Girls' Frontline 2: ExiliumAll games

Girls' Frontline 2: Exilium/Dolls

SextansElite

Sextans

EliteElectricSupportBlade

SpecialtyMelee DamageBuffTile

Weak toHeavy weaponsFreeze phase

An amnesiac Blade Support who moves like a night spectre. Buffs the whole Blade and Electric line, heals through her attacks, and snowballs Rigor Sanguis off enemy deaths.

Tier: C on the Girls' Frontline 2: Exilium tier list

Sextans — insane team-wide-teleport movement (V2), but very lacking damage; the weakest of the large Hydro roster. Warden: V0 for Electric team, V6 only if you want her on a Blade team. Limited banner.

Recommended build

An Electric support build for a Support doll: a Standard-banner Blade, an Electric Boost attachment set, and Attack / Crit keys. Playable at V0; rated at V6 with the signature.

Support — buffer / off-turn damage, Electric team

Weapon
Standard Blade— She has no imprinted weapon — run any Standard-banner Blade with an Attack or crit skill. The weapon tier list has the per-doll picks.
Attachment set
Electric Boost (3-set)— +20% Electric damage.
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; V2 is her first real power step, so reach that before chasing a full V6. V6 plus one weapon calibration (V6R1) is the rated build.

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

Midnight Vespers
Midnight VespersAoEMeleeTileDebuffBuff

Leaps to a tile 4–8 tiles away in a cross-shaped area, hitting a 3-tile-wide path for 120% ATK Electric melee area damage and applying Blood Kiss, then lays Voltage tiles for 3 turns. Applies Lacerating Wound to enemies in the area for 2 turns and Amaranth Brand to all allies for 2 turns. +10% multiplier per Rigor Sanguis stack. She then gains 6 tiles of Additional Movement and may use Death Knell. Stability damage 5.

Cooldown 1 turn · Range 1 tile

Attributes

Base
Stability Index9
Movement9 tiles

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.

  1. Dreamscape FinaleBasic AttackTargeted

    Melee strike on an adjacent enemy for 80% ATK physical. Stability damage 2.

    Stability damage 2 · Range 1 tile

  2. Sanctuary LaudsSkill 1AoEMelee

    Hits a 3x9 area to her sides and front for 90% ATK Electric melee area damage, applies Blood Kiss, and heals allies in the area for 90% ATK. +10% multiplier per Rigor Sanguis stack. She then gains 6 tiles of Additional Movement and may use Death Knell. Stability damage 3.

    Stability damage 3 · Range 1 tile

  3. Death KnellSkill 2AoEMelee

    Picks a direction, deals AoE melee 90% of ATK as Electric damage to all enemy targets within a 3x9 tile area to the sides and front of Sextans, and generates Voltage tiles that last for 3 turns. The damage multiplier is increased by 10% for each stack of Rigor Sanguis possessed by Sextans. Restores 90% of ATK in healing to all allies within the effective area and cleanses 1 debuff from them. After the skill resolves, if an enemy has Blood Kiss, additionally deals 1 instance of melee Electric damage with the same damage multiplier to it. Sextans gains 1 stack of Rigor Sanguis and removes the target's Blood Kiss. Depending on the Grade of the target, Sextans additionally gains 0/1/2 stacks of Rigor Sanguis.

    Stability damage 3 · Range 1 tile

  4. RequiemPassiveBuff

    +10% damage for all Blade Dolls and +1 tile mobility for all Electric or Blade Dolls. Each enemy death or Stability Break grants 1 Rigor Sanguis, plus 0/1/2 more by the target's Grade. When another ally attacks with a Blade, Sextans spends 1 Confectance Index for a Sanguine Emblem. On turn start, if her Confectance Index is not full, she refills it and applies Carmine Emblem to enemies that ended their turn on Electric tiles.

    Range 8 tiles

  5. Death Knell Lv.2Fortification · V1Fortification

    If an enemy is hit, Sextans performs 1 instance of Sanguine Emblem and builds 1 Confectance Index. After the skill resolves, Sextans gains 2 stacks of Rigor Sanguis.

  6. Midnight Vespers Lv.2Fortification · V2Fortification

    Width is increased by 2 tiles. The effects of Amaranth Brand are enhanced: The increase of stability damage dealt and stability ignored are increased to 5 points. When dealing Electric or melee damage, for each stack of Rigor Sanguis possessed by Sextans, the damage boost is increased to 5% (if multiple conditions are met, the effect only triggers once).

  7. Requiem Lv.2Fortification · V3Fortification

    The mobility increase for all Electric-attributed Dolls or Blade-wielding Dolls is increased to 2 tiles (if multiple conditions are met, the effect only triggers once) and they ignore blocking by enemies. The effects of Rigor Sanguis are enhanced: The maximum conversion of overcap critical rate converted to attack, healing, and critical damage is increased to 45%. The effect of Sanguine Emblem is enhanced: For each stack of Rigor Sanguis, the boost in damage multiplier is increased to 4%. The effect of Carmine Emblem is enhanced: Melee damage taken is increased to 10%.

  8. Midnight Vespers Lv.3Fortification · V4Fortification

    Before this skill resolves, applies Electric Boost II to all allies (2 turns). After this skill resolves, Sextans gains Stealth for 2 turns.

  9. Death Knell Lv.3Fortification · V5Fortification

    The damage and healing multiplier is increased by 30%. Number of debuffs cleansed is increased by 1. Blood Kiss is no longer removed.

  10. Requiem Lv.3Fortification · V6Fortification

    At battle start, Sextans gains 5 stacks of Rigor Sanguis, and the maximum critical rate cap of Rigor Sanguis is increased to 75%. The damage multiplier of Sanguine Emblem is increased to 90% and its damage dealt ignores 30% of the target's defense. It no longer expends Confectance Index. When Sextans' Confectance Index is full, melee damage dealt by all allies is increased by 15%.

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