Type: SG
Rarity: 5
Obtainable from:
Affects MG
ICD: CD:
At the start of battle, if there are other shotgun T-Dolls in the same column, grant perfect accuracy to self and increase knockback chance by 10%. Whenever an enemy is hit by an attack, increase "Activity" by 1 point. When Activity hits 100 points, deal fatal damage to the non-elite enemy unit with the highest damage stat. Thereafter, increase self damage by ($dam_value)%, attack interval becomes fixed at 1 second, and cease reloading until the end of the battle.
FO-12 builds up Activity stacks as she hits enemies with attacks. This counts every hit from her Dummy-links, but misses do not count. When she reaches 100 stacks, she will execute the highest-Damage non-elite enemy in range, after which she will never reload again until the end of the battle as well as setting her RoF to 1 attack per second and increase her Damage a bit. Most highest-Damage enemies in the game are either support units or very deadly units, meaning that FO-12 can eliminate a key target early in a battle, making the rest of the fight much more managable.
Take note that the only thing that scales with Skill Levels for FO-12 is her Damage self-buff, which is largely irrelevant. As such, she can be safely kept at SL1.
Her passive makes it so that all attacks are surehit and increases her knockback chance to 10% if she has another SG in the same column at the start of the battle (you can move her out of harm's way after the battle starts). As both her stacks and being able to knockback relies on actually hitting things in the first place, these effects are both quite welcome. Normal SG knockback chance is 5%, and note that these chances are per-link and are affected by Accuracy. As such, FO-12 is absolutely incredible at knocking enemies back.
The execute works similarly to Gepard M1's Mod, in that it deals a fixed massive amount of damage up to 5 times based on links. This means that if the enemy has enough Force Shields or other Damage Reduction (like Orthrus shields), they can survive the execute. Of course, for the vast majority of content this is entirely irrelevant and you're more likely to be annoyed by the non-elite clause.
Once she reaches 100 stacks, FO-12 will execute the highest-Damage non-elite target, earning her the moniker SG Grape. This is quite useful to pick off a key enemy target.
With a 10% chance to knockback per dummy-link, surehit and not needing to reload, FO-12 will knockback enemies a lot more frequently than other SGs with her normal attacks.
As she does her job perfectly well at SL1, she does not need to be Skill Trained at all.
As FO-12 is not a tank, she needs to be kept out of harm's way as any other DPS. This means she may need to be kited to safety, losing links is very bad as both her knockbacks and stack rate take a penalty from this. She should be using a Birdshot so she doesn't have the damage reduction from Flash ammo. And finally, she is a SG and her Move Speed is very low.
To gain her knockback chance increase and surehit, FO-12 needs to start the battle in the same column as another SG, limiting teambuilding and formation somewhat.
If you wish to delay her execute to hit a specific target, you will have to kite her.
Against some enemy teams, the target you want to execute won't get in range until long after the stacks reach 100, and as you cannot Forced Manual her to delay it in an easy manner, you will have to resort to kiting to delay the activation. This is most easily done by letting her shoot her final shot that will make her reach 100 stacks, and immediately start kiting her. She will then instantly perform her execute when she stops moving again.