Type: HG
Rarity: 2
Obtainable from:
Affects HG, SMG, AR, RF, MG, SG
ICD: CD:
Increases all allies damage by ($damage_value)% and critical rate by ($critical_value)% for ($time_value) seconds.
ICD: CD:
When the echelon defeats a certain amount of enemies, grants the echelon the following buffs;<br/> [3 Enemies]: Increases allies' damage by ($buff_value)% for ($duration) seconds.<br/> [6 Enemies]: Increases allies' rate of fire by ($buff_value)% for ($duration).<br/> [9 Enemies]: Reapplies both of the aforementioned buffs for ($duration) seconds.<br/> [15 Enemies]: Permanently increases allies' damage and rate of fire for the rest of this battle.
PPK is a 2* HG with very strong Tiles and a decent Skill for early game RFHG echelons where you are lacking maxed Crit Rate from equipment. As she is a 2* HG she is also extremely cheap to link up, which is quite important for HGs. As you progress further into the game and fully equip your RFs she should be replaced with other standard Damage or RoF buffing HGs.
PPK has some of the highest RoF tile buffs among all HGs, and the combination of her tiles and skill mean that she can provide a significant boost to DPS across the board.
As your equipment for your RFs are maxed out, PPK will swiftly go into overcap territory and most of the DPS gain from her tiles and buff will be lost. She is recommended for the early game due to this.
For the most part, PPK MOD aims to simply capitalise on what made her base form good. Her new Skill 2, Lingering Authority, grants the team escalating Damage and Rate of Fire buffs based on the amount of enemies killed in that round of combat. At 3 enemies, she’ll give a Damage boost for 5 seconds. At 6 enemies, a Rate of Fire boost for 5 seconds. 9 enemies, she grants both for 5 seconds. Finally, after reaching a whopping 15 enemies killed, the Damage and Rate of Fire boosts remain for the rest of the battle. Needless to say, once she ramps up, it will take most enemies no time to die at all. That being said, PPK becomes on par with most high tier buffers only after around 6 kills, so you hardly need to ramp her up all the way.
Her new tiles also allow her to be in Position 4 and can still be on the front if needed, increasing her flexibility in teambuilding.
Overall, PPK MOD is a desirable support package at a cheap cost. If you upgrade, you will want at least MOD2 for her new skill. MOD3 basically just gives her a unique flare, so you can safely ignore. Unless you want her art I guess, which I couldn’t blame you for. She looks so elegant and deserves everything, even the world is not enough for her.
Pre-Mod PPK already had some of the highest RoF tile buffs among all HGs, and the Mod improves further upon these, both in multipliers and flexibility.
Her pre-Mod skill mostly revolved around Crit Rate, but with her new Skill 2 she also gives strong Damage and Rate of Fire buffs in addition.
As her kit still heavily revolves around Crit Rate, it is very easy to overcap.
As her Skill 2 requires killing multiple enemies to activate, she should primarily be used against enemy teams where it can activate reliably (at least up to 6 kills).