A member of Squad AR, she is calmer and more composed now than she once was. After M4's departure and her parting from the Commander, she came to treasure the companions at her side all the more.
New CN unit — Tier 0 at V6 (needs V5–6), the main support AND main DPS for a Physical team. Much weaker at low investment. Not on the Global sheets yet.
Tier assumes: This tier assumes V5–6 investment — the note calls her the main support and main DPS for a Physical team at that level, but much weaker at low investment.
Recommended build
A Physical support build for a Support doll: a Standard-banner Assault Rifle, a Phase Strike attachment set, and Attack / Crit keys. Playable at V0; rated at V6 with the signature.
Support — buffer / off-turn damage, Physical team
Weapon
Standard Assault Rifle— She has no imprinted weapon — run any Standard-banner Assault Rifle with an Attack or crit skill. The weapon tier list has the per-doll picks.
Attachment set
Phase Strike (3-set)— +15% damage to any target that already carries a Phase debuff — the default flexible carry set.
Ultimate Pursuit (3-set)— +5% Ultimate damage / healing / shield per stack, up to 4 — for kits that revolve around the Ultimate.
Four attachment slots: run a 3-piece set plus one free slot. Roll Attack / Attack Boost / Crit Rate on every slot, then Crit DMG once Crit Rate is around 60–70%.
Common Keys — slot 3
By stat profile— Attack Boost + Crit Rate purple keys (Heavy Metal, The Force of Bravery, Tacit Lookout, …).
Common Keys are a shared pool — small flat-stat modules. Evolve your best copies (Universal Chain Keys + Sardis Gold) up to +5% and unlock their bonus stat.
Stats. Attachments: Attack% / Attack Boost / Crit Rate, then Crit DMG. Keys: whatever her kit scales on — Attack for buff/heal size, HP/Defense for staying alive.
Skill order. Neural Helix: take the Evolved nodes (4, 7, 10 — they hand her the Fixed Keys) and the two yellow nodes first; the plain Attack / Defense / HP nodes are pure stats and can wait. Fortification: V0 is playable; V1 is her first real power step, so reach that before chasing a full V6. V6 plus one weapon calibration (V6R1) is the rated build.
CN-only for now — her Neural Helix keys and Expansion key aren't in the Global data yet, so the Keys rows above are pending; the weapon and attachment lines still hold.
Physical is a weak phase right now — hold heavy investment until it gets more support.
Her imprinted weapon, her Neural Helix Fixed / Common / Expansion keys and the attachment set-effect text are the game's own facts. Which set and which three Fixed Keys to run, the stat priority and the Fortification order are loadoutgg's synthesis from her class, phase and kit — a sensible default, not a substitute for tuning to the content in front of you. Weapons link to theWeapons page; see thekeys & Affinity guide and theNeural Helix & Fortification guidefor how the systems work.
Skill
Railgun JudgementAoEDebuff
Picks a direction, applies Vindicator's Mark for 2 rounds and Defense Down II (3 turns) to all enemy targets in a 3×8-tile area ahead, and deals AoE 240% of ATK as Physical damage that ignores Cover. The attack ignores 100% of the target's defense.
Base attributes at Lv. 60 before Fortification, Keys, weapon and Affinity bonuses — the same figures the in-game character screen shows. Movement and Stability Index are known for every doll; the Lv. 60 HP / Attack / Defense figures are compiled for 27 of them so far.
Skills
Her basic attack, two active skills, passive and any extra conditional skill, then her six Neural Fortification (V1–V6) skill upgrades and any summon. The Ultimate is shown above. Effect names, numbers, tile ranges and cooldowns are the game's own — relayed from the game-client data and reworded; the source's tier lists and build guides are not used.
Silent TriggerBasic AttackTargeted
Selects one enemy within 8 tiles and deals 80% of ATK as Physical damage to it.
Stability damage 3 · Range 8 tiles
Assault FocusSkill 1
Selects 1 tile within a 5-tile radius and lands on it, gaining Steady for 1 turn. If there is Cover around the landing point, the Steady effect is raised to 40% and Sync is applied to the unit holding Bond for 1 round.
Costs 4 Confectance Index · Range 5 tiles
Demolition ReckoningSkill 2
Selects 1 tile within a cross-shaped area of 8 tiles and launches a projectile at it, dealing AoE 80% of ATK as Physical damage to all enemy targets within a 3-tile radius and applying Movement Down II for 2 turns. If 2 or more targets are hit, or a boss unit is hit, gains 6 tiles of Additional Movement and applies Sync to the unit holding Bond for 1 round.
Costs 4 Confectance Index · Stability damage 2
Bond ConnectionPassive
At the start of battle, selects 1 Physical allied Doll and applies Bond to them; when allies deal ammo-less Physical damage, it carries the ammo type of their equipped weapon. At the start of battle, casts Crime and Punishment. At the end of the round after the Ultimate Railgun Judgement is used, the unit holding Bond gains Crime and Punishment with its attribute bonuses reduced by 50%, lasting 1 round.
Picks a direction and applies Vindicator's Mark for 2 rounds and Defense Down II (3 turns) to all enemy targets in a 3×8-tile area ahead, dealing AoE 300% of ATK as Physical damage that ignores Cover. The attack ignores 200% of the target's defense and nullifies all of the target's percentage defense bonuses.
Selects 1 tile within a cross-shaped area of 8 tiles and launches a projectile at it, dealing AoE 80% of ATK as Physical damage to all enemy targets within a 3-tile radius and applying Movement Down II for 2 turns and Stun for 1 turn. If 2 or more targets are hit, or a boss unit is hit, gains 6 tiles of Additional Movement and applies Sync to the unit holding Bond for 1 round.
Bond Connection Lv.2Fortification · V3Fortification
At the start of battle, selects 1 Physical allied Doll and applies Bond to them; when allies deal ammo-less Physical damage, it carries the ammo type of their equipped weapon. At the start of battle, casts Crime and Punishment. At the end of the round after the Ultimate Railgun Verdict is used, the unit holding Bond gains Crime and Punishment with its attribute bonuses reduced by 50%, lasting 1 round.
Assault Focus Lv.2Fortification · V4Fortification
Selects 1 tile within a 5-tile radius and lands on it, gaining Steady for 1 turn. If there is Cover around the landing point, the Steady effect is raised to 40%, Sync is applied to the unit holding Bond for 1 round, and Damage Reduction II is applied to all allies for 2 turns.
Bond Connection Lv.3Fortification · V5Fortification
At the start of battle, selects 1 Physical allied Doll and applies Bond to them; when allies deal ammo-less Physical damage, it carries the ammo type of their equipped weapon. At the start of battle, casts Crime and Punishment. After using an active skill (excluding Bond Link) or a basic attack, the unit holding Bond gains Crime and Punishment with its attribute bonuses reduced by 50%, and the attack count of Blade of Sin is reset, lasting until the end of the current round; Asteria gains an Crime and Punishment that can only cast Shield of Punishment.
Picks a direction and applies Vindicator's Mark for 2 rounds and Defense Down III (3 turns) to all enemy targets in a 3×8-tile area ahead, dealing AoE 300% of ATK as Physical damage that ignores Cover. The attack ignores 200% of the target's defense and nullifies all of the target's percentage defense bonuses. When Asteria gains Crime and Punishment again, her attack is increased by 80% this turn. For every 1 stack of Absolution on the target, the damage multiplier of Asteria's Ultimate Railgun Verdict and of the Blade of Sin cast by her Crime and Punishment is increased by 50%.
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