Type: AR
Rarity: 5
Obtainable from:
Affects SMG
ICD: CD:
Launches grenades based on self dummy link expansions, dealing ($dmg)x damage to enemies within a radius of 1 unit. Enemies hit by grenades is marked for 3 seconds. When K11's grenades in the same salvo hit marked enemies, they take an additional 2x damage.
K11 is a 5* AR grenadier. She has decent tiles and firepower and her grenade skill is unique. Instead of the usual 8 seconds initial cooldown typical of AR grenadiers, K11 has a 6 second initial cooldown.
Every single K11 link fires a weaker, smaller radius grenade that does 50% more damage against enemies hit by multiple K11 grenades. Each of these grenades is individually randomly targeted instead of prioritizing the highest HP and can each land on a different enemy.
A 6 seconds initial cooldown is fast for a grenadier AR and lets K11 end fights earlier than most. Even her grenade firing animation is faster than her fellow 6 seconds ICD grenadier FAL (35 frames vs 41 frames). The novelty of this has worn off since the introduction of 416 Mod with the same cooldown, but it is still strong.
As one could expect, the random targeting from K11’s skill can be a godsend or a nightmare. She can distribute grenades however she wants. She can potentially hit all the most dangerous/grenade susceptible units on the field. Or she can possibly waste 4 to 5 on one unit completely separated from every other enemy. Beware of this inconsistency.
Because of how splash damage works, K11 firing 5 separate grenades can be problematic. One way in which grenadiers deal the most damage is by link-splashing, where their grenades multiply in damage for each link the enemy has. K11's grenades all register as different grenades, so even if they all hit the same target, their damage would diminish. If the enemy loses links to an earlier grenade, a second grenade will do less damage and so on. This issue is somewhat mitigated by the increased damage from the grenade's multiplier her grenades apply, but there still is potential damage loss. It should be noted that this does not affect grenades that aren't K11's. This usually means that regular AP grenadiers like M4 Sopmod II and 416 can deal more damage against high-HP and high-linked targets.
K11 is a decently strong and fast unique grenadier with a large portion of rng in her skill, making her performance vary. She can also be used for certain farming comps to varying degrees of success.
K11’s 53 firepower is high for an AR. Useful for her skill.
K11 has strong tile buffs that SMGs want and a good tile layout.
A quirk seemingly unique to K11 is that she is always able to activate her skill when it comes off cooldown. Other T-dolls need to not be firing a bullet or reloading in order to use their skills, but specifically, K11 is somehow able to circumvent this, making her skill always available for use at 6 seconds.
At 6 seconds of initial cooldown and her quirk of ignoring firing animations means that K11 is very fast for a grenadier. The earlier the enemies are wiped out, the less damage will be taken.
The benefits to random targeting is that K11 can theoretically hit any enemy and is not constrained to hitting the beefiest target in the fight, who might not be the biggest threat or be particularly affected by grenades. Additionally, if the packs of enemies are split up far apart, K11 can still hit both provided good RNG.
The downside to random targeting is that K11's performance becomes inconsistent from battle to battle. She could put all of the grenades onto one tanky target far from the rest of the enemies. Outside of constantly resetting fights, there's not much way to fully control what results she produces.
Each of K11's links fires a grenade. This means that at fewer than 5 links, K11's potential suffers greatly. While the DPS shouldn't usually take damage, sometimes taking chip damage is unavoidable. This also means newer players looking for a grenadier to carry them from level one should probably not look to K11.
Each of K11's grenades has a radius of 1, which is smaller than most grenades (Anti-Personnel is 1.5 units.) With poor targeting, K11 can often be unable to hit every enemy.
When multiple grenades hit the same enemy, each grenade’s damage is calculated separately. This can become a problem if one grenade knocks off the enemy’s links, because the damage dealt by the following grenades will be lowered. Thankfully this is offset by their damage bonus when hitting the same target.