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Set
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Icon
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Name
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Description
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Set Effects
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Vitality Loss
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Furious Deterrence
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Warriors release [Battlecry] before using their Auto Skill, dealing [Derivative] Operand Damage equal to (30%/60%/90%) of their Hashrate to nearby enemies within 1 tile, inflicting 1 stack of Bleed on them.
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2 pieces: Warriors release [Battlecry] once every 8 seconds, dealing [Derivative] Operand Damage equal to 50% of their Hashrate] to nearby enemies within 1 tile, and inflicting 1 stack of Bleed on them.
4 pieces: The range of [Battlecry] expands to the entire battlefield.
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Life Extraction
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Warriors have their Skill Life Steal effect enhanced by (15%/20%/25%). Every stack of Bleed on their target provides (1%/2%/3%) additional Skill Life Steal.
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Damage Amplifier
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Warriors have their Hashrate increased by 12%. Everytime Warriors inflict Bleed, their Hashrate is additionally increased by 3%, up to (4/7/10) stacks.
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Coagulopathy
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After every (4/3/2) Normal Attack(s), Warriors inflict 1 stacks of Bleed on the target.
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Violent Surge
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Lethal Shock
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For every 1 enemy fallen, Warriors recover (4%/7%/10%) of their Max HP.
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2 pieces: Warriors deal True Damage equal to 10% of the target's Max HP when the target is below 10% HP. (Ineffective against bosses; Cooldown: 0.3 seconds)
4 pieces: Warriors gain a 100 Attack Speed boost for 6 seconds every time they eliminate a non-neutral enemy target.
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Lethal Chain
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After eliminating any enemy units, Warriors are teleported near the enemy with the lowest HP percentage, dealing [Derivative] Physical Damage equal to (100/200%/300) of their ATK to them.
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Vulnerability Exploit
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Warrior ATK + (20%/30%/40%) against targets with less than 50% HP.
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Efficiency Surge
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When Warriros perform Normal Attacks, their Auto Skill recharge is sped up by (15%/22.5%/30%) if the target's HP is below 50%.
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Desperate Raze
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Pain Resistance
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Warriors gain (20%/30%/40%) damage reduction when their HP is below 30%.
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2 pieces: Every Normal Attack Warriors perform has a 30% chance to turn the next Normal Attack into a double strike.
4 pieces: After every 3 Normal Attacks, Warriors lose 15% of the current HP to deal True Damage of 200% HP lost with their next Normal Attack. The effect cannot be triggered by Normal Attack skills.
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Incremental Pursuit
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Warriors inflict an additional amount of True Damage of (15%/22.5%/30%) ATK when they deal damage.
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Dire Tactics
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Warriors' ATK grows as their HP drops. The ATK bonus caps at (50%/75%/100%) when HP drops to 10%.
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Double Compilation
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Warriors heal for (10%/15%/20%) of the damage they deal. True Damage provides three times as much healing.
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Hyperthreshold Stress
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Multi-Marker
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Warriors gain(4/6/8) stacks of Bloodthirst Sigil at the start of battle.
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2 pieces: Warriors gain 1 stack of Bloodthirst Sigil every 4 seconds.
4 pieces: Every stack of Bloodthirst Sigil enhances the Crit Damage of Warriors by 10%.
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Program Reset
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Warriors gain (4/6/8) stacks of Bloodthirst Sigil when their HP percentage first drops below 40%.
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Rapid Raid
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Warriors use their Auto Skill at the start of the battle and have their Attack Speed increased by (50%/100%/150%) for the next 6 seconds.
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Blasting Echoes
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Warriors gain 1 stack of Bloodthirst Sigil for every (9/6/3) attacks they are subjected to.
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Coordinated Crit
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Swift Strike
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Warriors have their Crit Rate increased by 5%, and Attack Speed by 10 points whenever they land Critical Hits, up to (4/7/10) stacks.
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2 pieces: The next Normal Attack ally units perform after using any skill is guaranteed to be a Critical Hit
4 pieces: All ally units have their Crit Rate increased by 10% and will recover HP of 10% damage dealt when landing a Critical Hit.
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Set
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Icon
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Name
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Description
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Set Effects
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Burst Shooting
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Accumulated Recycling
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Ally Snipers have their Crit Damage increased by (10%/20%/30%) for every unit that falls in battle, up to 5 stacks.
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For every 3 Normal Attacks, the next one Snipers perform is guaranteed to be a Critical Hit. The effect cannot be triggered by Normal Attack skills.
4 pieces: The Crit Damage boost provided by Lethal Increment no longer wears off.
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Rapid Firing
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After using any skill, Snipers have their Attack Speed increased by (50/75/100) points for the next 5 seconds.
