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Echelon which uses Rifles and Handguns. 2RF3HG means running two rifles and 3 handguns.
This guide is written under the assumption that you already know the basics of the game, as there will be some min-maxing, common terminologies, nicknames as well as in-game mechanics that I won’t be explaining. If you happen to come across this doc as a newbie, consider checking out this Beginner’s Guide. For comments, concerns, questions, suggestions, etc., contact OmegaHymenBuster#7753 in the official discord or GFC discord.
This doc is last updated April 28th 2020.
For the sake of clarity, the positions on the formation grid are referred as numbers on a computer numpad.
Corpse whipping is when two dolls shoot one target at the same interval, but the target dies to the first shot which wastes the second shot completely. Corpse whipping happens in every composition, not just RFHG alone. The main reason this section is made is that corpse whipping is a lot more detrimental to RFHG teams than to other compositions. RFHG deals high damage infrequently. A single bullet wasted to corpse whip costs the overall DPS of the team dearly. However, since RFHG does not have a fixed rate of fire, it is possible to reduce the likelihood of corpse whipping.
In order to reduce the chance of corpse whipping, the RFs must fire at different intervals. This can be done by having different RoF, either by running different RF types (post-skill), or by giving one RF more RoF buff than the other from tiles (pre-skill). A good RFHG satisfies both conditions.
Depending on the purpose of the team or the composition of the enemies, they can simply focus on not corpse whipping pre-skill or post-skill. Some examples include + + Grizz + + team. This team has always been dominant in EN since launch, despite both RF buffing their own RoF. The reason this team does well is because corpse whipping only occurs post-skill, where overcaps her RoF, and catches up to her. One the other hand, there is a gap between and pre-skill due to difference in tile buffs and base RoF which means less corpse whipping occurs. The team is used for mostly mobbing where battles end early. When battles do drag out, it’s usually against high health enemies. Shooting at around the same interval does not hurt their overall effective DPS given that they are not really shooting corpses anymore.
With the prevalence of Paradeus and elites in battles, corpse whipping becomes less of a concern the harder the content. Enemies are tanky enough that whipping one or two shots does not affect the outcome of the battle. At this stage, you do not need to pay attention to the RoF gap of the RFs anymore.
These comps give both RFs the exact tile buffs they need: RoF RFs get enough RoF to not overcap, and then FP. FP RFs get full RoF buffs as they already have high FP to begin with. Due to the RFs having the same buffs, it is not uncommon for them to shoot at similar intervals which unfortunately results in corpse whipping.
To combat this, the comps tend to have or similar HG providing an additional RoF buff to only one RF, desyncing them. Do keep in mind though that giving the additional RoF buff to the slower RF may not be optimal. Each RF has a different base RoF, and if the slower RF with the extra buff has just enough RoF to reach the same frame as the faster RF, they will corpse whip.
Fortunately, against tankier enemies, bosses or elites (Paradeus), corpse whipping is hardly an issue and thus these comps can often reap the full benefit provided that running same buff RFs do not affect their performance against said enemies (such as lack of damage to bypass armor in the case of two RoF RFs).
On the other hand, RFHGs with different buff RFs aim to minimize corpse whipping by having their RoF differ through their own self-buffs. On top of that, these comps can adapt to many scenarios: the RoF RF can swiftly take out the cannon fodders while the FP RF does heavy damage to high healthy key targets.
The comps naturally build around the RoF RF, giving just enough RoF to not overcap and the rest into FP, leaving FP RF with much lower RoF upon skill activation. This is its weakness, as the FP RF is slow and more prone to overkill (dealing too much damage to a low health target).
Comparisons Once developed, both comps have very similar performance to each other. This is further reinforced by the fact that if your RFHGs are developed, they would be fighting more cutting-edge contents where enemies are tanky enough that corpse whipping is the last thing you need to worry about.
Pre-skill performance is based on the base stats of the RFs rather than what type of buff they have. Both FP and RoF RFs have similar stats spread so there would be little to no difference between them when their self-buff is not considered.
Post-skill performance tends to only matter against enemies that can counter one type over the other, such as Hydra with its high enough armor to take minimal damage against RoF RFs. In this case it is more of an error in using the tool for the wrong purpose rather than the fault of the tool itself.
Same buff FP RFHG depends heavily on the skill level and the quality of the HGs, as they don’t have RoF self-buff, and will suffer from low RoF at this stage. Same buff RoF RFHG thrives at this stage since they are more independent than their FP counterparts. However, they suffer the hardest when they finally hit the wall that is Hydra, Gundam and the like: their equips, specifically AP ammo may not be enhanced and calibrated to contribute to penetrating the high armor of these enemies, and the FP HG on their team may not be sufficiently skilled either. Mixed comp falls right in between. They are neither the strongest at the early stage, nor the weakest when hit with a roadblock. They are simply adaptable.
