Missing Doll Reviews
This page is a compilation of doll reviews that we have not been able to add pages for yet, due to limited dev manpower.
For other dolls, see here.
HTI
Review
HTI is an RF with multiple toggle-able modes.
With 3 different modes, HTI is capable of adjusting to multiple possible roles, depending on enemy teams and needs. With her ICD and CD both being 1s, it is easy to get into the wanted mode at the start of fights, and at most requires 2 toggles to get to another mode if needed.
Mode 1 (default): HTI has a permanent +40% DMG and ACC buff and backline targeting while in this mode, and her first attack on each enemy deals 2.5x DMG. This mode is very effective at dealing with low to medium health backline enemies.
Mode 2: HTI has a permanent -50% ACC debuff and frontline targeting while in this mode, and each attack hits twice. Additionally, damage increases the lower the target's %HP is, up to 30% additional damage. If eliminating frontline first is required, this mode solves that problem.
Mode 3: HTI has a permanent +50% ACC buff and Elite targeting in this mode, and every attack grants a stacking 15% DMG/ACC buff, up to 10 stacks. Swapping targets halves current stacks. This mode is specifically for dealing with high HP enemies, as consistently maintaining 7+ stacks is needed to be better than other modes. The Elite targeting may also be occasionally useful, but you will be dealing very little damage if you cannot maintain the stacks.
All in all, HTI is a very versatile RF with extremely high DPS potential. As such, she is highly recommended.
Details
HTI has realtime retargeting, similar to General Liu and Coalition units. She does not lock on to targets.
HTI cannot swap modes while moving, so up to 2s of swapping may be needed after fighting starts to get to the right mode.
Mode 1 permanent 40% DMG buff obviously also works with her 2.5x mult vs new targets, making it effectively 3.5x.
In mode 3, HTI gains 1 stack per attack cycle, even if the attack misses.
Mode 3 tiebreaker is furthest, then ID (if enemies are the exact same distance away). For general gameplay this is effectively just furthest while prioritizing Elite units.
Buffs apply to the next attack, meaning her first attack after swapping to mode 3 will have 0 stacks affecting it.
Buffs are multiplicative, meaning she reaches ~+304% at 10 stacks, or ~+100% at 5.
She only loses stacks when swapping to a target she hasn’t attacked before, swapping to a target that has already been attacked does not halve stacks.
When switching targets, a new stack is added before the count is halved. This rounds up for odd numbers.
If she cannot reach at least 7 stacks on the first target (after swapping to mode 3) and then at least 3 more hits on subsequent targets, other modes are more effective.
Hecate II
Review
Hecate II is a strange RF. She gains damage when losing her own HP, and gains stacks for skillshots when any links are lost (more for allied links).
There are many problems here:
- It requires allied link losses to actually make use of her Skill in a timely manner. Most enemy teams do not have that many total links, and even if they do, it will take too long if you rely solely on enemy links.
- It does not count most summons (ex: Type64’s clones) for stacks.
- Her Skillshots are enhanced regular attacks, so even if she accrues 100 stacks early, she will not be able to fire the Skillshots quickly because of her low RoF.
- It is not feasible to use her as a one-time frontline tank, as she needs to expend all 5 Skillshots before she hits Crit Frames to become immune, and it may take over 20s for that to happen.
- Even in the best of situations, her DPS is still not all that impressive.
With all this in mind, Hecate II is absolutely not recommended for use.
Details
Allies losing more than 1 link in a short timeframe only count as 1 link loss. Enemy link losses do not have this issue.
XCR
Review
XCR is a support AR who cleanses allied debuffs with a low ICD and no class-restrictions, with her most notable application being able to remove Parachute Fairy’s debuff. While she does have a self-buff, it is best to treat her as a support HG who can cleanse debuffs, and fill her into an Echelon when this is needed.
As such, XCR is highly recommended, but is only really useful where her debuff cleanse is applicable.
Details
This effectively does not work with M4A1 Mod’s RoF debuff, as she will reapply the debuff with every attack.
