Type: AR
Rarity: 5
Obtainable from:
Affects SMG
ICD: CD:
[Active]: Increases rate of fire by ($rof_value)% for ($duration) seconds. When skill is active, reduce the damage of the attacked target by ($debuff_value)% for 3 seconds. This effect can stack up to 5 layers. [Passive]: When attacking enemies with negative effects, increases damage dealt. Increase damage dealt by ($pass_value1)% when there is 1 type of negative effect on the enemy. If enemy possesses more then 1 type of debuff, grant self an additional +($pass_value2)% damage for each type of negative effect on the enemy. Negative effects include: -DMG, -ROF, -ACC, -EVA, -Armor, -Movespeed, Burning, Stun, Amplify.
The classic favourite for many from the Modern Warfare series, ACR is a 5★ AR obtainable as the crate reward from Shattered Connexion. Sadly, unlike MW2 and MW3, ACR in Girls Frontline is not nearly as powerful.
ACR has 30% Crit Rate base instead of the usual 20% for ARs.
Her skill is Shadow Strangulation Tune, coming with both an active and passive effect. Actively, she buffs her Rate of Fire and reduces the Damage of her target. Passively, she has a unique ability that increases her Damage the more debuffs that her target has. Her raw stats are fairly good too and she is one of only a few ARs whose tile layout can reach every SMG from Position 1.
All of this probably sounds well and good, but in practice falls flat in a number of ways. The amount of Damage ACR gets from debuffs is low, so you would need to stack several at once, which is easier said than done. ARSMG teams do have some fairly easy access to debuffs, but it’s rare that an enemy will have more than 2 debuffs at most. This really hinders ACR’s overall damage output, especially in a meta where RoF skills on ARs don’t have as much value compared to Damage buffs, thanks to ever-increasing enemy HP and Armor values.
Even with all this said, ACR is not a bad doll. She does have some nifty things to her: The damage reduction she provides can be helpful, and RoF focused ARs do see some use against enemies who only care about hitcount such as the new Orthrus (though ACR has to compete with the likes of G11/K2/Angelica and even Type97). Plus, she’s as cute as a button, which is the most important part.
ACR's average DPS ends up around the same as G41 (without speq) against unarmored targets, so if you want to use ACR for waifu reasons only, you at least won’t be suffering. Overall, ACR ends up as a decent AR with some nifty but unfortunately impractical quirks.
ACR’s skill has two effects: one active and one passive. The active portion boosts ACR's Rate of Fire by 50% for 5 seconds and causes her attacks to reduce her target’s Damage by 20% for 3 seconds. Passively, ACR gains extra Damage based on the number of negative effects on the target. The first negative effect will give 10% Damage, while each additional type of debuff thereafter gives an additional 5% Damage.
ARSMG teams do have some common methods of inflicting negative effects on the enemy, such as Smoke Grenades, Incendiary Grenades, and RO635’s skill. ACR’s active will also activate this passive. With this in mind, it is relatively easy to give ACR at least a little bit of extra Damage.
While short lived, the damage reduction debuff that ACR applies via her active can also be helpful for keeping her tanks or herself alive, particularly for hard-hitting enemies like bosses where a 20% damage reduction can make the enemy need an extra hit to take out a single dummy link.
Offensively, ACR has 54 Damage and 77 Rate of Fire, both of which are relatively good for an AR. Her Accuracy of 54 is also on the higher end for ARs.
ACR carries a rare tile layout that allows her to buff the entire column in front of her from Position 1, one of only a few ARs which can do this.
Sadly, her actual tiles are not too great. They buff Rate of Fire and Accuracy, which will only be really beneficial for SMG off-tanks that rely on bullet damage like SR-3MP and Honey Badger and isn't as versatile as a straight Damage tile.
ACR’s interesting concept is unfortunately her downfall. Buffing Damage based on debuffs is an interesting concept, but the values she gets buffed by are low for the amount of effort you need to put in to get them stacked up. Because of skill cooldowns and durations, getting a large amount of debuffs stacked is difficult and often won’t even be worth the effort to specifically go for.
ACR's viability is not helped by the fact that RoF Focused ARs already exist in great abundance with far higher DPS multipliers, which means ACR has a hard time standing out compared to staples like G11/ST AR-15/Angelica or even Type97, especially since ACR has a longer-than-average initial cooldown of 6 seconds
ACR's SPEQ says it applies "3 random debuffs", but the actual debuffs are divided into groupings, and it applies 1 debuff from each grouping.
As such an enemy can never get a Damage AND RoF debuff from this, but can get Damage, Eva and Armor for example.