% POD: Shield. Consuming any amount of Yellow Orb for the charge grants an increased 10% Physical DMG for 15s.''
* Players should clear all the Mines (except Cloud Mine) if possible, even if done on the last day of Battle Phase, as the reward missions provide [[File:Item-6StarWeaponResonanceShard.png|25x25px|link=6★_Weapon_Resonance_Shard]][[6★_Weapon_Resonance_Shard|6★ Weapon Resonance Shards]] regardless of Electricity used.
<br>
One of its many effects is that it allows [[A2]] to do a charged multi-hit attack after every dodge that can also increase her shield gauge; simply hold down the basic attack button after dodging. Better yet, each hit counts as a basic attack and therefore generates Orbs.
}}

{{FAQ
|Image= Chibi-A2-2.png
|Size= 60px
|Question= What makes A2 so good?
|Answer=
[[A2]] is a Tank-type character but functions as the main DPS of the NieR team. She deals high damage and is extremely durable.

* All of the NieR characters can sprint at any time continuously for no cost, just like in NieR: Automata
* [[A2]] also has a glide that lasts a few seconds (activated by holding down the dodge button) which pulls groups of enemies in behind her, charging her Shield gauge at the same time
<br>
'''An Amazing Blue Orb Skill'''
* Her Blue Orb skill is a ranged attack that pulls enemies into its center from quite far away
* [[A2]] automatically uses a 3-Ping version of this attack upon switch-in
* At SSS-Rank, her Blue Orb not only sucks enemies in, it also stuns them for a few seconds
<br>
'''Her Signature Move lets her enter Berserk Mode'''
* Berserk Mode is similar to [[Kamui: Tenebrion]]'s Dark Form in that it lasts even when [[A2]] switches with another character
* This grants her Super Armor, which prevents her from being stunned
* Berserk Mode consumes her Shield, but the Shield can be restored either through her glide or through the use of 3-Ping attacks
* Because it's easy to maintain her Shield, [[A2]] can endure a lot of damage
* In Berserk Mode, each 3-Ping also causes POD to fire off missiles which inflict 20% Physical DEF down on enemies; with the full NieR team, this effect is doubled to 40%, even at S-Rank
** At SSS-Rank, the base Physical DEF down inflicted by POD is 40%, and with the full NieR team, this is doubled to 80%
** The last 20% Physical DEF down needed to achieve a full 100% can be gained from [[Catherine]]
* At SS-Rank, POD will shoot missiles every 4 seconds as long as her Berserk Mode is active, even when [[A2]] is off-field, as long as she went into Berserk Mode before you swap characters (Note: Berserk Mode can turn off even when she is off-field once her shield gauge is empty, so it is best to swap her out when the gauge is high)
** This means that the Physical DEF down caused by POD will persist infinitely while you are using [[2B]] or [[9S]]
* In other words, at SSS-Rank, you can achieve 100% uptime on a 100% Physical DEF down debuff
}}

{{FAQ
|Image= Chibi-2B-2.png
|Size= 60px
|Question= What does 2B do?
|Answer=<div class="none"></div>
* All of [[2B]]'s Orb attacks grant her super armor
* At SS-Rank, she gains the following passive: When [[2B]], [[9S]] or [[A2]] activates Signature Move, [[9S]] and [[A2]]'s Critical Rate increases by 10% and [[2B]]'s Critical Rate increases by 25% for 12 seconds
** This 25% increase in CRIT is added to [[2B]]'s Signature Move the moment she uses it, turning her Signature Move into a nuke
* Striking enemies with her Yellow Orb will reduce their ATK by 60% for 12 seconds
** [[2B]] automatically uses a 3-Ping version of this attack upon switch-in
* When she enters her Core Passive, [[2B]]'s basic attacks, Yellow Orb skills, and Red Orb skills gain sword waves
** At SSS-Rank, each sword wave increases [[2B]]'s and [[9S]]'s Energy by 5, allowing them to use Signature Moves even more frequently (this passive also generates [[A2]]'s shield gauge by 1% on each sword wave hit, prolonging [[A2]]'s off-field Berserk Mode duration)
}}

{{FAQ
|Image= Chibi-9S-2.png
|Size= 60px
|Question= Why is 9S significant?
|Answer=<div class="none"></div>
* [[9S]] does not need to generate Orbs by attacking; he gets them passively over time when he is on-field
** S-Rank/SS-Rank: While he doesn't generate Orbs off-field, his Orbs ''do'' regenerate during his QTE as he then counts as being on-field -- two Orbs per QTE (one at 0s, one at 2.5s)
* Each time [[9S]] activates his Core Passive, he reduces his own next swap cooldown by 1 second, up to a total of 4 seconds
** His Signature Weapon also impacts this by additionally reducing [[2B]]'s and [[A2]]'s next swap cooldown by 1 second, with no upper limit
* His SS-Rank passive allows his Blue Orb skill and QTE to give a Physical DMG increase of 10% for 8 seconds to [[2B]] and [[A2]]
** SSS-Rank further increases this to 20% for 12 seconds, allows him to generate Orbs off-field, and improves his Signal Orb generation from one every 2.5s to one every 1.5s
}}

{{FAQ
|Image= Chibi-Luminance-1.png
|Size= 60px
|Question= What does an average battle using the NieR team look like?
|Answer=
'''Full Team Rotation (Base S-Rank/All characters SSS-Rank or Above):'''
* You will be constantly swapping between characters
* Leader + Starter: [[2B]]
* Have [[A2]] enter Berserk Mode as soon as possible
* Switch to [[9S]] and use all of his Orbs and Core Passive
* Switch to [[2B]] and use all of her Orbs (and Signature Move if applicable for SS-Rank [[2B]]'s effect to trigger)
* Switch back into [[A2]], who will still be in Berserk Mode if she was in it when swapped out
* Repeat
<br>
'''A2 Carry:'''
* Leader: [[A2]]
* Starter: [[2B]] or [[9S]]
* Swap to [[A2]] as soon as possible
* You will keep [[A2]] on the field
<br>
''To figure out which style works best for you, check out "What is the bare minimum requirement to make the NieR team powerful?" under the Meta Analysis tab.''
}}
</tab>

<tab name="NieR Event">
This section features miscellaneous elements of the NieR event specifically. DISCLAIMER: The Global version may receive changes to the event that make it completely different, so please keep that in mind.

