AR Tier List

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DPS

T-Dolls that have Damage or ROF increasing skills.

M4A1
  • M4A1 carries a decent Damage stat of 46 and an amazing RoF value of 79. Thanks to these stats, she can make great use of her Skill, Damage Focus T, which is one of the best skills for ARs. M4A1 in particular is an excellent user of it due to the synergy it possesses with her statline.

  • M4A1’s buff tiles are her strongest feature. Since she is one of the few ARs able to buff other ARs in the game, it makes M4A1 go from a good choice to a great one.

  • It is worth noting, though, that it will be hard to beat her 18% Damage and 30% Crit Rate tile buffs that -- when combined with great orientation -- allow for insane versatility in Echelon compositions containing M4A1.

Type95
  • Type 95 carries the highest Damage stat out of all conventional ARs, and this helps helps her compensate the low 50% Damage modifier that her Skill provides her.

  • Her Skill’s Initial Cooldown of 2 seconds when combined with its 15 second Duration allows Type 95 to deal a great deal of damage very early into battle, granting her the ability to be considered among the best ARs have to offer.

64 Shiki
  • 64 Shiki has an incredibly high Damage stat, somewhat low ROF, and strangely high Accuracy.

  • 64 Shiki’s Skill is also somewhat strange. If there are more than 5 groups of enemies, she’ll cap her own Rate of Fire and increase her Accuracy for 3 seconds. If there are not more than 5, she’ll instead increase her Damage by 90% for 3 seconds. After either of these effects end, if there are more than 2 groups of enemies, she’ll grant a 25 HP shield to allies on her tiles for 5 seconds. If not, she’ll increase her own Damage and those of allies on her tiles by 55% for 5 seconds.

  • This Skill does mean that when building an Echelon around her, focusing on increasing her rather low ROF can backfire, and so too can buffing her already high Damage stat.

  • Because of her strange gimmicks, 64 Shiki’s usage is somewhat limited in terms of the average battle.

MDR
  • MDR is somewhat awkward to use for an AR, as part of her Skill focuses on supporting an SMG. If a T-Doll is in front of her, she will grant that T-Doll a small shield and 80% Evasion. This is really only useful for SR-3MP, as she needs all the help she can get to keep her Dummy Links healthy to maximize her DPS. The Initial Cooldown for these skills are both 4 seconds which gives them great synergy but is still rather limiting for MDR.

  • MDR herself has a rather high Damage, Accuracy, and ROF stat, which makes it unfortunate that the other aspect of her Skill – giving 45% Damage and 22% ROF buff if no T-Doll is in front of her – is rather mediocre compared to many other ARs Skills.

  • This makes MDR useful in certain situations but not the best choice for general use.

K2
  • K2 has a decent Damage, ROF, and Accuracy stat. Her tile buffs are also okay, but have an Accuracy buff alongside the Damage buff which won’t see too much use.

  • What makes K2 interesting is that her Skill is actually reliant on doing Damage before its Initial Cooldown ends. Her default attack mode is Fervor Mode, which will make her shots hit 3 times for 52% damage and increases heat stacks by 1. When she reaches 15 heat stacks, she will start to lose 2% Damage and Accuracy per stack, equating to a loss of 40% Damage and Accuracy at the max stacks of 20.

  • The amount of Damage this Skill does before other ARs Skills would have a chance to activate is otherworldly, so much to the point that before 8 seconds has passed in a battle K2 still eclipses every other AR in DPS. This makes her insanely good for anything but excessively long battles.

  • Her Skill can be switched to Single Shot which will decrease her movement speed and Evasion by 40%, but will allow her to decrease her heat. It will also increase the damage of consecutive attacks on the same target by 5% to a maximum of 50%. Unfortunately since you can only switch to this mode 8 seconds in, it won’t see much use in most battles.

  • While K2’s Skill is great, due to splitting damage between 3 bullets she does poorly against enemies with Armor.

AK5
  • Ak 5 has a strong stat base and an okay Skill for her rarity.
  • Ak 5's main problem is her stats are near identical to FNC with only a very slight (+5%) amount of additional Damage from her Skill. Because of this, she preforms near identically to FNC while both having 3 times the core costs and only being available as a drop from 9-6, therefore it's generally not worth using Ak 5 over FNC.
ART556
  • ART556 is the upscaled counterpart of TAR-21, but her notoriously low RoF make her more reliant on RoF buffs to perform at-par with TAR. It is worth noting, though, that TAR is outscaled by ART once max RoF has been reached due to her higher Damage stat and multiplier on her Skill.

  • But just like TAR, ART is ultimately overshadowed by and simply can’t keep up with the likes of G41, Type 95, and G11 due to her long Initial Cooldown, short Skill duration, and Skill multipliers that do not make up for these deficiencies.
RFB
  • RFB has the highest Damage stat among ARs, tied with 6P62, but she also has the lowest ROF, also tied with 6P62. This necessitates applying ROF buffs to RFB for her to reach her full potential.

