Overview
Check the mod priority guide: https://docs.google.com/spreadsheets/d/1ty239kyJbBs1sLhTo1JvSWuN0mIJsK1nwVdI6OLLtXo/view?rm=minimal
Stechkin MOD is a worthwhile upgrade to an already strong HG, but not in a way you’d normally expect a HG to be. She’s a member of the illustrious MOD1 club and actually doesn’t offer too much beyond her initial upgrade.
Her Skill 2, Percussion, is actually a fairly loaded skill in terms of effects. She will increase her own Damage and double her Crit Rate when her Skill 1 is active. She’ll also target whoever has the lowest HP and reduces evasion of enemies below 30% HP. In practice though, this skill doesn’t offer as much as one would probably hope. The one support centric aspect of it (the evasion debuff) is tied to a rather harsh below 30% HP requirement and then also hitting the opponent.
MOD1 is therefore Stechkin's most cost-effective upgrade. For a relatively low price, Stechkin will enjoy improved Skill 1 and tiles that make her buffs even stronger than many 5-star HGs. It is advised to only go beyond MOD1 if you are interested in her SPEQ-Set, which grants a teamwide taunt mechanic against the three highest Damage enemies if there are only 2 types of doll in the echelon, as well as an additional 10% Crittable Damage for any RFs while Skill 1 is active. A decent bonus for RFHG teams, but not a necessary one.
- MOD1 | RECOMMENDED For the low price, Stechkin’s support capabilities improve greatly.
- MOD2 | NOT RECOMMENDED Stechkin’s Skill 2 does little to improve her support potential and mostly focuses on herself. Not worth the cost.
- MOD3 | NOT RECOMMENDED Same story, the Special Equipment aims to capitalise on the Skill 2 so again it’s not worth it.
- SPEQ-set | OPTIONAL Stechkin’s SPEQ-Set focuses primarily on RFHG team capabilities, with up to 3 instances of teamwide taunt towards the highest Damage enemies and also additional damage that can crit for RFs during Skill 1. Decent but not necessary.