{{FAQ
|Image= Chibi-9S-1.png
|Size= 60px
|Question= What differences are there between the initial run and the re-run?
|Answer=
The re-run features every single thing the original run of the event features, with a few exceptions: you cannot farm [[A2]] Shards in the event shop or acquire [[9S]] for free from a login bonus.
<br>
* In [[Untold Naraka]], [[2B]] will be added about halfway through the event, but in the re-run, she will be added to the gacha pool immediately
* The pity carries over between [[Untold Naraka]] and the re-run
* The story will need to be replayed during the re-run and timegates will still be present
* In the event shop, [[A2]]'s Shards and coating will be replaced with [[File:Item-BasicConstructRnDTicket.png|25x25px|link=|Basic_Construct_R&D_Ticket]] [[Basic Construct R&D Ticket|Basic Construct R&D Tickets]]
* In the re-run, all characters must be acquired via gacha and all coatings must be bought with [[File:Item-RainbowCard.png|25x25px|link=|Rainbow_Card]][[Rainbow Card|Rainbow Card]]
<br>
Please note that the pity from the NieR banner in [[Untold Naraka]] carries over to the pity from the same banner in the [[Evernight Beat]] re-run.
}}

{{FAQ
|Image= Chibi-Eclipse-1.png
|Size= 60px
|Question= Will Global get the NieR re-run?
|Answer= <div class="none"></div>
<br> The Global re-run takes place during the [[Evernight Beat]] patch.

* The CN version got the NieR re-run during [[Evernight Beat]]
* The TW version got the NieR re-run earlier during [[Inscription of Labyrinth]] due to controversy
* The JP version got the NieR re-run later during [[Wandering Dream with Whale]]
}}

{{FAQ
|Image= Chibi-Tempest-1.png
|Size= 60px
|Question= How does the free Shard system work? Does it return in the re-run?
|Answer=
[[Untold Naraka]]:
* When you evolve a NieR character to SS-Rank, you receive a bonus of 30 Shards for that character
* When evolving a NieR character to SSS-Rank, you receive a bonus of 60 Shards for that character
<br>
[[Evernight Beat]] NieR Re-run:
* Pulling a single NieR character from gacha rewards you with 30 additional bonus Shards
* This works up to three times for each NieR character
}}

{{FAQ
|Image= Chibi-Storm-1.png
|Size= 60px
|Question= What kind of Tickets are used to pull NieR characters via gacha?
|Answer=
[[File:Item-CollabConstructRnDTicket.png|150x150px|link=|class=notpageimage]]
The NieR characters require special collab tickets; this means that [[File:Item-EventConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Event Construct R&D Ticket|Event Construct R&D Tickets]] will NOT work on NieR banners, but [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]BC can still be converted into these collab tickets.
<br><br>
[[File:Item-CollabConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Construct R&D Ticket|Collab Construct R&D Tickets]] are used to pull for [[2B]], [[9S]], and [[A2]] via gacha
* Any excess will be converted to [[File:Item-EventConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Event Construct R&D Ticket|Event Construct R&D Tickets]] after the collab is over

}}

{{FAQ
|Image= Chibi-Lotus-1.png
|Size= 60px
|Question= What kind of Tickets are used to pull NieR weapons via gacha?
|Answer=
[[File:Item-CollabWeaponRnDTicket.png|150x150px|link=|class=notpageimage]]
The NieR weapons require special collab tickets; this means that [[File:Item-TargetWeaponRnDTicket.png|25x25px|link=|class=notpageimage]] [[Target Weapon R&D Ticket|Target Weapon R&D Tickets]] will NOT work on NieR banners, but [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]BC can still be converted into these collab tickets.
<br><br>
* Like all other 6★ weapons, the targeted NieR weapon has an 80% chance of being the weapon you pity
* However, the other two possible 6★ weapons on each NieR weapon banner belong to the other two NieR characters, meaning you are guaranteed a 6★ NieR weapon at pity, even if it is not your targeted one
<br><br>
[[File:Item-CollabWeaponRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Weapon R&D Ticket|Collab Weapon R&D Tickets]] are used to pull for NieR weapons via gacha
* Any excess will be converted to [[File:Item-TargetWeaponRnDTicket.png|25x25px|link=|class=notpageimage]] [[Target Weapon R&D Ticket|Target Weapon R&D Tickets]] after the collab is over
}}

{{FAQ
|Image= Chibi-2B-2.png
|Size= 60px
|Question= Why does it cost less [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]BC to pull for NieR characters than other characters?
|Answer=
Although each NieR character still has a pity of 60 pulls and technically costs the usual [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]15,000 BC when converting them directly, each 10-pull spent on a NieR banner will be rewarded with a bonus of 750 [[File:Item-CollabConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Construct R&D Ticket|Collab Construct R&D Tickets]]. If you have to go to pity for a character, this will mean you save 4,500 [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]BC/[[File:Item-CollabConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Construct R&D Ticket|Collab Construct R&D Tickets]] and technically only spend 10,500 [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]BC/[[File:Item-CollabConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Construct R&D Ticket|Collab Construct R&D Tickets]].
<br>
This also occurs during the re-run, and the pity count carries over from [[Untold Naraka]] as well.
<br>
Note: This bonus does NOT apply to [[File:Item-CollabWeaponRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Weapon R&D Ticket|Collab Weapon R&D Tickets]] for NieR weapon banners.
}}

