Type: AR
Rarity: 4
Obtainable from:
Affects SMG
ICD: CD:
Launches a grenade that deals ($damage_value)x damage to enemies within a radius of 1.5 unit.
ICD: CD:
After her grenade detonates, it splits into 3 small grenades (Prioritises enemies marked by "Avengers Mark"). Each small grenade deals ($cluster)% damage to enemies within a radius of 1 unit, and inflicts ($cluster_mark)% additional damage to enemies marked by "Mark of Vengeance".
M4 SOPMOD II (Sopmod) is an AP Grenadier AR, and like all AP/HP Grenadiers has a lengthy 8 seconds ICD. For most battles in the early game, this means her Skill will only activate when the battle is close to over already, and when you get further in, it will still feel like it's coming in pretty late.
Sopmod's Grenade has a 12x multiplier, which is more than enough to kill most linked targets until you get well into the late game. The problem is really that it has such a long ICD, and her Mod does not fix this issue.
Nevertheless, her base stats are almost 5☆ level and she has a unique set of equipment slots with 2 Accessory slots and 1 Ammo slot, as well as being able to equip RMRs. This can be quite useful in the early game as most fights will simply be pre-Skill for her. As you progress further and get access to upgraded #2 Chips, Sopmod starts being less appealing and the 8s ICD just falls behind the competition.
She is still given pre-leveled for free from clearing Story, and she can easily fit into any Commander's first ARSMG and be replaced later when she is no longer needed.
Sopmod's Grenade is great for killing linked enemies, but has a lengthy ICD.
Sopmod also has above average base Accuracy and RoF, which provide her with good base DPS in the early game.
Sopmod is given pre-leveled for free after clearing 3-6 of main Story, making her a great option to use in the early game.
At 8 seconds just to start her windup animation, Sopmods skill does not make an impact until almost 10 seconds of combat.
By the power of being a protagonist, M4 SOPMOD II MOD (SOPMOD), the modification of a modification of a modification, gets a decent neural upgrade. Sadly this still doesn't solve her main weakness of being a grenadier with an 8 second ICD.
Her base critical hitrate improves to 30%. Her base stats improve. She gets a glorified EOT. All of this combines to take her already strong base stats and special quirks to the next level, matching basic self-buffer ARs in terms of DPS without her own self-buff.
Due to SOPMOD being unable to equip Chips, her MOD III SPEQ has gotten a massive buff to compensate this, giving 35 Damage. As such, if you really want to use SOPMOD for some reason, you will likely want to MOD III her so she can be at least partially competitive with other AP Grenadiers. This still won't fix her ICD issues though.
SOPMOD’s skill 2, Hysterical Circus, improves her original skill massively. On top of their cooldowns, Anti-Personnel grenades have an issue of their small radius making them sometimes only kill single targets that happen to be isolated. SOPMOD’s Skill 2 attempts to solve this by randomly spreading out three other weaker grenades to reach other enemies right after the first one detonates. This can finish off weakened enemies or hit portions of the pack that she completely missed with the initial grenade, boosting the reliability and effectiveness of her skill massively.
Unfortunately, SOPMOD is overshadowed by the existence of another grenadier AR mod. HK416 MOD has a pretty massive advantage over her by simply having an AP grenade skill that is 2 seconds faster, where the window for damage dealing before the frontline collapses occurs more often.
Besides those drawbacks, SOPMOD is still a solid AR in general. Her kit is almost strong, but still lacks the ICD reduction. She covers one of the main problems with AP Grenades. Her stats can contest with even selfbuffing ARs.
Upon Mod 1, SOPMOD gets 30% critical hit chance, which is higher than the 20% most ARs have. More crits gud.
Her Special Equipment is an improved EOT disguised as a dinergate with a familiar color scheme that can apparently fire laser beams. Combined, her base stats make her an incredibly strong AR even without a self-buff. More bang gud.
SOPMOD’s skill 2 creates 3 secondary explosions, which can finish off her target or reach enemies that were not in her original splash radius. More boom gud.
If any Seal of the Avenger mark is present, only targets with said mark are eligible targets.
Her 8 second initial cooldown is unchanged, so it still only affects fights that drag out. The secondary explosions occur directly after the main skill, so they come even later. This makes her overshadowed by 416 mod, the AP grenade AR mod that does lower their own initial cooldown.