This is the well-balanced comp that has a good mix of offense, defense and practical RoF spread to minimize corpse whipping. This comp runs 1 FP HG ( ), 1 RoF HG ( ) and 1 defensive HG ( ). The ideal RFs of choice are and / , but other self-buff RFs are acceptable.
The general idea of this comp is to give one RF more RoF buff than the other, offsetting their RoF in order to reduce corpse whipping pre-skill. This comp also does well in terms of defense thanks to and buffed . At max level and +10 equips, would have approximately the same Evasion as with Grizz’s Evasion buff.
In the past, comp so seeing with instead may be odd to some, but there are good reasons to run with :and were paired together in this
and have essentially the same performance pre-skill due to base stats, thus most of their mobbing potential is similar.
nodes of trash mobs among nodes with elites, and nodes filled with high priority target being escorted by other trash mobs. tends to overkill versus trash mobs, but her damage is not wasted against the tankier ones, especially when fighting against enemies such as Hydra whose armor is higher than your AP stats.covers the weakness of fighting tanky enemies. With new content coming out, enemies tend to be more diverse, with
Having one RoF RF and one FP RF built leads to better adaptability. New contents in the past have come as a surprise for many players, introducing heavily armored enemies that they don’t often see as such as Gundams (Va11 Halla collab). Some of these players run only one RFHG that consists of as their RFs, resulting in many issues where they are unable to break through these dangerous foes.
On the other hand, for those who wish to focus purely on mobbing, RoF with from being a FP self-buffer. On top of that, she shoots two targets at the same time, ensuring that one of her shots is never the same as one that is targeting. Even if corpse whips occur, only loses half her damage, as each attack is divided into two shots. Other than that, she retains the same weaknesses as when fighting against heavily armored and high health enemies.is a great choice. She can naturally desync her
The bursty comp focusing on massive damage output via RFs’ high crit chance and crit damage multiplier on top of ’s incredibly strong crit damage buff when paired with crit buff of , effectively giving the team 50% bonus damage. The buff distribution is also better with being able to buff both RFs from position 8. You can expect 1k+ shots with skill pop, and even more so if you decide to run an additional FP HG instead of .
Due to EN not having AP change yet, heavily armored enemies can reduce the damage of this team, but that is hardly a problem due to just how hard-hitting the comp is. The main issue of this comp however, is corpse whipping, especially pre-skill and if you don’t pay attention to the base RoF of the RFs. As a result, if you wish to use this team for mobbing, do pay attention to the base RoF of the RFs. Otherwise, this team is best used against tankier enemies, where this weakness does not affect the outcome of the battle.
As an alternative for those without, run instead.
- RoF RFs, they shoot fast and are ideal for mobbing. While and are straight forward, reduces her Accuracy for her RoF buff, making her less than ideal when used against evasive enemies, or against non-armors at night. T5000 is the opposite, her RoF buff is weaker, but comes with additional Accuracy buff., , , T5000: The
- RoF RFs, has a lower RoF multiplier, but with her own gimmick of firing penetrating shots capable of bypassing armor and Evasion. This makes her a strong contender for a night RFHG team where fighting evasive enemies is unavoidable. Her penetrating shots unfortunately cannot crit, as it is still technically a charged shot.: An addition to the
- FP RFs, slow but hard-hitting, great against high health or heavily armored targets. is the T5000 of FP RFs, buffing less FP but gaining Accuracy. Fortunately, weaker FP buff does not hurt her as much as weaker RoF buff hurts T5000, so the more notable downside for her would be her slightly longer ICD., , , : The
- FP RF who shares her strengths and weaknesses with RoF RFs instead. By halving her shot into two, she can target two enemies at a time, giving her great mobbing potential. At the same time, due to weaker damage per shot and her lower skill multiplier and longer ICD, her single target DPS does not match with the likes of and . Purely a mobbing RF, she is best used for earlier stages where mobs are weak and the need for concentrated single target DPS (fighting Gundam) is low.: A
- RF geared towards assassinating high-pRoFile targets (Hydra, Manticore, Gundam) due to her 45x multiplier. Despite her skill indicating her weakness against bosses and elites, many elites remove their tags after stopping once (or in the case of 10-4e Hydra, at the start of battle), allowing her to deal full damage against them.(Purple): Specialist
Beside bosses and certain trash mobs that are treated as pure elite for some unknown reasons, the list of enemies that cannot have their elite tags removed includes Uhlans, Typhoon, Goliaths and Strider. Purple will deal penalised damage against these enemies even if they’ve already stopped once.