{{FAQ
|Image= Chibi-Crocotta-1.png
|Size= 60px
|Question= What will happen with leftover collab tickets after the event?
|Answer=
Don't worry, they will be converted to regular tickets when the event ends.
<br>
* [[File:Item-CollabConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Construct R&D Ticket|Collab Construct R&D Tickets]] will be converted into [[File:Item-EventConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Event Construct R&D Ticket|Event Construct R&D Tickets]]
* [[File:Item-CollabWeaponRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Weapon R&D Ticket|Collab Weapon R&D Tickets]] will be converted into [[File:Item-TargetWeaponRnDTicket.png|25x25px|link=|class=notpageimage]] [[Target Weapon R&D Ticket|Target Weapon R&D Tickets]]
}}

{{FAQ
|Image= Chibi-Palefire-2.png
|Size= 60px
|Question= How do I obtain each character's weapon?
|Answer= <div class="none"></div>
* 5★ NieR weapons are automatically obtained once you acquire the relevant character
* 6★ NieR weapons are obtained via gacha, but only during [[Untold Naraka]] and the re-run patch ([[Evernight Beat]])
}}

{{FAQ
|Image= Chibi-CrimsonAbyss-3.png
|Size= 60px
|Question= What special packs are available to purchase for [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]RC in the Shop?
|Answer=
It's impossible to give a definitive answer as different versions of the game may have different packs. That said, there will more than likely be options to purchase Shards for each character in the Shop.
}}
</tab>

<tab name="F2P Concerns">
If you are a true Free-to-Play player, you may have seen an upcoming patch that contains three S-Rank characters preceded by a different S-Rank character and started to worry. While all three NieR characters are S-Rank, they do not come with an S-Rank price tag.

{{FAQ
|Image= Chibi-Blast-1.png
|Size= 60px
|Question= Are 2B, 9S, and A2 free?
|Answer=
[[Untold Naraka]]:
* [[9S]] is free from an event login reward
* [[A2]] is free, but must be farmed and claimed before the event shop closes
* '''[[2B]] can only be acquired through gacha''', but isn't available until the second half of the event
<br>
[[Evernight Beat]] Re-run:
* All characters must be obtained via gacha
<br>
Worth noting is that the currency used to get the free [[A2]] copy is also used for materials and her own coating, which returns later on in the re-run, but costs [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]RC.
}}

{{FAQ
|Image= Chibi-Dawn-1.png
|Size= 60px
|Question= I'm F2P — Is the NieR Team worth it at S-Rank?
|Answer=
Yes, the NieR team is worth having even at base S-Rank — they are just as competitive as any other base S-Rank. Keep expectations grounded; you generally won't be topping the charts with base S-Ranks since the competition will inevitably be using SSS+ Rank characters, but that by no means infers that any given character is bad at S-Rank. S-Rank characters are great at clearing content, and the NieR team is no different.
<br>
* Base S-Rank NieR team with 5★ weapons is stronger or at least just as formidable as any base S-Rank team of the same level/investment
* They will all come with their 5★ weapons upon acquisition
* The total price of all three S-Rank NieR characters is only [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]10,500 BC even if you hit pity for [[2B]], as long as you earn [[9S]] and [[A2]] for free during [[Untold Naraka]]
* A very solid team for new players
* [[2B]] is extremely necessary for the other two to be good, so please think of her as a must-have for the team
* Since she is only available for a limited time, pulling [[2B]] is recommended for collection purposes (and to empower the rest of the team)
* Long-term F2P players are more likely to have enough [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]BC to get [[A2]]'s 6★ weapon
* The NieR team remains a strong pick in Physical [[War Zone]], [[Babel Tower]], and Norman Revival Plan even after the arrival of future characters and various reworks
* This team remains great for casual players because [[A2]] is so powerful and difficult to kill
* In PGR, the more teams you have for [[Babel Tower]] and other content, the better
<br>
Don't count them out for being S-Rank. There are no useless S-Rank characters.
}}

{{FAQ
|Image= Chibi-Entropy-2.png
|Size= 60px
|Question= Since I'm F2P, should I skip any characters to obtain 2B?
|Answer=
[[2B]] costs [[File:Item-CollabConstructRnDTicket.png|25x25px|link=|class=notpageimage]]11,250 [[Collab Construct R&D Ticket|Collab Construct R&D Tickets]] to obtain. There should be no need to skip any characters. That said, it might be very tight for pure F2P players, but do your best to get [[2B]].
<br>
Even if you can only dedicate a certain amount of [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]BC during [[Untold Naraka]], the re-run banner carries over the [[Untold Naraka]] banner pity. In addition, the re-run should also offer you 30 Shards of any character you acquire through gacha banners, which would net you an instant SS-Rank [[2B]]. If worst comes to worst, you may want to consider rolling for [[2B]] as much as you can in [[Untold Naraka]] and then finishing your pity during the re-run if you didn't get her.
<br><br>
It is worth noting that while every other character will be obtainable in PGR forever, '''the NieR team is only available for a limited time.''' Please factor that into your considerations.
}}

{{FAQ
|Image= Chibi-Rozen-2.png
|Size= 60px
|Question= Can I skip 2B and just use A2 and 9S, since those two are free?
|Answer=
See above; [[2B]] should be obtainable for many F2P players. Even if it looks dire for your funds, please remember that she is a limited character.
<br>
'''Without [[2B]], both [[A2]] and [[9S]] are significantly weaker''' as their passive buffs will be cut in half. The NieR team functions much better as a full set. That said, you may need to split them in some scenarios, such as [[Babel Tower]], to take advantage of [[A2]]'s capabilities as a solo character; you may even mix her with characters like [[Rosetta: Rigor]]. Most of the time, however, they function as a team. Consider [[2B]] a must-have if you want to make the most of [[9S]] and [[A2]].
}}

{{FAQ
|Image= Chibi-Palefire-1.png
|Size= 60px
|Question= Can you spend [[File:Item-PhantomPainScar.png|25x25px|link=|class=notpageimage]] Phantom Pain Scars on Shards for NieR characters?
|Answer=
No. You are free to save your [[Phantom Pain Cage]] currency for other characters.
}}
</tab>

<tab name="Spender Tips">
The NieR team has a much smaller price tag than any other S-Rank in the game. This isn't to say that they are cheap by any means, but they are certainly more affordable for the average spender. This is largely due to gacha bonuses and all the Shard packs being sold in the Shop.

