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Orthros: Difference between revisions

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I think the plural is "Orthroses" but I avoided it nonetheless
mNo edit summary
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|releasedon={{server short|CN}}, {{server short|TW}}, {{server short|KR}}
|releasedon={{server short|CN}}, {{server short|TW}}, {{server short|KR}}
|stats=
|stats=
*Classification: Armoured Machine
*Classification: Machine
*Damage: Moderate ~ Very High
*Damage: Moderate ~ Very High
*Accuracy: Moderate
*Accuracy: Moderate
*Attack range: Very Short
*Attack range: Very Short
*Health: Moderate ~ High
*Health: Moderate ~ High
*Armor value: Moderate
*Evasion: Low
*Evasion: Low
*Movement speed: Very Fast
*Movement speed: Very Fast


|gameplay=
|gameplay=
The Orthros, colloquially known as Doggos, will charge at your formation with very high speed. The KCCO Beasts don't do much damage, but can throw up a powerful shield that will block a certain number of hits. Breaking the shield will deal a fair amount of feedback damage to the Orthros. While not much of a threat alone, they typically arrive in large numbers as cannon fodder for more potent back-liners such as [[Archer]]s and [[Cerynitis]]. A pack of Beasts use their advantages of speed, numbers and short-term durability to allot more than enough time for the main damage behind them to set up.
The Orthros units are machine hounds which will charge at your formation with very high speed. The KCCO Beasts may not do much damage, however they also possess attacks which bypass armour and can throw up a powerful shield that reduces incoming damage down to a fixed 1 damage. Breaking the shield will deal a fair amount of recoil damage to the Orthros. While not much of a threat alone, they typically arrive in large numbers as cannon fodder for more potent back-liners such as [[Archer]]s and [[Cerynitis]]. A pack of Beasts use their advantages of speed, numbers and short-term durability to allot more than enough time for the main damage behind them to set up.


Generally, taking out the damage-dealers in the rear of the formation with RFs will make a group of Orthros far more manageable. However, at night this may not be feasible. Since both the Orthros and Archer have evasion, RFs won't be as efficient as ARs with PEQs. Due to the nature the Orthros' shield, which have a fixed hit count, Orthros can be quickly burst down by T-dolls with Multihit skills such as {{doll name|AN-94|AR|5}}, {{doll name|ST AR-15|AR|5|costume=costume2}} and {{doll name|G11|AR|5}}. Alternately, ARs that switch targeting priorities such as {{doll name|RFB|AR|5}} and {{doll name|CR-21|AR|4}} can be used to target the back line and relieve pressure on the front.
Generally, taking out the damage-dealers in the rear of the formation with RFs will make a group of Orthros far more manageable. However, at night this may not be feasible. Since both the Orthros and Archer have evasion, RFs won't be as efficient as ARs with PEQs. Due to the nature the Orthros' shield, which reduces all forms of incoming damage down to 1, High ROF or T-dolls with skills that increase their hitcount such as {{doll name|AN-94|AR|5}}, {{doll name|ST AR-15|AR|5|costume=costume2}}, {{doll name|G11|AR|5}} and {{doll name|K2|AR|5}} are advised. Alternately, ARs that switch targeting priorities such as {{doll name|RFB|AR|5}} and {{doll name|CR-21|AR|4}} can be used to target the back line and relieve pressure on the front.
|lore=
|lore=
}}
}}

Revision as of 05:52, 26 September 2021

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Orthros
Information
Full name Orthros
Affiliation KCCO
Released on CN, TW, KR
Chibi animation
Variant:

Click the marked area to switch between animations. For details regarding animations, please see Animations on the Wiki.

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Stats / Data

  • Classification: Machine
  • Damage: Moderate ~ Very High
  • Accuracy: Moderate
  • Attack range: Very Short
  • Health: Moderate ~ High
  • Evasion: Low
  • Movement speed: Very Fast

Appearances

Makes their appearance in Major Event Shattered Connexion.

Gameplay

The Orthros units are machine hounds which will charge at your formation with very high speed. The KCCO Beasts may not do much damage, however they also possess attacks which bypass armour and can throw up a powerful shield that reduces incoming damage down to a fixed 1 damage. Breaking the shield will deal a fair amount of recoil damage to the Orthros. While not much of a threat alone, they typically arrive in large numbers as cannon fodder for more potent back-liners such as Archers and Cerynitis. A pack of Beasts use their advantages of speed, numbers and short-term durability to allot more than enough time for the main damage behind them to set up.

Generally, taking out the damage-dealers in the rear of the formation with RFs will make a group of Orthros far more manageable. However, at night this may not be feasible. Since both the Orthros and Archer have evasion, RFs won't be as efficient as ARs with PEQs. Due to the nature the Orthros' shield, which reduces all forms of incoming damage down to 1, High ROF or T-dolls with skills that increase their hitcount such as AR AN-94AN-94AN-94, AR ST AR-15ST AR-15ST AR-15, AR G11G11G11 and AR K2K2K2 are advised. Alternately, ARs that switch targeting priorities such as AR RFBRFBRFB and AR CR-21CR-21CR-21 can be used to target the back line and relieve pressure on the front.



References