IA2
Review
IA2 is a strange AR that attempts to copy allies’ stats to be useful. While it is not terrible, it is rather restrictive and simply not very powerful overall. Even in the best of situations, she is outperformed by any strong AR Mod.
As such, IA2 is technically usable, but not recommended.
Details
Stat scan is on Skill activation, so make sure allies have already self-buffed before activation.
Maxim 9
Review
Maxim 9 is a HG that has played too much Persona. A 90% Evasion debuff is significant enough to actually have uses, but you must take some care with her due to her friendly fire. The rest of her Skill effects are not worth considering, due to repair costs and the need to maintain HP for said friendly fire.
While you must be careful when using Maxim 9 (i.e., kite before activating Skill to avoid hurting other allies, limit Skill activations per turn, and potentially bring other protection), the fact that she can recover 105 HP per turn makes her overall rather usable. As such, Maxim 9 is niche, but certainly usable.
Details
With link protection and recovery, Maxim 9 can technically activate her Skill on average slightly more than 3 times a turn without issues. Just be careful not to cause link losses for your DPS in the back.
Maxim 9 can activate her Skill 8 times in a row before needing time for repairs or recovery if no other stray damage goes her way.
Tiles are scanned on Skill activation, not based on starting Formation, so you can make full use of her decent tiles.
Mini-14
Review
Mini-14 is a RF that deals increased damage to enemies with less than 200 Armor. The increased damage is only 30%, and only applied to herself so it’s really not an impressive multiplier. Her active allows her to reduce enemy Armor by 50%, but RFs rarely ever have problems with Armor in the first place (due to high AP and high Damage) and this mostly allows her to not suffer her own damage penalty against highly armored enemies. Any potential uses as an Armor debuffer in other Echelons are also limited, due to the 8/16 uptime and the cost of losing a slot that could be used for more useful Dolls.
Overall, Mini-14 is not recommended for use, just use a RF that actually deals damage.
Details
Enemies without Armor still count as having less than 200 Armor.
Her skill description is incorrect, as the penalty for enemies with 200+ Armor is only 10%. This still makes her worse than a RF with no Skill.
Chiappa Triple Crown
Review
Chiappa Triple Crown is a knockback focused SG who dabbles in trying to deal damage. She’s got nice tiles for a support SG, granting whoever is actually tanking 25% more Armor, but other than that she’s not too useful. The bonus 100 flat damage while only SGs are on the field and the trickle of damage enemies take while moving simply aren’t enough to make her worth considering as a DPS. Additionally, while her knockback pushes enemies quite far, it can also fail and only hits 3 targets in the back, as opposed to for example LTLX who hits everyone in front of her a similar distance, but has additional utility on top of it.
As such, Chiappa Triple Crown is an optional SG.
Details
Has regular knockback for her Skill, making her capable of failing to knockback enemies stuck in animations.
SSG M1
Review
SSG M1 is a strange early tank bamboo RF.
As SSG M1's capability to deal damage is laughable at best, due to being a bamboo with mediocre stats, she should only really be considered for use if the other part of her Skill is useful.
SSG M1’s passive grants her 200 Armor for 20 seconds, or until she gets hit 100 times. This means she can tank somewhat for around 20 seconds in battles with very few enemies, but is otherwise completely worthless.
Thankfully for SSG M1, there exists exactly one boss where this is useful (due to effectively requiring an Echelon with only RFs), meaning she is extremely niche, and otherwise useless.
EF88
EF88 is an AR with some different effects.
EF88 gains Surehit while affected by stat debuffs, and also gains increased damage based on how much lower her RoF is compared to what it was at start of battle. While surehit is quite useful, her damage isn’t very impressive unless you start having some pretty large RoF debuffs on her.
While you may be tempted to put her in the same Echelon as Colt Walker due to the RoF debuff, this isn’t enough to make her compete with better ARs that have Sets or Mods, and it comes with the massive costs of debuffing your other DPS’ RoF and being unable to use Ribeyrolles, making it not even remotely recommended.