{{FAQ
|Image= Chibi-Brilliance-2.png
|Size= 60px
|Question= What is the cheapest way get A2 to SSS-Rank?
|Answer=
In [[Untold Naraka]], there are some bundles in the Shop that go a long way to mitigating the cost of getting [[A2]] to SSS-Rank. Note that these bundles are cheaper in Global to account for the RC packs available.
<br><br>
[[Untold Naraka]] Sources of Shards:
* [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]] 299 RC Bundle: 30 [[A2]] Shards
* [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]] 28 RC Bundle: 10 [[A2]] Shards
* Event Shop (Free): 50 [[A2]] Shards
* As a part of the event, when you evolve a NieR character to SS-Rank, you receive 30 Shards for the evolved character as a bonus
<br>
With that in mind, follow these steps to get SSS-Rank [[A2]]:

* Spend up to [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]10,500 BC acquiring a copy of [[A2]] from gacha (for every 10-pull you do on a NieR banner, you receive 750 [[File:Item-CollabConstructRnDTicket.png|25x25px|link=|class=notpageimage]] [[Collab Construct R&D Ticket|Collab Construct R&D Tickets]])
* <span style="color:#6db135;">IT IS VERY IMPORTANT THAT YOU PULL HER FROM GACHA FIRST; OTHERWISE SHE TAKES 50 SHARDS TO UNLOCK AND IT WILL COST YOU EXTRA</span>
* Spend [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]] 327 RC in total on the two [[A2]] Shard bundles in the cash shop
* Earn the 50 [[A2]] Shards from the [[Untold Naraka]] event shop
* Evolve A2 to SS-Rank, which will reward you with an additional 30 Shards
* You should now have the required amount of Shards to evolve A2 to SSS-Rank
<br>
As a reminder, here are the [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]RC prices in the Global version:

[[File:Screenshot-RCPrices.png|800px|class=notpageimage]]
}}

{{FAQ
|Image= Chibi-CrimsonAbyss-1.png
|Size= 60px
|Question= What is the cheapest way to SSS+ the NieR team?
|Answer=
Although it's still expensive to get the NieR team to SSS+ Rank, it is significantly cheaper than maxing out other characters due to the bundles that appear in the shop and other bonuses. The cheapest way to SSS+ Rank all three characters is to take advantage of both [[Untold Naraka]] and the re-run patch, [[Evernight Beat]].
<br>
A2:
* Use the SSS-Rank [[A2]] method from the above question during [[Untold Naraka]]; you should have 60 Shards leftover and will need only 120 more Shards to get A2 to SSS+ Rank
* During the re-run, acquire two copies of [[A2]] via gacha to get 60 Shards, and receive an additional 60 Shards as a bonus
<br>
2B and 9S:
* During [[Untold Naraka]], get both of them to SSS-Rank via gacha
* With 60 Shards leftover for both, acquire two copies of [[2B]] and [[9S]] via gacha to get 60 Shards, and receive an additional 60 Shards as a bonus for each

{{Header Notch|The monetary cost of SSS+}}

* <big>A2 Cheapest Total Cost: [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]327 RC and [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]31,500 BC</big>
** '''SSS from original run in [[Untold Naraka]]:''' [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]10,500 BC for gacha pity, [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]327 RC packs, and the free 50 event shop Shards
** '''SSS+ during re-run:''' Pull two copies via gacha using a maximum of [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]21,000 BC
<br>
* <big>9S Cheapest Total Cost: [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]299 RC and [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]42,000 BC</big>
** '''SSS from original run in [[Untold Naraka]]:''' Login reward, [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]299 RC pack, and [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]21,000 BC for two gacha pities
** '''SSS+ during re-run:''' Pull two copies via gacha using a maximum of [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]21,000 BC
<br>
* <big>2B Cheapest Total Cost: [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]299 RC and [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]52,500 BC</big>
** '''SSS from original run in [[Untold Naraka]]:''' [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]31,500 BC for three gacha pities and [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]299 RC pack
** '''SSS+ during re-run:''' Pull two copies via gacha using a maximum of [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]21,000 BC
<br>
Please keep in mind that the SSS+ NieR team is not necessary for most players and is only something you should consider if you love NieR: Automata dearly or are a completionist.
}}
</tab>
<tab name="Meta Analysis">
The NieR team's effectiveness is subjective and will come down to a variety of factors — their Rank, their weapons, their Memories, and even your own gameplay ability.

