Type: HG
Rarity: 5
Obtainable from:
Affects SMG, HG, AR, RF, MG, SG
ICD: CD:
[Passive]: Gain +1 Hummingbird every 2 seconds. If there are no allied units in the same column at the start of battle, gain +3 Hummingbirds instantly. Can hold up to 9 Hummingbirds. For every Hummingbird possessed, self attacks inflict an additional 1x damage. [Active]: Consume all Hummingbirds and grant buffs to the entire team that last for ($duration) seconds. During the skill, no new Hummingbirds will be gained. [1/2/3 Hummingbirds consumed]: Increase all allies' damage by ($dam_value). [4/5/6 Hummingbirds consumed]: On top of existing effects, increase all allies' rate of fire by ($rof_value). [7/8/9 Hummingbirds consumed]: On top of existing effects, increase all allies' critical hit rate by ($cr_value).
The latest addition to the most puny and awful guns being incredibly busted in-game HGs that power creep past their competition is here: Kolibri!
Her base evasion is insanely high and undefeated. Her firepower is stupidly low. Her tiles give a massive firepower buff equal to Gr Mk23 and an extra 40% accuracy cherry on top. Due to the tile shape, she usually ends up along the bottom row, like position 2, reaching both DPS’ from another column.
Despite all moving parts, her skill basically has 2 main uses. Other applications and considerations will be included in the full analysis.
The first is as a 0-second 25% firepower buff by putting Kolibri in her own vertical column.
The second is for longer fights as a normal buffing HG. Manually activating Kolibri’s skill after 6 seconds. She gives 25% firepower, and a bonus 25% rate of fire on top if she starts in her own column and it’s the first skill activation. The resulting buff is equivalent to 2 5* HGs.
The extra attacks from her passive do not make her a DPS HG, since she has awful base firepower and she usually drops those stacks immediately. So that portion can be ignored.
In conclusion, Kolibri is a really powerful buffing handgun and definitely worth investing in.
Kolibri can activate her skill at 0 seconds if left on autoskill.
At 3 stacks, Kolibri’s skill equals one 5* HG. At 6 stacks, she rivals two. At a highly unlikely 9 stacks, she’s like 2.5 to 3 of them at once. It’s pretty damn strong.
Each hummingbird stack gives Kolibri an extra attack. At full stacks, Kolibri is a 10-hit multi-hit unit, letting her shred through hit-count capped enemies with ease. (Please note this is mostly hypothetical and entirely impractical)
Kolibri’s tile shape lets her sit almost anywhere along the bottom row and reach the DPS. Her buffs are extremely strong, giving 36% firepower - equivalent to Mk23 - but also 40% accuracy.
So we’re not supposed to make statements like this, but Kolibri’s base evasion of 128 is currently the highest in the entire game (disregarding equipment). She beat out the next best, PSM, by 16 points. That’s so much evasion. What the hell.
With a 0-second initial cooldown, Kolibri’s skill needs to be manually controlled if syncing with other doll skills.
Due to her column-check, putting Kolibri in a proper place in a formation while taking advantage of her tile buffs can be difficult, since it sometimes requires moving the DPS or tanks around to vacate her column.
330 HP is on the lower side for HGs, making Kolibri more vulnerable despite her high evasion.
Kolibri also happens to have 15 firepower, which is incredibly low, presumably to counteract the fact that her skill can let her shoot multiple attacks.
Kolibri’s skill description is really lengthy, so let's use this section to break down what each portion entails and potential applications.
Here is some info about Kolibri’s skill:
Each Hummingbird stack lets Kolibri buff the team more and get an extra damage instance each time she attacks. Usually the benefits from stacks peak at multiples of 3, so that’s where most commanders will want to activate her skill. On occasions where time is incredibly limited, activating Kolibri before she reaches a multiple of 3 is definitely an option.
The critical damage portion of Kolibri’s skill is where more niche applications come in. Most fights don’t allow much waiting. Some exceptions do exist though, like multicycle fights such as boss/Sstrider fights. Or fights where you’ll end up intentionally delaying the skills to get a better outcome, like when fighting Qquills.
Waiting for 7 stacks provides a 20% critical hit rate buff that can take RFs with a VFL to 100% critical hit rate. Waiting for 8 stacks allows ARs with a VFL to reach 100% crit rate and completely counteracts Px4’s debuff on RFs. The full 9 stacks gets MGs and SMGs equipped with VFLs to reach 100%. But that’s a minimum of 8/10/12 seconds of waiting respectively, so apply as needed.
The first column check is starting formation dependent, so no allies can start directly above or below Kolibri in the tilebuff layout in order to pass the passive check. This can occasionally give rise to problems, since giving Kolibri her own entire column might prevent other T-Dolls from fitting into the formation to give their tilebuffs, and two of her tilebuff placements go unused. But it can still be worked out in a number of ways, such as:
Putting Kolibri on the backmost column and the rest of the team on the middle/front columns, then kiting for a moment to fix the layout, which can take a bit of time and lose some DPS.
Kolibri gets the middle column, and tanks go on the front column and DPS/supports on the back. This might miss out on the tank’s tile buffs for some teams, although it is not as much of a problem for MGSGs.
After the first skill activation, Kolibri’s performance becomes mostly normal. Each time her skill cooldown comes up, she has at most 3 stacks waiting, or a usual 25% firepower buff. This is also the case from the start if she doesn’t have her own column, so putting her in her own column isn’t strictly required, just missing out. Combined with her stronger firepower tiles, she can do slightly better than the likes of Grizzly in terms of raw DPS, but her awkwardness with cooldown reduction can slow her down on RFHGs.
Cooldown reduction is not helpful on Kolibri. Since the time it takes for each stack to recharge is set, cooldown reduction just lets Kolibri use her skill before she has more stacks built up, lowering the buffs she provides. For example, a 15% cooldown reduction on her makes a 10.5 second cooldown. Kolibri’s skill lasts 8 seconds. She will gain 1 stack instantly at skill end and 1 more two seconds after, but then if left on autoskill Kolibri will activate her skill at only 2 stacks. That only comes up to a 16% firepower buff, which is weaker than what 4* handguns give, compared to the 25% if she had no cooldown reduction.