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Difference between revisions of "Orthros"

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(I think the plural is "Orthroses" but I avoided it nonetheless)
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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.
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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.
 
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Revision as of 03:21, 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.

Stats / Data

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

Appearances

Makes their appearance in Major Event Shattered Connexion.

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 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 have a fixed hit count, Orthros can be quickly burst down by T-dolls with Multihit skills such as AR AN-94Thumb button.pngAN-94 , AR ST AR-15Thumb button.pngST AR-15  and AR G11Thumb button.pngG11 . Alternately, ARs that switch targeting priorities such as AR RFBThumb button.pngRFB  and AR CR-21Thumb button.pngCR-21  can be used to target the back line and relieve pressure on the front.



References