- comp. As a standalone, she blows. Her self-buff is weak, her passive is RNG, hence semi-generalist. She shines specifically in Pink , where can reflect Pink’s constant buffing to give the backline, including the 2nd RF. The amount of buffs on this comp can easily put the backline on insane steroids, dishing out a great amount of DPS. Refer to the guide linked in their section.(Pink): A support, semi-generalist whose purpose is to be paired with in their own
- RF who gives herself an overwhelming FP buff as a result of reducing her own RoF. Just like the traditional FP RFs, she excels at fighting against high health, heavily armored targets, but to the extreme. This makes her ideal for fighting multiple elites as her damage is not concentrated in one or two shots like Purple, but spread out in multiple shots over the 10 seconds duration of her skill. She was paired with MOD in older servers, creating a double Jupiter team, which was used against groups of Gundams in Continuum Turbulence ranking map. With the introduction to new t-dolls previously unavailable to the older servers at the time such as , her future is uncertain as these dolls may replace her. Double Jupiter vs 111k Uhlan. Double Jupiter vs 51k Gundam.: Specialist
- RF who may enter Sniper Mode for the duration of her skill, firing 100% accurate shots that can crit at the cost of fixed aim time. Unlike , she cannot shoot faster with RoF buffs due to this fixed aim time, but it does make it easier to work with her kit as she only needs FP and crit. excels at fighting multiple elites, including those with Evasion like Uhlans which were commonly seen in Continuum Turbulence and theater.: Specialist
- RF. Her skill has a very low ICD of 4s, while dishing out quite a decent amount, along with the benefit of being a charge shot (ignoring Evasion/armor). Although not as good as Purple due to the lower damage, Kar’s skill has no penalty against elites unlike Purple, whose skill is penalized against ones that cannot have their elite tags removed (such as Uhlans). Despite having 4s ICD, her targeting makes her unreliable at fighting regular mobs, as she may target non-threatening meatshields, or half dead targets.: Once the butt of every joke, with the rework of charge shot skills, Kar is now a proper specialist
- HGs, particularly in terms of Evasion. Once a staple, as of late they are not as important due to dangerous enemies that can overpower or even bypass Evasion (Hydra and Gundam). Outside of said elites, they are useful against regular mobs., : The defensive
- FP HGs. Her skill is a single-target debuff rather than a team-wide buff. This leads to her underperformance when fighting against multiple targets (mobbing). Instead she is used either against single targets such as bosses (albeit rare and mostly against easy bosses as RFHG is not durable nor mobile enough for bossing), or when you require her target redirection.: Contrary to popular belief, does not fulfill the role of a typical
- Crit damage buffer, she should always be paired with , or to an extent, . Functions similarly to a FP HG, but she does not replace one when it comes to brute-forcing armor. As a side note, she should not be paired with Bleeding Jane either as depends on the overcapped crit rate, and reduces crit rate.:
- tile slut. She has very good tile buff and coverage and the ability to fill one of many roles with her list of drinks. But ultimately, it is rare to be able to take advantage of the second part, as she comes with a 9s ICD (6s CD and 3s mixing). Even with capped CDR on her, she still takes 7.2s to activate her skill when other HGs have already done so at 6s at the latest, not to mention she is immobile while mixing, thus cannot really kite during this crucial time frame (and is quite detrimental even if you use her in long battles). Only used in very specific setups like burst setup, or for hitting very high numbers (Bleeding Jane and Fringe Weaver). She finds her use mostly either as a true tile slut, or in long battles where regular movement is unnecessary (fighting Uhlans with taunt fairy).: Quite literally a
- SMG who can buff RFs (at least until received her neural upgrade). The advantages has over HGs is her tank-oriented stats spread and her passive-like defensive skill. Clearly she has an advantage against mobs where flimsy HGs with long cooldown cannot survive. Her disadvantage is her lack of skill buff, and that in many cases Taunt or Airstrike fairy can buy enough time for the team, or outright neutralizing the threats on high pressure nodes.: The one of a kind
- comps are often built around her ability to reflect buffs, which include 5HG, MOD and Pink . Knowing these comps, it’s hard to make the mistake of putting her into an non-synergistic where she is worse than your general buffer HGs. On the topic of RFHG, is paired with Pink ( ) for the latter’s ability to give buffs constantly. Along with ’s buff reflection, these constant buffs are translated into even more buffs, multiplying on top of each other. In short, she’s strong when used right, and you can refer to the guide linked in their section to have a better understanding on what makes Pink so powerful.: is a special case. Team