{{FAQ
|Image= Chibi-Lux-1.png
|Size= 60px
|Question= What is the bare minimum requirement to make the NieR team powerful?
|Answer=
'''The most important character to invest in is [[A2]].''' Despite being a Tank, [[A2]] is the main damage dealer of the NieR Team.
<br>

The following is a guideline of what ranks and weapons you can add to strengthen the NieR team, with #1 being the weakest and #6 being the strongest. Each number assumes you also have what was mentioned in the previous number (for example, #3 assumes you have #2's SSS-Rank [[A2]] with 6★ weapon, in addition to SS-Rank [[9S]]).
<br><br>
# <span style="color:#FF6549;">Base NieR:</span> <br> All S-Rank with 5★ weapons <br><br>
# <span style="color:#FF6549;">A2 Solo Carry:</span> <br> SSS-Rank [[A2]] with 6★ weapon <br><br>
# <span style="color:#FF6549;">A2 Solo Carry (Enhanced):</span> <br> SS-Rank [[9S]] (Blue Orb/QTE gives Physical DMG increase by 10% for 8 seconds to A2/2B) <br><br>
# <span style="color:#FF6549;">Full Team Rotation:</span> <br> [[9S]] 6★ weapon and up to SSS-Rank [[2B]] with her 6★ weapon <br><br>
# <span style="color:#FF6549;">Full Team Rotation (Enhanced):</span> <br> SSS-Rank [[9S]] <br><br>
# <span style="color:#FF6549;">Full Team Rotation (Ultimate):</span> <br> SSS+ Rank [[A2]] and SSS+ Rank [[2B]] (and SSS+ Rank [[9S]] if possible)
<br>
Please note that as it is just a guideline, this is not the only way to measure the strength of the NieR team and should not be taken as gospel.
}}

{{FAQ
|Image= Chibi-A2-1.png
|Size= 60px
|Question= What is the NieR team's main role?
|Answer=
<span style="color:#FF6549;">War Zone</span>
* The NieR team has a strong performance in Physical [[War Zone]]
* On release, they are even strong in off-element (non-Physical) [[War Zone]]
* Up until the debut of [[Liv: Empyrea]] in [[The Survival Lucem]], the NieR team is often stronger than Fire teams in the Fire stages of [[War Zone]]
* SSS-Rank [[A2]] with her Signature Weapon is enough for Fire [[War Zone]] before the Fire team's revival
* While other future characters handle off-element and even Physical [[War Zone]] for a few patches in the future, [[The Ark Beyond]] patch re-balances the game mode to discourage the use of off-element teams, and the NieR team becomes the go-to for Physical [[War Zone]] once again
<br>
<span style="color:#FF6549;">Babel Tower</span>
* The NieR team is always strong here
* [[A2]] has extremely good survivability
* The NieR team is not necessary here, however, as any veteran player can max [[Babel Tower]] even without the NieR Team
<br>
<span style="color:#FF6549;">Phantom Pain Cage: Ultimate Zone</span>
* [[Phantom Pain Cage]] Ultimate bosses are divided into "Gen 1" and "Gen 2" bosses
* The NieR team does amazingly well against Gen 1 bosses but horrible against Gen 2 (stat-related reasons)
<br>
<span style="color:#FF6549;">Norman Revival Plan<span>
* Norman Revival Plan is an important (future) game mode that is made much easier in Physical stages with the NieR team
* Comparatively, a Physical team with SS-Rank [[Lucia: Crimson Abyss]] and SS-Rank [[Rosetta: Rigor]] can feel a lot less pleasant to use
<br>
On release, SSS-Rank NieR team (all three characters at SSS-Rank) can basically do every single [[War Zone]] stage regardless of element as well as a majority of [[Phantom Pain Cage]]: Ultimate Zone fights. Note: skill and proper builds are also necessary for this; SSS-Ranking all three characters is not an instant win on its own.
}}

{{FAQ
|Image= Chibi-Rozen-3.png
|Size= 60px
|Question= What does the NieR team's future look like?
|Answer=
<span style="color:#FF6549;">The Survival Lucem and the Addition of Liv: Empyrea</span>

* About six months after [[Untold Naraka]], [[Liv: Empyrea]] releases in [[The Survival Lucem]]
* Notably, [[Liv: Empyrea]] makes the Fire team good, which removes the need to bring NieR to Fire [[War Zone]]
<br>
<span style="color:#FF6549;">Recitativo di Fantasia's Rework of War Zone</span>

* During the patch [[Recitativo di Fantasia]], there is a huge, stat-related [[War Zone]] rework; this greatly impacts all Physical characters and severely weakens them in off-element [[War Zone]] stages
* Emphasis: ALL Physical characters are hurt by these changes
* Physical becomes the worst team in [[War Zone]] at this point and the easiest zone to go off-element on
* As of [[Her Last Bow]] in CN, equal investment Fire team scores similar (and even higher) compared to equal investment NieR team, but that is very far into the future and a result of great new additions to the Fire team ([[Roland: Flambeau]], [[Liv: Empyrea]], [[Nanami: Remote Star]])
<br>
<span style="color:#FF6549;">The Ark Beyond's Rework of War Zone</span>

* Once again [[War Zone]] sees some changes that impact the NieR team; this time, the change makes characters of the appropriate element get a significant damage boost
* In essence, this discourages the use of off-element [[War Zone]] runs
* As a result, the NieR team becomes a great choice in Physical [[War Zone]]
<br>
In summary, the NieR team will be one of the best squads for about 6 months after they are introduced. The NieR re-run in [[Evernight Beat]] will be followed by [[The Survival Lucem]] patch, which will power up the Fire Team. The [[War Zone]] rework happens after that, which weakens all Physical War Zone teams. Then in [[The Ark Beyond]], off-element [[War Zone]] becomes bad and NieR shines in Physical stages once again.
}}

{{FAQ
|Image= Chibi-Palefire-2.png
|Size= 60px
|Question= Is the NieR team restricted from use in certain content?
|Answer=
The NieR team cannot be used in Guild content. Minor, but worth noting.
}}

