Type: SMG
Rarity: 5
Obtainable from:
Affects SMG, AR, MG
ICD: CD:
Marks the target with the current highest HP and prioritize attacking it for 3 seconds (prioritizes bosses if they are present). For 3 seconds, self attacks will have perfect accuracy, guaranteed critical hits and bypass HP shields. After 3 seconds, if the marked target is still on the battlefield, inflict a ($amp_cd_value)% amplification debuff on the target while applying a Taunt effect onto it which causes friendly units to target it, lasting ($duration) seconds. If the marked target dies or vanishes, all allies' remaining skill cooldown times are reduced by ($amp_cd_value)%.
Unless you’re trying to get more points out of theater, there’s no reason to raise SR2.
SR2’s skill tries to do a lot of things, unfortunately none of them are exactly useful or aren’t obtainable in more meaningful ways from other units.
Sure, the coverage is large, but getting the most of it requires some 2head level positioning and with an effect like this, it’s not worth prioritizing at all.
Just to get that odd equipment recommendation out of the way, the only reason you would raise SR2 is because her AP ammo capabilities in an SMG make her really good for theater strongholds that favor SMGs. If you don’t have problems coping during your favorite gacha’s content drought desperately looking for something to do, just use T-Exo/Flare/Suppressor.
Due to the linearly increasing complexity and specialization of skills in Girls’ Frontline, many recently released T-Dolls have been given the title of “solutions in search of problems”. While some of them may see the problems they are meant to solve appear in relatively short order, what solution is SR2 exactly meant to provide again? SR2’s base stats feature some reasonably high max HP, but not very much evasion. Her skill doesn’t buff her survivability directly, so using her for a main tank role is ill-advised. Although her tiles have wide coverage and the ability to affect SMGs as well as ARs, the effect is a fairly weak combination of Accuracy and Crit Rate, which isn’t very valuable for either class.
SR2’s skill starts off with three seconds of surehit, surecrit, HP shield ignoring damage focused on the highest HP target, prioritizing bosses if any are present. This isn’t going to be dealing any significant damage. Following that, if SR2’s target is still alive after those three seconds, she decides to become a mini-Contender and give the target a 25% damage vulnerability debuff, as well as forcing all allies to retarget to it. Contender’s damage vulnerability effect is much stronger and takes effect slightly earlier, so just use her instead if you need a buff like this. If her target somehow dies to being peppered by one of the weakest DPS buffs imaginable, she reduces the remaining skill cooldowns of all allies by 25%. Since the only way you’d get this part of the skill to happen is if her target was also being hit by someone with way higher DPS at the same time, this isn’t very likely to come up. When it does, the technical buff to skill uptime is appreciated if activated early into a skill’s cooldown period, but the potential unreliability is a bit too high to recommend