Type: SMG
Rarity: 4
Obtainable from:
Affects AR
ICD: CD:
Throws a flashbang that stuns enemies within a 2.5 unit radius for ($time_value) seconds.
ICD: CD:
If the main target of the flashbang was not stunned or is already dead, grants a ($shield_value) HP shield and ($eva_value)% evasion to self and allies on the same column for ($duration) seconds. If the main target of the flashbang was stunned, increase the damage of self and allies on the same column by ($dam_value)% for ($duration) seconds.
UMP9 is a craftable four-star German SMG and the sister of UMP45. She is a part of ‘Squad 404’ along UMP45, HK416, and G11.
Her skill, the Stun Grenade, will completely stop certain enemies in a large radius, making her fairly good at crowd control and tanking. Although there are many potentially stronger and more generally usable main tanks, her strong crowd control combined with her solid stats make her a decent and easy-to-use option for any ARSMG teams in need of a tank.
UMP9’s tile shape lets her be placed on the usual position 5 and reach any ARs in the backline. The multiplier on her tiles is similar to that of many other decent main-tanks like RO’s, and therefore decent.
Stun grenades will stop affected enemies from moving or attacking, sometimes buying valuable time.
5 seconds initial cooldown and an extra couple seconds for the grenade’s throwing and flight animation means oftentimes battles are over before UMP9 lands the stun.
Stun grenades do not have any effect against bosses and specific other enemies like Doppelsölders, which means UMP9 would only be left with her defensive stats, where a survival self-buffing main tank would perform better.
Performing well in a tank position usually requires a good mix of well-balanced stats and a skill that offers sufficient utility. UMP9, while not the absolute best in either of these areas, still brings enough to the table to garner consideration for use in AR Echelons.
UMP9 is a decent tank, toting 880 HP and 76 Evasion. She does not have any glaring deficiency in this regard -- though her kit is not exactly suited for dodge tanking so much as it is suited for controlling the flow of battle, which is mostly due to her skill.
UMP9’s Stun Grenade skill is what allows her to enact crowd control, as it completely stuns enemies within a 2.5 unit radius for a 4 second duration. UMP9 does, however, suffer from a mismatch in this regard as her skill has an initial cooldown of 5 seconds, which is only added to by the aiming and travel time of her grenade. UMP9’s Stun Grenade will in most battles be activated too late, and since Stun Grenades do not work on bosses or certain units, she cannot take advantage of it as much as she would like to. Therefore UMP9 is better off in mid-length fights, where her stun grenade can buy time for the DPS to get through beefier enemy setups.
ARs that self-buff their own RoF like ST AR-15 and Type 97 are often able to max out their own RoF due to their self-sufficient kit, and therefore would not benefit much from UMP9’s RoF tiles. The 30% accuracy buff is something ARs do not often need much of given their high innate accuracy, but can help a little for more evasive enemies. When these two factors are taken into account, while UMP9’s tiles can’t be considered to be actively detrimental, they are largely less applicable in a wide number of compositions than Damage or Crit Rate buff tiles.
Other maintank SMGs like MP7, P90, and RO635 that can perform better survivability-wise due to strong self buffs with similarly long initial cooldowns to UMP9 are available, and their skills work in boss fights. Because of this, UMP9 is generally only used for early options and when stun grenades are required.
Overall, these factors do not make UMP9 a bad SMG. She is a decent choice as a tank, but not without some downsides. While she’s nowhere near bad, she is perhaps not as efficient as she could be.
UMP9’s tileshape lets her be placed on the usual position 5 and reach any ARs in the backline. The multiplier on her tiles is similar to that of many other decent maintanks like RO’s, and therefore decent.
Stun grenades will stop affected enemies from moving or attacking, sometimes buying valuable time.
UMP9 Mod can puff the survivability of the front row for units that need it like off-tanks or buff the dps depending on the situation of the enemy
5 seconds initial cooldown and an extra couple seconds for the grenade’s throwing and flight animation means oftentimes battles are over before UMP9 lands the stun.
Stun grenades do not have any effect against bosses and specific other enemies like Doppelsölders, which means UMP9 Mod gets what is usually a weaker survivability buff than other maintanks.
UMP9 Mod’s stun grenade could have an unpredictable result. Even against swarms of enemies that can be stunned, even if her grenade lands, there is the likelihood that the dps will kill her chosen target before the stun lands, and the defensive portion will activate instead.
Because her passive is column based, it requires position specific movement, which will not be easy in situations with high damage pressure, during kiting, or when fighting bosses that attack certain positions.