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NTW-20
★★★★★
NTW-20
Charged Shot
Cooldown -18%
HP | 47 → 93x5 (465) |
DMG | 56 → 165 |
ACC | 9 → 75 |
EVA | 4 → 29 |
RoF | 20 → 30 |
Armor | - |
Clip | - |
Crit | 40% |
Speed | 7 |
Not Recommended |
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Initial CD: 8s |
CD: 9s | |
Interdiction Shot: Start to charge after skill cooldown. Increase charges by 1 stack every second, 7 stacks maximum. Tap the skill to aim for 1.5s, remove all charges and deal 3.4x - 8x to the closest target depending on the number of stacks. |
Cons
- Low base RoF
- Very long initial CD
- Charge shot not optimal for general usage
- Lewd Senpai
Analysis
NTW-20, once a romanticized nuke, now fills the role of a sure-hit RF. In the anti-elite role, NTW-20's high initial CD and her lackluster damage at low stacks makes it difficult for her to perform well, especially given the need to kill threatening enemies sooner rather than later.
With the change to charged-shot RFs, NTW-20 has her initial CD reduced to 8s instead of 15s, but with her skill multiplier significantly reduced accordingly. By waiting for stacks and firing off the skill later, Interdiction Shot can be charged back up to deal its original multiplier.
Instead of being solely limited to one-shotting enemy bosses after some heavy setup, NTW-20RF is now more flexible and can be used as an anti-elite RF, crippling a single target with her sure-hit, armor-penetrating shot. This niche is highly competitive - other RFs can often do a better job than NTW-20. Kar98kRF has a much lower ICD (4s) and better damage output against elite enemies at 0 stacks (two shots of 2.8x vs one shot of 3.4x), while Carcano M91/38RF can deal a whopping 45x damage to non-elites at a 6s initial CD. Since most elite enemies will become non-elite after stopping, there are few scenarios, if any, in which NTW-20 can outperform her peers. She can be considered heavily outclassed in the charged-shot niche, like the vast majority of RFs with a similar skill.
NTW-20RF's only advantage over the other charged-shot RFs is her fully charged damage multiplier, which can deal high enough damage to possibly one-shot some weaker bosses. In most boss battles, this is impractical, as many enemies tend to either have skill sets that directly counter stall teams, or too much health for NTW-20 to one-shot. Any player who can meet the unit, equipment, fairy, and micro-control requirements to properly stall such fights would have a much easier time fielding conventional teams instead.