EF88 technically has a Grenade attached to her Skill, but it has such a low multiplier and radius that it is not comparable to those of actual Grenadiers. Being able to remove Damage Reduction effects from all enemies isn’t bad, but it is quite niche and comes with the potentially major downside of also removing Vulnerability debuffs.
Overall, EF88 is only really useful if an enemy massively debuffs your backline’s RoF, or if you need to remove some large Damage Reduction buffs on enemies like bosses. As these situations do exist, especially with a boss introduced in Quantum Fluctuation, EF88 is niche.
Details
Her final damage (i.e., after armor) is essentially multiplied by [Battle Start RoF] / [Current RoF], capped at 1000%.
She removes Damage Reduction and Vulnerability from enemies, not allies.
wz.63
wz.63 is a support SMG.
wz.63 applies a one-time permanent -50% Evasion debuff and +25% Damage Reduction buff to allies at the start of combat. While the Evasion debuff can be terrible, it’s an irrelevant downside for those who just don’t care about Evasion (any SG) or can rely on shields and the damage reduction (ex: SuomiMOD to an extent). Damage Reduction buffs are fairly rare and are very appreciated against many newer enemies, especially when combined with HP Shield.
wz.63 also grants all SMGs a stacking +50 flat Damage buff every 10s, including at the start of combat. While an Echelon based on SMG DPS is mostly memery, this is enough to make such an Echelon potentially usable, rather than just a waste of effort.
Overall, wz.63 grants allies 25% Damage Reduction permanently, and then further buffs SMG Damage. This makes her somewhat niche, but certainly usable if you can manage the Evasion debuffs.
Details
Doesn’t show indicators for her buffs or debuffs.
Buffs and debuffs last for 9999f and cannot be cleansed, making them effectively permanent per battle, even if she is retreated
Unica 6
Unica 6 is an HG that summons reinforcements to help tank and grant buffs to allies when they die.
The summons will arrive in groups of 5 every 3 seconds:
- The first 3 groups will stand in front of the center column, which allows them to help distract enemies.
- The last group will arrive at ~12s and stand behind the center column, which allows them to either deal some minor damage or help tank after you retreat your frontline.
Additionally, allies gain a 3% Damage and RoF buff for 5 seconds whenever a summon dies. All of this, combined with her tiles being fairly good, make Unica 6 is a very good support Doll for shorter battles.
Overall, Unica 6 fills a similar role as Type64 Set: distracting the enemy with summons, leaving the rest of the Echelon free to deal damage without taking much damage. As such, she is recommended.
Details
The summons arrive in groups of 5 in 3 second intervals, starting from when Unica 6 first stops moving while in range of enemies. Their positions are fixed, so Unica 6’s own position does not matter, and there is no reason to try moving them closer by kiting Unica 6.
The summons have a fairly tight formation, making them weak to AoE attacks or enemies that can rapidly swap targets while having high Accuracy (such as Cyclops MGs).
The summons copy Unica 6’s stats when they spawn, which include any debuffs on Unica 6 herself. As such, they have decent Accuracy, good Evasion, and low Damage, making them far better delaying enemies than dealing damage
The summons need to participate in kills to grant the Damage and RoF buffs. With their random targeting but inability to be retargeted, the timing of these buffs can vary wildly.
M&P9
M&P9 is a buffing HG.
M&P9 grants allies +25 flat Rate of Fire, which almost doubles a RF’s RoF with just a single stack and can stack twice.
If the battle is considered High-threat, M&P9 will reduce her own cooldown by 40% and also grant 20 HP Shields with each Skill activation. This isn’t a hard condition to satisfy with many newer enemy teams, especially in Rankings, but you should plan your fights in advance if you are relying on her HP Shields. Only some enemies count as High-threat, and enough of them must be present.
With her low base CD of only 10s and the ability to gain far more CDR than regular HGs, she can fairly reliably keep 2 stacks of her Skill active in High-threat battles. The extra Mov can also be handy for easier kiting, but isn’t a major point.