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Lethal Increment
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When Snipers land their Normal Attacks, increase their Crit Damage by (10%/15%/20%), up to 5 stacks. This effect wears off after landing a Critical Hit. (0.33s cooldown)
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Penetration Streak
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Snipers' Normal Attack hits have a (15%/22.5%/30%) chance to turn the next Normal Attack into a double strike.
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Structural Embrittlement
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Overdrive Preset
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Snipers speed up their skill recharge by (10%/20%/30%) after using any skill.
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2 pieces: 3 seconds after using any skill, Snipers inflict [Derivative] Operand Damage equal to 20% of their hashrate on enemies within 1 tile near their Normal Attack target 3 times. Only 1 instance of this effect may take place at a time.
4 pieces: Every stack of Vulnerability boosts the Hashrate of Snipers by 10%, up to 10 stacks.
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High-Risk Target
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When enemies use any skill, all ally Snipers deal [Derivative] Operand Damage of (40%/70%/100%) Hashrate.
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Immunity Reduction
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Ally Snipers have (50%/75%/100%) chance to inflict 1 stack of Vulnerability that lasts for 5 seconds when they deal Operand Damage.
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Fragile Label
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When Snipers use any skill, they inflict (3/4/5) stack(s) of Vulnerability on the enemy with the lowest HP percentage, which lasts for 5 seconds.
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Lethal Combo
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Lethal Transference
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For every 5 attack(s), Snipers deal an additional instance of True Damage equal to (40%/80%/120%) ATK with their next strike. (0.33s cooldown)
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2 pieces: When ally units inflict damage with Normal Attacks, Snipers have a 10% chance of firing a missile that deals [Derivative] Physical Damage of 50% ATK at the target.
4 pieces: Snipers' Depleted Uranium Rounds effect will no longer dissipate.
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Chain-breaking Shot
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The next Normal Attack Snipers perform after using any skill will target the enemy with the lowest HP and boost their own Normal Attack PEN by (20/40/60) points.
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Hunting Signal
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Snipers fire 7 missiles of [Derivative] Physical Damage equal to (10%/20%/30%) of their ATK at the target within 5 seconds after using their Auto Skill.
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Depleted Uranium Rounds
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Snipers have their ATK increased by (10%/20%/30%). This effect wears off when any enemy falls in battle.
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Freezing Bullets
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Ancillary Cooldown
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Snipers inflict (2/3/4) stack(s) of Frozen on the closest enemy every time they use any skill.
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2 pieces: When any target obtains 10 stacks of frozen, all Frozen stacks are consumed to deal [Derivative] Operand Damage equal to 300% of the highest ally hashrate to the target and nearby enemies with 1 tile, and Silences them for 3 seconds.
4 pieces: Snipers have their Hashrate increased by 5% every time they inflict the Frozen effect, up to 10 stacks.
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Twin-track Burst
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Snipers have their ATK reduced by (40%/30%/20%). Normal Attacks deal additional Physical Damage to the nearest enemy once. The effect cannot be triggered by Normal Attack skills.
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Frozen Shot
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For every (3/2/1) Normal Attacks, the next one Snipers perform inflicts Frozen.
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Frostbite Spillover
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When ally units take damage, Snipers have a 15% chance to deal [Derivative] Operand damage of (20%/30%/40%) Hashrate to the damage dealer and inflict 1 stack of Frozen on them.
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Set
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Icon
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Name
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Description
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Set Effects
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Absolute Defense Domain
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Residue Extraction
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When any enemy falls, Guards gain an HP Shield equal to (4%/7%/10%) of the fallen enemy's Max HP.
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2 pieces: Guards recover 4% of their Max HP every 5 seconds, and 100% more when they have an HP Shield.
3 pieces: The Guards' HP Shields heals them by 50% of damage taken when subjected to attacks.
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Bastion Building
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Guards gain an HP Shield equal to (50%/100%/150%) of their Hashrate every 5 seconds.
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Coordinated Defense
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Guards grant all ally units an HP Shield equal to (5%/10%/15%) of their Max HP at the start of the battle.
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Multi-end Repair
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When Guards recover HP, all ally units gain an HP Shield equal to (10%/15%/20%) of the HP recovered.
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Overlapping Reflections
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Taunt Target
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Guards Taunt the enemy farthest away for (3/4/5) seconds whenever they use any skill.
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2 pieces: Guards Taunt all units within 1 tile for 4 seconds every 10 seconds, during which their Backlash effect is doubled.
3 pieces: Guards reflect the non-Derivative damage they have taken to their Normal Attack targets as True Damage every 8 seconds.