{{FAQ
|Image= Chibi-Plume-1.png
|Size= 60px
|Question= How does the NieR team compare with the other Physical team?
|Answer=
Ultimately, it is better not to compare them at all.
<br>
The Physical team featuring [[Lucia: Crimson Abyss]] and [[Rosetta: Rigor]] has extremely high burst damage. They do not have the consistent, non-stop DPS that the NieR team has when compared Rank for Rank. In a drawn-out fight, NieR wins out. When it comes to extremely fast and high damage, the other Physical team wins.
<br><br>
It is important to emphasize that different teams have different strengths.
<br><br>
Regardless of which way opinions swing on this matter, it is a fact that having more characters is better in PGR. There are many gameplay modes where having multiple teams is important, and you will often find yourself wishing you had even more characters. You will likely find yourself using both the standard Physical team as well as the NieR team.
}}

{{FAQ
|Image= Chibi-Blast-1.png
|Size= 60px
|Question= At what Rank does the NieR team become better in Fire War Zone than the Fire team?
|Answer=
SSS-Rank [[A2]] with her 6★ Weapon is enough for Fire [[War Zone]] before the Fire team's revival (the debut of [[Liv: Empyrea]] in [[The Survival Lucem]]). [[2B]] and [[9S]] can remain at S-Rank with 5★ weapons.
}}
</tab>
<tab name="Coatings">
2B, 9S, and A2 will all receive their own alternate coatings. Lucia: Crimson Abyss may receive a Drakengard-inspired one as well.

{{FAQ
|Image= Chibi-Eclipse-2.png
|Size= 60px
|Question= How do I get each NieR character's coatings?
|Answer=
[[Untold Naraka]]:
* 2B's [[2B/Gallery|Revealing Outfit]]: [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]68 RC
* A2's [[A2/Gallery|Destroyer Outfit]]: 3000 currency in the event shop (free)
* 9S's [[9S/Gallery|Young Man's Outfit]]: 14-Day login reward (free)
<br>
[[Evernight Beat]] Re-run:
* 2B's [[2B/Gallery|Revealing Outfit]]: [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]68 RC
* A2's [[A2/Gallery|Destroyer Outfit]]: [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]68 RC
* 9S's [[9S/Gallery|Young Man's Outfit]]: [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]68 RC
<br>
If you miss the free coatings the first time around, your only option will be to pay for them during the re-run.
}}

{{FAQ
|Image= Chibi-Rozen-1.png
|Size= 60px
|Question= 2B was censored in the CN version — will she be censored in Global?
|Answer=
No. She is not censored in the Global version.
<br>
Please note that [[2B]]'s alternate coating, [[2B/Gallery|Revealing Outfit]], is slightly different in PGR compared to its appearance in NieR: Automata. In all version of PGR, parts of the outfit are torn and damaged, while other parts have more coverage (specifically around the bust and back of the underwear). This design direction remains in the Global version.

{{Gallery|Image=Screenshot-2BExample|Number=3}}<center><small>''2B's appearance in PGR JP''</small></center>
}}

{{FAQ
|Image= Chibi-Laurel-1.png
|Size= 60px
|Question= Will Lucia: Crimson Abyss' Drakengard-inspired coating release during Untold Naraka?
|Answer=
No. It is unknown when it will release in Global.
<br>
* In CN, this coating for [[Lucia: Crimson Abyss]] released during [[Untold Naraka]]
* In TW, the coating released during [[Echo Aria]] instead
* In JP, the coating has yet to be released at all
<br>
In both CN and TW, this coating was obtained through a coating gacha. Players could choose to either spend [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]10,000 BC or [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]328 RC in order to obtain special red coating gacha tickets. These tickets could in turn be used on the coating banner.
<br><br>
While the [[File:Item-BlackCard.png|25x25px|link=|class=notpageimage]]10,000 BC option will allow even F2P players to participate, '''the [[File:Item-RainbowCard.png|25x25px|link=|class=notpageimage]]328 RC option is a significantly better deal''' for those willing to spend.
<br><br>
{{Screenshot|Frame=CrimsonAbyss|Coating=Alt5|Number=3}}<center><small>''Lucia: Crimson Abyss' Drakengard-inspired coating''</small></center>
}}

{{FAQ
|Image= Chibi-Plume-2.png
|Size= 60px
|Question= What do each character's coatings look like?
|Answer=
{{Header Notch Center|2B}}
{{Gallery|Number=4|1=Screenshot-2B-YoRHaNo2TypeB-1|2=Screenshot-2B-YoRHaNo2TypeB-2|3=Screenshot-2B-YoRHaNo2TypeB-3|4=Screenshot-2B-YoRHaNo2TypeB-4}} <center><small>''2B's default coating, YoRHa No.2 Type B''</small></center>
<br><br>
{{Gallery|Number=4|1=Screenshot-2B-RevealingOutfit-1|2=Screenshot-2B-RevealingOutfit-2|3=Screenshot-2B-RevealingOutfit-3|4=Screenshot-2B-RevealingOutfit-7}} <center><small>''2B's alternate coating, Revealing Outfit''</small></center>

{{Header Notch Center|9S}}
{{Gallery|Number=4|1=Screenshot-9S-YoRHaNo9TypeS-1|2=Screenshot-9S-YoRHaNo9TypeS-2|3=Screenshot-9S-YoRHaNo9TypeS-3|4=Screenshot-9S-YoRHaNo9TypeS-6}} <center><small>''9S's default coating, YoRHa No.9 Type S''</small></center>
<br><br>
{{Gallery|Number=4|1=Screenshot-9S-YoungMansOutfit-1|2=Screenshot-9S-YoungMansOutfit-2|3=Screenshot-9S-YoungMansOutfit-3|4=Screenshot-9S-YoungMansOutfit-7}} <center><small>''9S's alternate coating, Young Man's Outfit''</small></center>

{{Header Notch Center|A2}}
{{Gallery|Number=4|1=Screenshot-A2-YoRHaTypeANo2-1|2=Screenshot-A2-YoRHaTypeANo2-4|3=Screenshot-A2-YoRHaTypeANo2-3|4=Screenshot-A2-YoRHaTypeANo2-9}} <center><small>''A2's default coating, YoRHa Type A No.2''</small></center>
<br><br>
{{Gallery|Number=4|1=Screenshot-A2-DestroyerOutfit-1|2=Screenshot-A2-DestroyerOutfit-3|3=Screenshot-A2-DestroyerOutfit-2|4=Screenshot-A2-DestroyerOutfit-5}} <center><small>''A2's alternate coating, Destroyer Outfit''</small></center>
}}
</tab>

<tab name="Video Guides">
Without seeing them in action, it's difficult to appreciate the NieR team to the fullest. This section contains various YouTube videos to help show them off.