Overall, M&P9 is a very effective HG for buffing RFs’ RoF, even in situations where her HP Shields are not available. As such, she is highly recommended, but you should plan carefully before relying on her defensive buffs.
Details
She checks all enemies’ threat values at the start of combat. If there is a Boss or a total of 60 threat, the battle counts as a High-threat battle. You can check Enemy Tags here. In general, 3-4 enemy mainframes with a high-threat tag are required to trigger a High-threat battle, as most of them have values of 19 aside from Nytos, which have values of 20 and only 3 mainframes.
Note that flat RoF buffs do not interact with other RoF buffs, but are added afterwards. Example:
- A standard RF has 38 RoF.
- If she gains 2 RoF buffs of 25%, she will end up at [38*1.25*1.25=59 RoF].
- If she gains 1 25% RoF buff and one +25 RoF buff, she will end up at [(38*1.25)+25=72]
- Because RFs have such low base RoF, flat buffs are often far more effective for them.
LR300
LR300 is an early burst specialist who has a massive damage buff at the start of combat, but debuffs herself into irrelevance when it wears off.
This high skill multiplier makes her quite strong for any fight that can largely be decided before her buff runs out, but she becomes useless once it expires, limiting her usefulness against tankier enemies like Nyto SMGs, who gain iframes after losing links.
Her buffs and debuffs cannot be cleansed, making her safe from enemies like Quills, but also preventing her from being made slightly less useless after her buff runs out.
With this in mind, LR300's highly recommended, but be careful not to put her into long fights.
Details
The buff cannot be delayed, it triggers at t:0.
Buff gains +1s duration per enemy mainframe killed, extra links do not count. Does not need to participate in kills herself to gain the buff extension.
Mx4 Storm
Mx4 Storm is a weird SMG that both wants to be shot at and then can’t handle being shot at.
A 90% Evasion self-buff isn’t going to keep her alive at all, and while her damage buffs could technically go high, you’d somehow have to get her to survive being shot at first, which is no small task, and also doesn’t fix the other issues that DPS SMGs have (low Accuracy, random targeting, no AP, etc.)
While memes are technically possible here, Mx4 Storm is not recommended for general use.
Details
Losing links is terrible for any auto-attacking damage dealer, and Mx4 Storm is no exception. If you want to use her, you need to prevent her from losing links while also being shot at constantly to stack damage buffs.
Damage stacks are not displayed.
93R
93R is a multihit linksplash HG with teambuilding requirements.
3 hits of 0.7x each that can all linksplash (with Crits) is decent, but the Echelon requirements are a bit strict, and her skill does not ignore Armor, making her useless vs heavily Armored enemies.
Despite what the Skill description says, she does not have 4-unit AoE. That’d make her more of a consideration.
As she’s pretty much forced to be used in 5HG comps, and only against linked enemies at that, there is little room for her in modern content. With this in mind, 93R’s optional, if even that.
Details
Linksplash does not ignore Armor, making her useless vs heavily Armored enemies.
Hi-Point C9
Hi-Point C9 is a strong buffing HG with some extra effects.
With very strong tiles, a good Skill, and some extra damage vs enemies with Armor, Hi-Point C9 is simply a good HG. The buff to AP is a nice little bonus if it comes into effect, but not anything to focus on.
As such, Hi-Point C9’s absolutely recommended, and on par with other high end buffing HG mods.
Details
The extra 100 damage can trigger from non-standard sources of damage, such as AoE, Fairies or HOCs. Linksplash only triggers the damage once.
Enemies must have Armor to trigger this effect. It does not work vs enemies with no Armor.
Rex Alpha
Rex Alpha is a Leader buffing HG.
With decent but poorly-shaped tiles and a very strong leader-only RoF buff, Rex Alpha has some use in Exodia comps, but not really too much otherwise.
Also technically buffs Reinforcements, but this isn’t really worth focusing on as there are very few Dolls that use this mechanic, and most of them either use them defensively or are not great Exodia candidates.
Rex Alpha is optional, but isn’t a bad option to have available.