Mobbing
Descendant
Descendant Modules
Weapons
Sprint Speed
Firearm ATK
Electric ATK
Fire Rate
Grappling Hook Charge Time Increase Ratio
Electric ATK
Weak Point Damage
Firearm ATK
Weapon Change Speed
Reactor & External Components
Max HP
DEF
Max HP
MP Recovery Out of Combat
Max HP
DEF
Max MP
MP Recovery In Combat
Max HP
DEF
DEF
MP Recovery Modifier
Max HP
DEF
Toxin Resistance
Max Shield
- Fire Resistance 7%[x]
- When maintaining a Sprint Speed 1450 or higher, grants Sprint Accelerator 1 stack (Up to 5 stacks, 3s duration) While Sprint Accelerator is active, using a Continuous Damage type skill converts it to Accelerator Release (Up to 5 stacks, 30s duration) Accelerator Release: Electric Skill Power Boost Ratio 6.4%[+] When dealing damage with Electric skills at 5 stacks stacks of Accelerator Release, MP Recovery equal to 5% of Max MP (Cooldown 5s)
Arche tuning
Misc
Bossing
Descendant
Descendant Modules
Weapons
Reactor & External Components
Max HP
DEF
Max HP
MP Recovery Out of Combat
Max HP
DEF
Max MP
MP Recovery In Combat
Max HP
DEF
DEF
MP Recovery Modifier
Max HP
DEF
Toxin Resistance
Max Shield
- Base Skill Power boost ratio 6%[+]
- Firearm ATK -12%[x] When using a Non-Attribute Skill, grants 1 stacks of Truth (Up to 3 stacks, 15s duration) Truth: At 3 stacks, Non-Attribute Skill Power Boost Ratio 84%[+]
- Skill Cost -6.5%[+]
- When reloading in midair, provides Supply Bullets proportional to Max Rounds (Cooldown 10s) Field Supplies 10% Intercept Battle Supplies 10%
- Fire Resistance 7%[x]
- When maintaining a Sprint Speed 1450 or higher, grants Sprint Accelerator 1 stack (Up to 5 stacks, 3s duration) While Sprint Accelerator is active, using a Continuous Damage type skill converts it to Accelerator Release (Up to 5 stacks, 30s duration) Accelerator Release: Electric Skill Power Boost Ratio 6.4%[+] When dealing damage with Electric skills at 5 stacks stacks of Accelerator Release, MP Recovery equal to 5% of Max MP (Cooldown 5s)
Arche tuning
Misc
Gunner
Descendant
Descendant Modules
Weapons
Fire Rate
Firearm ATK
Firearm Critical Hit Damage
Fire Rate
Grappling Hook Charge Time Increase Ratio
Firearm Critical Hit Rate
Firearm Critical Hit Damage
Electric ATK
Firearm ATK
Reactor & External Components
Max HP
DEF
Max HP
MP Recovery Out of Combat
Max HP
DEF
Max MP
MP Recovery In Combat
Max HP
DEF
DEF
MP Recovery Modifier
Max HP
DEF
Toxin Resistance
Max Shield
- General Rounds Capacity 8%[+]
- Rounds per Magazine 9%[x] Skill Cost 15%[+] Base Skill Power boost ratio 26.1%[+] When defeating enemies inflicted with Towed, recovers MP and Specialized Resource by 17% at a 12.2% chance
Arche tuning
Misc
Guide
MOBBING BUILD
Use her 2 and run around to build Charge, then use 1, 3, and 4, keeping their buffs active and recasting them when they expire. Grappling also helps with damage, so combining running and grappling is the best way to maximize damage.
Bnuy needs up to 570% CHC to reach the cap without Blue Bettle. If your Ancestor Module has enough CHC, you can use Sparky instead. Electric Integration can also be replaced with Front Lines to help reach the cap, or used if you don't have an Ancestor Module at all.
BOSSING BUILD
Use her 2 and run around to build Charge, then use 1 and 3 to buff, and finally use 4. Keep the beam active until the boss is dead. That's it...
Thanks to Electric Charge, we only need 235% total CHC to reach the cap, which is pretty easy to achieve. If you have too much CHC thanks to an Ancestor Module, Electronic Syncytium and Maximize Power can be used instead of Skill Insight and Emergency Measures.
GUNNER BUILD
Use her 2 and run around to build Charge, then use 1 and 3 to buff. Use her 4 against tough enemies.
Bnuy needs up to 570% CHC to reach the cap. Electric Integration can be replaced with Front Lines to help reach the cap, or used if you don't have an Ancestor Module at all.
While Sparky can be used, it's not worth it. The damage is similar, but the AoE is inconsistent and you lose the benefits from Weapon Cores.