{{FAQ
|Image= Dialogue-2B-Awaken-Icon.png
|Size= 60px
|Question= COMPREHENSIVE PGR x NIER COLLAB GUIDE
<br> <small>— Rexlent</small>
|Answer=
[[Video:COMPREHENSIVE PGR x NIER COLLAB GUIDE]]
}}

{{FAQ
|Image= Dialogue-A2-Awaken-Icon.png
|Size= 60px
|Question= A2 and Nier Pull Guide in 11 Minutes
<br> <small>— Spider 2B</small>
|Answer=
[[Video:A2 and Nier Pull Guide in 11 Minutes]]
}}

{{FAQ
|Image= Dialogue-9S-Awaken-Icon.png
|Size= 60px
|Question= 5 Minute Guide to 9S
<br> <small>— Spider 2B</small>
|Answer=
[[Video:5 Minute Guide to 9S]]
}}


{{Header Notch|Specific Tips}}
</tab>
* Players should equip [[Yuan_Ye|Yuan Ye]] in the physical stage of Bollie Mine, as the boss (Sharkspeare/Rosetta) can be stunned to help hold them in place.
</tabs>
** Since the physical boss can be stunned, it is recommended to use the '''Constrict''' Energy Field if available to maximize damage output.
* When fighting against Hetero-Hive Mother in the ice stage of Bollie Mine, parrying deals majority of the damage. Those who can reliably parry the attacks should allocate Electricity to their other teams as the damage dealt from parrying is fixed.
* Similarly, Uniframe stages usually do not need Electricity as Finisher Gauge depletes the most from Speed Attacks and Parries.
* Each point in an Add-on will provide 50 BP per character, and 150 BP for the entire team. This counts towards Perfect Tactics, regardless of which team it is allocated to. For Bollie Mine, this means an extra 30 average BP, and for Cloud Mine, this means 25 average BP added.
* Environmental Attacks (Flames, Laser, Dark Explosion) can be used to trigger Matrix and can help boost DMG output in certain situations.
** Leaving the Lightning Shield enemy buff can sometimes be beneficial as it can be used to trigger matrix and acquire dodge-related buffs (such as [[Frederick]] and Camouflage)
* It is recommended to use Time-Stop Calculation abilities as much as possible, this will delay both the stage time limit and timed debuffs.
* '''Rip - Stimulation''' as the Energy Field and Module is highly recommended for Dark team as Luna: Laurel, No.21: XXI, and Karenina: Scire can all stack combo extremely fast, resulting in easily obtainable buffs.
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Latest revision as of 06:03, 29 January 2024


Main


Recommended Energy Fields and Modules for Teams

The following are recommendations only! Feel free to change around the modules or fields if you happen to have more success with others. Please refer to the Team Comps page for recommended units and placement.

Recommended
Constrict

30% chance to deal 125% DMG and stun the target for 2s after a 3-Ping. 10s cooldown. Cooldown is determined separately for each character.

Energy Module Effect
Stimulation Deals 20% more DMG against stunned enemies

Camouflage

Recovers Dodge Gauge by 200 after a 3-Ping.

Energy Module Effect
Stimulation Each dodge grants an 18% Extra DMG bonus for 5s. Cannot be stacked. Duration will reset every time it is triggered.

Recovery

Enters a "recovery" state for 8s after a 3-Ping. Recover 1% HP every second. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Convergent Deployed members gain an Extra DMG bonus based on current HP (26% up at 100% HP).
Recommended
Camouflage

Recovers Dodge Gauge by 200 after a 3-Ping.

Energy Module Effect
Diversion Switching members will fully restore the Dodge Gauge and grant an Extra DMG bonus of up to 25% based on the Dodge Gauge percentage for 10s.

Turbulence

Generate a random number every 15s and gain the according effect: [0-24] DMG from spending Signal Orbs +30%; [25-49] Signature DMG +30%; [50-74] Basic Attack DMG +30%; [75-89] Trigger the above effect; [90-98] Character DMG -50%; [99] Deduct 100% HP from the current character.

Energy Module Effect
Diversion During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to 40%, resetting once it hits 21. The total number increases by 1 every 10s (switching members resets the timer).
Recommended
Preparation

Enters a "Preparation" state for 5s after a 3-Ping. Dealing DMG in this state will lower the switching cooldown by 0.5s. Effect triggers in 1s intervals. Each trigger refreshes the timer on "Preparation".

Energy Module Effect
Stimulation 1/3 of the total number of Signal Orbs pinged by the current member will be granted to the next character switched in (rounded up).

Turbulence

Generate a random number every 15s and gain the according effect: [0-24] DMG from spending Signal Orbs +30%; [25-49] Signature DMG +30%; [50-74] Basic Attack DMG +30%; [75-89] Trigger the above effect; [90-98] Character DMG -50%; [99] Deduct 100% HP from the current character.

Energy Module Effect
Diversion During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to 40%, resetting once it hits 21. The total number increases by 1 every 10s (switching members resets the timer).

Matrix

After a 3-Ping, inflict the target with "Freeze" (triggers once per second). Each stack decreases Movement Speed by 10%. After 5 stacks, trigger Matrix and remove stacks. Cooldown is 5s.