  • RFB’s Skill is an 80% Damage and 40% Accuracy increase that also changes her targeting to the furthest enemy in range. This Skill is alright against Jaegers and other high damage enemies that like to sit behind other enemies, but it also has a longer Initial Cooldown than most other AR Skills, making it mediocre at best.

ASh-12.7
  • Ash features high Damage, but her low RoF and Accuracy negatively impact her performance.

  • Her tiles provide a large Damage buff to SMGs diagonally, which can be appreciated by offensive SMGs.

  • Although Ash’s Skill is decent -- buffing both Damage and Crit Rate by a reasonable amount -- it can really only be said to be decent at best due to the long Initial Cooldown. Plus, when Ash is equipped with a max VFL and is under the effect of one Crit buff tile, any other Crit Rate buffs show large diminishing returns and thus are largely unnecessary.

6P62
  • 6P62’s high Damage but low RoF and Accuracy damages her overall DPS.

  • Her buff tiles are alright -- they provide a large Damage buff to one SMG, which is a buff many offensive SMGs will appreciate.

  • Although 6P62’s skill provides both a high Accuracy buff and a Damage buff -- making use of her high Damage and patching up her low Accuracy -- the fact that Accuracy buffs have diminishing returns combined with the fact that 6P62’s Damage buffs are weaker than other units’ makes for a mediocre Skill overall.

  • 6P62 has the ability to equip Armor Piercing shells. This ability, however, is near useless, as 6P62 has AR-level Damage and therefore needs the extra Damage provided by High Velocity ammo.

G11
  • While G11 has the highest RoF out of all ARs, she has below average Damage which hurts her ability to scale from buffs to this stat and deal with heavily Armored enemies.

  • G11 possesses a phenomenal Skill that allows her to truly shine -- it hits three times for every time she shoots, basically improving her DPS by 3 times for 4.5 seconds.

  • Her Skill allows G11 to hit harder than all other ARs, significantly improving her damage output to the point that she can beat them in performance for the duration of her Skill.

ST AR-15
  • ST AR-15’s stats are only one of the reasons she’s a beast. By possessing an above average RoF stat of 77, she can all but ignore the Holo Sight RoF penalty and still be perfectly average in this regard. Additionally, her RoF self-buff Skill pushes her to 106 RoF, which is 10 RoF under the max threshold of 116 even when Holo Sight RoF penalties are taken into account.

  • The combination of her stats and Skill allows AR-15 to be highly self-sufficient — she can reach the RoF cap if she gets as little as a 10% RoF tile buff. ST AR-15’s self-sufficiency makes her a versatile choice that will fit into any Echelon while allowing an AR with better damage-scaling to get tile buff priority.

  • AR-15 is also one of the two ARs that can equip two accessories and a magazine which allows her to carry a Crit Scope and a Holo Sight during Day battles and PEQ Laser Sight and Crit Scope during Night battles. This gives her an edge over most ARs, allowing her to perform to a high degree of effectiveness during Day and Night.

  • AR-15’s exclusive Equipment dropped from 3-4N, the .300 Blackout Magazine, increases her Damage stat by 25, a 25% increase from the normal APCR High Velocity Ammo.

F2000
  • FF-F2000 possesses very high RoF but a rather poor Damage stat.

  • Her Skill, a Damage self-buff, will serve players well in the early game but falls off in effectiveness as the difficulty of content increases.

  • FF-F2000’s buff tile placement allows her to buff an offtank SMG with the two buffs they need the most, Evasion and Damage.

OTs-12
  • OTs-12’s stats are rather weak, being average at most in every regard except for Damage, where she has one of the lowest Damage stats for her class.

  • OTs-12’s skill is her saving grace, she carries a very strong 60% RoF self-buff that is even more powerful than Type 97’s -- although with worse Cooldown and duration.

  • While RoF tile buffs are not something SMGs particularly need, her 15% Damage formation tile buff with good placement is decent for offensive SMGs.

SIG-510
  • SIG-510 possesses average Accuracy, high Damage, and abysmal RoF -- and her good stats aren’t enough to make up for this deficiency.

  • Her buff tiles are below average. They do not provide any defensive buffs, and the offensive buffs they offer are weak.

  • SIG-510’s Skill is a Damage self-buff skill, complimenting her high Damage stat very well, however, it doesn’t help remedy her abysmal RoF.

TAR-21
  • TAR-21 carries a very solid stat base with a notoriously high RoF and no glaring weaknesses.

  • TAR-21’s Skill, featuring a 65% Damage increase and a 25% RoF increase, suffers from a high Initial Cooldown of 6 seconds and a short duration of 5 seconds.

  • Although battles do not usually see two skill activations, TAR’s Skill has a 16 second cooldown which makes for terrible upkeep.

  • TAR is overshadowed by and simply can’t keep up with the likes of G41, Type 95, and G11 due to her long Initial Cooldown, short Skill duration, and skill values that do not make up for these deficiencies.

FNC
  • FNC features an extremely strong stat base with a decent Skill that combine to make her a great early-game AR.

  • Despite her effectiveness, she’s quickly outpaced in DPS by higher rarity ARs due to her short Skill duration, though she remains a decent budget choice for ranking maps.

