Orthros
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. | |
View page template |
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