Energy Module Effect
Stimulation 35% of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
Recommended
Gravity

Enters an "Overload" state for 6s after a 3-Ping. Obtain 1 random Signal Orb and increase Movement Speed by 30%. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains an 8%/18%/25% Extra DMG bonus for 8s when moving more than 10/15/20m. Cannot be stacked. Switching members will reset the effect.

Matrix

After a 3-Ping, inflict the target with "Freeze" (triggers once per second). Each stack decreases Movement Speed by 10%. After 5 stacks, trigger Matrix and remove stacks. Cooldown is 5s.

Energy Module Effect
Stimulation 35% of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
Recommended
Rip

Enters a "Shadow Dance" state for 8s after a 3-Ping. In this state, all DMG will follow with 15% additional DMG that will be added to the combo. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains a bonus by reaching a certain combo count:

50: Deals 500% area DMG.
75: Gains 30 Energy.
100: All members gain 3 Signal Orbs of the same color.
150: Gains "Immovable"
200: Increases DMG by 40% for 8s.


Gravity

Enters an "Overload" state for 6s after a 3-Ping. Obtain 1 random Signal Orb and increase Movement Speed by 30%. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains an 8%/18%/25% Extra DMG bonus for 8s when moving more than 10/15/20m. Cannot be stacked. Switching members will reset the effect.
Recommended
Recovery

Enters a "recovery" state for 8s after a 3-Ping. Recover 1% HP every second. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Convergent Deployed members gain an Extra DMG bonus based on current HP (26% up at 100% HP).

Gravity

Enters an "Overload" state for 6s after a 3-Ping. Obtain 1 random Signal Orb and increase Movement Speed by 30%. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains an 8%/18%/25% Extra DMG bonus for 8s when moving more than 10/15/20m. Cannot be stacked. Switching members will reset the effect.

Camouflage

Recovers Dodge Gauge by 200 after a 3-Ping.

Energy Module Effect
Stimulation Each dodge grants an 18% Extra DMG bonus for 5s. Cannot be stacked. Duration will reset every time it is triggered.

Tips

General Tips

  • Combat points generation and ore collection happen each day at the same hour in which the Combat Phase was originally started. This may not be the same time as the daily reset so make sure you check!
  • Players that are able to clear Pioneer Battle's 4th Mine with less than 400 Electricity should choose Pioneer over Regular Battle, as doing so will net 200 Black Cards (with a max of 300/400 Black Cards), greater than the 200 maximum Black Cards possible in Regular Battle.
  • To obtain the maximum amount of Tantalum Ore, the player needs to complete the first 3 Mines on the first day of Battle Phase, then clear the 4th Mine on the second day, and finish the 5th Mine on the third day. Players that are unable to clear the Mine's "Deep Hive" should still do the "Resource Stages" in order to obtain their Autonomous Miners for more Tantalum Ore.
  • Players can utilize the same memory sets, especially Da Vinci sets, as well as CUBs and weapons by challenging with one team at a time (clicking the Blue Challenge button next to each team). Players will be able to swap memories, weapons, and CUBs from the successful teams to other characters before resuming the challenge.
  • Players can use as much Electricity as desired for any stage outside of Deep Hive. Challenge mission only take into account the Electricity used when challenging Deep Hive, allowing players to max out Add-ons to clear the buff stages faster.
  • The fastest way to clear a Mine is completing the Deep Hive first, as it automatically clears every other stage in the Mine.
  • Players can use Prolonged Combat to delay for more than 1 day, allowing them to clear the last Mine at a later day without missing out on rewards.
  • It is highly recommended to use Electricity to enhance the weakest teams, and only boost ATK if aiming for the challenge missions.
    • Players can reallocate Electricity by resetting a team's stage if they find one stage to be easier than the other.
  • If a player does not have an element's team, support characters can be used and teamed up with an off-element Healer and Tank. The support character will serve as the main DPS, being on-field for most of the fight.
  • Equipping redundant gear on characters stationed at the Power Station maximizes Electricity gain. Fully built SSS/SSS+ characters will net you an extra 120 to 200 Electricity to use.
  • Players should clear all the Mines (except Cloud Mine) if possible, even if done on the last day of Battle Phase, as the reward missions provide 6★ Weapon Resonance Shards regardless of Electricity used.

Specific Tips

  • Players should equip Yuan Ye in the physical stage of Bollie Mine, as the boss (Sharkspeare/Rosetta) can be stunned to help hold them in place.
    • Since the physical boss can be stunned, it is recommended to use the Constrict Energy Field if available to maximize damage output.
  • When fighting against Hetero-Hive Mother in the ice stage of Bollie Mine, parrying deals majority of the damage. Those who can reliably parry the attacks should allocate Electricity to their other teams as the damage dealt from parrying is fixed.
  • Similarly, Uniframe stages usually do not need Electricity as Finisher Gauge depletes the most from Speed Attacks and Parries.
  • Each point in an Add-on will provide 50 BP per character, and 150 BP for the entire team. This counts towards Perfect Tactics, regardless of which team it is allocated to. For Bollie Mine, this means an extra 30 average BP, and for Cloud Mine, this means 25 average BP added.
  • Environmental Attacks (Flames, Laser, Dark Explosion) can be used to trigger Matrix and can help boost DMG output in certain situations.
    • Leaving the Lightning Shield enemy buff can sometimes be beneficial as it can be used to trigger matrix and acquire dodge-related buffs (such as Frederick and Camouflage)
  • It is recommended to use Time-Stop Calculation abilities as much as possible, this will delay both the stage time limit and timed debuffs.
  • Rip - Stimulation as the Energy Field and Module is highly recommended for Dark team as Luna: Laurel, No.21: XXI, and Karenina: Scire can all stack combo extremely fast, resulting in easily obtainable buffs.