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Crisis Response
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When Guards use any skill, they recover 5% Max HP and have their Backlash increased by (3%/6%/9%).
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Structural Reinforcement
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Guards Backlash enhanced by (3%/6%/9%) every 4 seconds.
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Impasse Retaliation
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For every instance of damage Guards take that's 10% of their Max HP, Backlash is increased by (2%/4%/6%).
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Hashrate Repair
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Threshold Growth
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Guards' Physical DEF grows as their HP drops. The DEF bonus caps at (20%/35%/50%) when HP drops to 10%.
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2 pieces: Guard takes no more damage than 5% of their Max HP. This effect triggers 10 times per battle.
3 pieces: Guards have their Hashrate increased by 30% of their Physical DEF.
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Kinetic Energy Decay
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Guards take (10%/20%/30%) less long-range damage.
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Dire Repairs
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Guards have a 30% chance to recover HP equal to (20%/35%/50%) of their Hashrate upon taking damage.
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Channel Crowding
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Guards reduce the ATK of enemies within 2 tiles by (10%/15%/20%), and every enemy boosts their own Physical DEF by (10%/15%/20%).
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Defense Field
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Crisis Management
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Guards retain 1 point of HP and recover (20%/35%/50%) of their Max HP when subjected to lethal damage. This effect only triggers once per battle.
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2 pieces: When ally units are Healed, Guards recover HP based on 40% of the healing done.
3 pieces: The range of Coordinated Defense and Impact Distribution for Guards expands to cover the entire battlefield.
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Reparation Chain
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When nearby ally units within 1 tile are Healed, Guards recover HP equal to (30%/45%/60%) of the Healing done.
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Coordinated Defense
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Guards provide a (20%/30%/40%) Physical DEF boost to ally units within 1 tile.
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Impact Distribution
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Guards take (20%/40%/60%) of all damage for ally units within 1 tile. (Does not include [Derivative] damage.)
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Set
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Icon
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Name
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Description
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Set Effects
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Swift Crackdown
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Shadowy Evasion
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Specialists Max out the Dodge Rate of all ally units for (3/4/5) seconds at the start of battle.
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2 pieces: When any ally unit dodges an attack, all non-Specialist ally units deal [Derivative] Physical Damage equal to 20% of their Hashrate to the attacker.
4 pieces: Vulnerability Fix now takes effect on 1 additional ally unit with the next lowest HP percentage.
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Fast Preparation
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Specialists have their Skill Haste increased by (2%/3.5%/5%) every time an ally unit dodges an attack, up to 10 stacks. Max Increase: 50%
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Floating Shot
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When any ally unit dodges an attack, all Specialist ally units deal [Derivative] Physical Damage equal to (30%/45%/60%) of their Hashrate to the attacker once.
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Vulnerability Fix
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When Specialists use any skill, they enhance the Dodge Rate of ally unit with the lowest HP percentage by (10%/15%/20%), up to 5 stacks.
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Efficiency Accumulation
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Global Protection
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Specialists grant (3/4/5) stacks of 50% damage reducing HP Shield every (7/6/5) seconds to the ally with the lowest HP percentage, up to 10 stacks. 1 stack of the HP Shield is consumed every time the ally unit takes damage.
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2 pieces: When Specialists buff of debuff any units, the non-Specialist unit with the highest Hashrate deals [Derivative] Physical Damage equal to 14% of their Hashrate to random enemies 7 time(s) in 5 second(s).
4 pieces: The Energy Orb provides an additional Hashrate bonus of 30%
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Hashrate Stacking
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Specialists have their Hashrate increased by (3%/4.5%/6%) every time they apply a buff or debuff, up to 5 stacks. (1s cooldown)
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Efficient Allocation
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When Specialists buff or debuff any units, they heal the ally with the lowest HP percentage by (20%/35%/50%) of their Hashrate. (1s cooldown)
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Hashrate Energy
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When Specialists buff or debuff any units, they generate an Energy Orb, which deals [Derivative] Physical Damage equal to (8%/14%/20%) of their Hashrate to random enemies 7 time(s) in 5 seconds.
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Multi-end Enhancement
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Layered Hashrate
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Specialists enhance the ally unit with the highest Hashrate by (3%/4%/5%) Hashrate every 5 seconds, up to 5 stacks.
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2 pieces: Specialists gain 2 stacks of Performance Boost when they trigger the function set effect.
4 pieces: All Performance Boost stacks are consumed at 10 stacks to provide 4 seconds of double-strike for all ally units.
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Rob 'em Blind
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When Specialists use any skill, they enhance the teammate with the highest ATK with (20%/35%/50%) Life Steal for their Normal Attacks, lasting 6 seconds.
