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|HP||38 → 76x5|
|DMG||11 → 29|
|ACC||8 → 56|
|EVA||9 → 66|
|RoF||42 → 61|
|Initial CD: 5s|
|Stun Grenade: Launch a stun grenade that stuns enemies within a radius of 2.5 yards for 3.2s.|
As with all flashbang throwers, her skill does decently well in general content, but struggles against bosses, as they are immune to flashbangs. However, she has a skill CD 12 seconds, 4 seconds shorter than that of her SMG counterparts. Fights shouldn't last that long, but early on when Accuracy is low and fights take longer, it's not uncommon for M9 to toss out one more flashbang.
Her tile buffs require her to be seated in position 4, in between the 2 DPS at the back, giving both DPS a 20% FP boost and a questionable 20% Evasion boost. The Evasion boost would reach the offtank, so it isn't entirely wasted.
Where should you use this little one you ask? Whenever you need a flashbang and your frontline doesn't happen to have it. Her tile buffs leave more to be desired, and her own FP stat is pretty low. She could see action in budget situations without dolls like , or in your arsenal for night battles in ARSMG and RFHG teams.
To summarize, she is an option in the early game, but will be a Specialist pick later on.