Type: SG
Rarity: 5
Obtainable from:
Affects MG, SG
ICD: CD:
At the start of each battle: gains +1 "Note" for each MG-Doll, +2 for each SG-Doll and +3 if SPAS-12 is present. Each "Note" grants the user +($dam_red)% incoming damage reduction and grants only one of the following effects; [Under 6 Notes]: Increases own damage by ($v1_dam)% for the entire battle. [6 or 7 Notes]: Grants +($v2_ammo) Ammo to the entire echelon for their current clip. [Above 7 Notes]: All SG-Dolls gain +9 movement speed, +($v3_amr) armor and a +($v3_shield) point HP shield for 40 seconds.
SPAS-15 can provide different buffs to her MGSG team depending on the exact dolls in the echelon. On top of the unique Cooldown Reduction tiles, her skill's massive Ammo or Armor and HP shield buffs are extremely powerful for certain niche situations.
This leaves SPAS-15 as a specialist who isn't the most universally useful but still very strong when her niche is needed. If you are just doing general content she should probablyy be replaced with other more universal options like LTLX.
As a final note, she is still a SG that really only fits in an MGSG, and MGSG echelons are still not recommended for general content unless you really need Armor tanking.
SPAS-15’s base stats lack any major weaknesses, with solid HP and 23 base armor.
With 8+ notes, SPAS-15’s skill allows unparalleled defensive support for her fellow SG dolls. The extra move speed is appreciated as well.
SPAS-15’s tiles provide cooldown reduction for MGs and SGs, which result in much faster skill activations and improved skill uptime for some dolls that need it.
As SPAS-15 only gains notes from MGs and SGs, and can only achieve her 8+ notes buff in a 2MG3SG team or with SPAS-12 and an MG at minimum, her options are severely limited when it comes to reaching her full potential.
SPAS-15’s ability to tank on her own isn’t very good given the mechanics of her skill, receiving only a 4% damage reduction self buff and a 50% damage self buff.
SPAS-15’s +18 ammo buff is good for keeping SGs busy and improves the first volley damage for MGs. However, it is only applied on the first magazine, limiting its usage in longer fights.
SPAS-15 is a support-focused SG that peaks in MGSG teams where she builds up enough notes to use her unique buffs. SPAS-15’s base stats are more than acceptable for her role, with a solid 1320 Max HP and 23 base armor. As mentioned in her overview and strengths, SPAS-15’s tiles not only have wide coverage, but also make her the first SG to reduce the cool downs of MGs and SGs. Perhaps obviously, this works best with already powerful skills, with a shining example in LTLX gaining an even faster on-demand wide area knockback, on top of her (up to 150%!) armor buff going from a workable 8/16 uptime to a very consistent 8/11.2 uptime.
However, the most unique part of SPAS-15 is her skill, Musical Resonance. Depending on the number of MGs and SGs in an echelon, SPAS-15 will accumulate notes:
SPAS-12 will grant +3 notes on top of the +2 from being a SG for a total of +5 notes, which sounds like it would be useful given the more lenient activation conditions, but SPAS-15 only affects MGs and SGs and you would still need at least one MG to activate the 8+ notes buff.
Not to mention SPAS-12 is a baseline SG who does nothing outside being a SG, even as a means to gain notes quickly, and should not be added to SPAS-15's echelon unless you absolutely cannot get away with not having a non-MGSG Doll in the echelon. The only situation this should ever happen is in Ranking, and Ranking Teambuilding is already entirely different from generic Teambuilding. TL;DR: Don't use SPAS-12.
Every note collected passively reduces SPAS-15’s damage taken by 2%. With less than 6 notes, the only thing SPAS-15 has to show for is a 50% damage self buff. While it does last indefinitely, it’s quite weak and doesn’t help SPAS-15 or her team very much. With 6 or 7 notes, SPAS-15 gives +18 ammo to the entire echelon for their first magazine. This is a very nice “quality of life” buff for SGs, and greatly extends the first mag damage for MGs. Curiously, this works on all dolls who have (or had) a base ammo capacity stat greater than zero, so a side-effect of this is Falcon firing 20 shots on her first magazine before being forced to reload. At 8+ notes, SPAS-15 buffs all SGs in the echelon with +9 movement speed, a 200 HP shield, and +100 armor for the first 40 seconds of the fight. This seemingly absurd duration is actually appreciated, as with a full MGSG fights can easily take this long, if not even longer in settings such as modern ranking stages. Since the +100 armor buff is additive, it can’t be purged by enemies such as Visjnoes and is not affected by percentage based debuffs from sources such as Parachute Fairy. However, 8 notes is very hard to reach, requiring either a 2MG3SG echelon (which will result in a blind echelon at night) or SPAS-12 + an MG at minimum to activate.
SPAS-15 is far from a bad SG, but her skill leaves her filling a specialist support role with little wiggle room for other positions. While SPAS-15’s note buffs at 6 or higher are powerful, she ultimately remains a difficult sell due to the limited usage of MGSG teams and her poor performance in mixed teams, which is where most SGs are utilized due to the questionable synergy between MGs and SGs outside of MGs buffing SG armor with tiles.
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