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Layered Attack
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Specialists enhance the ally unit with the highest ATK by (3%/4%/5%) of their ATK every 5 seconds, up to 5 stacks.
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Energy Boost
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When Specialists use any skill, they speed up the skill recharge progress of the teammate with the highest Hashrate by (10%/15%/20%). (4s cooldown)
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Malignant Interference
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Deterrence
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Specialists deal an additional [Derivative] Operand Damage of (10%/15%/20%) Hashrate X the number of debuffs on the target with every Normal Attack.
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2 pieces: For every type of debuffs the enemies have, Operand DEF is reduced by 10%.
4 pieces: For every single type of debuff on the Specialist' targets, increase their Attack Speed by 15 points.
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Beacon Boost
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When Specialists land a Normal Attack, they have a (40%/70%/100%) chance to inflict 1 stack of Bleed on the target.
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Total Suppression
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Specialists deal [Derivative] Operant Damage equal to (15%/22.5%/30%) Hashrate to the target every time they inflict debuffs.
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High-frequency Calculation
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After using any skill, Specialists have their Attack Speed increased by (20/35/50) points for 4 seconds.
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Set
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Icon
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Name
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Description
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Set Effects
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Supplemental Dose
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Speedy Aid
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Medics use their Auto Skill at the start of battle and have their Healing effect increased by (20%/40%/60%) for the next 3 seconds.
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2 pieces: Medics speed up their Auto Skill recharge by 5% after performing Normal Attacks.
3 pieces: Medics increase their own Healing Output by 5% every time they use any skill, up to 10 stacks.
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Emergency Deployment
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When Medics Heal, the Healing Effect is enhanced as the target loses HP, up to a (20%/40%/60%) boost when target's HP percentage drops to 10%.
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Overdrive
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After using any skill, Medics have their Attack Speed increased by (40/70/100) points for the next 4 seconds.
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Speedy Overload
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Medics speed up their Auto Skill recharge by (10%/15%/20%) after using any skill.
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Enhanced Healing
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Health Insurance
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When Medics use any skill, they grant 1 stack of Revitalize to the healed unit and speed up their Auto Skill recharge by (10%/15%/20%) (4s cooldown)
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2 pieces: All ally units recover 30% of their Max HP when the total number of Revitalize stacks reaches 15. This effect only triggers once per battle.
3 pieces: Every stack of Revitalize on the battlefield additionally provides a 5% Healing Output boost for Medics, up to 10 stacks.
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Advanced Practice
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Every stack of Revitalize on the battlefield additionally provides a (2%/3.5%/5%) Skill Haste boost for Medics, up to 10 stacks.
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Efficient Recovery
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Medics grant the target (1/2/3) stacks of Revitalize when they Heal.
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Healing Hands
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At the start of battle, Medics heal the ally with the lowest HP percentage by a value equal to (10%/20%/30%) of their Max HP, and grants them 5 stack(s) of Revitalize.
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Global Healing Shield
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Weakness Reinforcement
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When Medics use any skill, they grant an HP Shield of (100%/150%/200%) hashrate to the ally with the lowest HP percentage.
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2 pieces: When the HP Shields of ally units break, recover 5% Max HP.
3 pieces: Every 8 seconds, the ally unit with the lowest HP percentage recovers HP equal to the highest HP Shield value on any ally on the battlefield.
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Insurance Coverage
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Medics grant all ally dolls an HP Shield equal to (100%/200%/300%) of their Hashrate at the start of the battle.
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Shielding Framework
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Medics grant the target an HP Shield equal to (10%/20%/30%) of their Healing Output when they Heal.
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Healing Protection
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Medics have their Healing Output increased by (20%/30%/40%) when the healed target has an HP Shield.
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Substance Reversal
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Neighboring Overflow
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Medics perform an Allergy Attack equal to (25%/50%/75%) of their Hashrate in the area most packed with enemies every 5 seconds.
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2 pieces: When Medics deal damage, they heal the ally unit with the lowest HP by 25% of damage dealt.
3 pieces: The range of Allergy Attack is increased to 2 tile. This damage gains a 20% Damage boost.
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Sanguine Plundering
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The Medic's next Normal Attack after using any skill will inflict Allergy Damage equal to (25%/50%/75%) of their Hashrate.
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Allergic Reaction
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Medics inflict Allergy Damage of (20%/35%/50%) Hashrate to enemies within 1 tile of their target when they Heal. (1s cooldown)
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Extra Compensation
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When Medics Heal, they increase the Hashrate of ally units and themselves by 5% for (4/6/8) seconds, up to 5 stacks.
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