L85A1
  • L85A1 has average Damage and Accuracy and above average RoF, but her stats aren’t her main issue.

  • As L85A1 tiles buff SMGs beside her instead of in front of her, her buff tiles will rarely -- if ever -- see any use.

  • Her Skill isn’t the worst, providing her with both a Damage and RoF buff. As the Skill provides buffs to two stats, however, its potency is lower than other Skills that buff one stat.

G36
  • G36 suffers from low all-around stats. While she has decent Damage, her RoF is abysmal and undermines her damage output in spite of her great Skill.

  • G36 shares the same Skill as M4A1, an amazing 70% Damage self-buff on a 4 second Initial Cooldown. This is undoubtedly one of the best skills for her class, and one of G36’s main strengths is that her Skill allows for great damage scaling when she is properly buffed.

  • Additionally, she sports amazing Damage and RoF tile buffs with a great placement that allow her to synergize with SMGs such as Vector -- who happens to compensate for G36’s biggest weakness, her RoF -- perfectly.

G36 MOD
  • G36 Mod significantly improves her stats and Damage Focus T to produce DPS performance slightly better than a comparable 5★ AR, G41. G36 retains her godlike buff tiles and can significantly boost offtank damage on top of her own now, impressive DPS.

  • Her Skill 2 provides a very significant 21% boost to RoF and is a significant part of G36 Mod’s DPS, however this requires two T-Dolls to be present on her tiles by 4 seconds. Commanders who micromanage their dolls’ movement should take this into account. 

  • T-Dolls on G36 Mod’s tiles at her Skill Activation receive a respectable 25% EVA buff, reducing damage taken. 

  • While G36 Mod can be left at MOD II to get her powerful Skill II and stat upgrades, G36 unfortunately receives her final point of RoF at level 120. As this is actually a very significant part of her overall DPS due to the extra RoF causing her to shoot one frame faster with common buff percentages, G36 requires MOD III to reach her full potential. 

 

G41
  • G41’s stats are well above average in both Damage and RoF, allowing her to make very good use of her great Skill, Damage Focus T.

  • Her Skill is one of the best skill that ARs can possess, and it allows G41 to deal insane amounts of damage due to its rather low Initial Cooldown and long duration.

AK-47
  • AK47 has a high Damage stat in exchange for average RoF and low Accuracy, but this isn’t her biggest issue.

  • Although AK47’s buff tiles provide SMGs with Evasion, as its layout is adjacently beside her instead of in front of her, it may as well not exist.

  • AK47’s Skill is also mediocre at best -- although it makes up for her low Accuracy with a 100% Accuracy buff, it sacrifices her offensive potential by buffing her Damage by only 25%.

SAR-21
  • Exceptional ROF, but otherwise unexceptional base stats limit SAR-21's DPS outside of her Skill’s active window. 

  • Her Skill allows her to exceed ROF cap, and is otherwise shared with AUG. However, SAR’s low stats hinder her DPS, and the forced target change of Great Meteor Rain handicaps her effectiveness. 

  • SAR's Tiles buff both Damage and Accuracy on all three tiles in front of her, synergizing well with SR-3MP, Vector and other damage focused Offtanks, with more flexible backline positioning. 

Type97
  • Type 97 features a surprisingly high Damage stat for a RoF self-buff AR, reaching a final value of 54 before buffs.

  • Type97’s 50% RoF self-buff allows her to reach the 108 RoF, which is just 8 RoF under the 116 frame-imposed cap.

  • Like ST AR-15, it is this self-sufficiency that grants her incredible versatility, as she can forego buffs that can be better applied to other ARs.

Grenadier

T-Dolls that launch grenades that deal a large amount of damage and affect a certain area.

M4 SOPMOD II
  • SOPMOD possesses decent stat base that is further reinforced by her Equipment slots, which allow her to equip two Accessories like ST AR-15.

  • Although Grenade ARs are generally considered niche, SOPMOD’s two Accessories slots gives her access to the very strong Holo + Crit Scope and PEQ + Crit Scope combos, boosting her performance in the Day and Night.

  • SOPMOD carries an inferior version of HK416’s grenade, however, her grenade is more than enough to one-shot all enemies that HK416 is able to KO. Because of this, the only advantage HK416 may have over SOPMOD is her strong tile buff.

StG44
  • StG44 possesses above average Damage, but her low RoF and only decent Accuracy don’t do much to help her effectiveness.

  • Her Buff tiles are alright at best -- while she gives a hefty 20% Evasion buff, it applies to only one SMG directly in front of her.

  • StG44’s Skill is terrible, even for a grenade AR. Instead of a dealing large amount of damage in a concentrated area, she deals low damage throughout a wide area. This causes her Skill to fall behind most AR and SMG grenadiers.

G3
  • G3 suffers from lopsided stats, with very high Damage, poor ROF and average Accuracy, which hinders her general combat performance. 

  • Like all AP Grenade ARs G3’s long initial cooldown and random targeting limit her effectiveness in general battles. More importantly, she is outperformed by SOPMOD II and 416 in her niche.

  • Poorly place Buff Tiles limit G3’s team synergy, as they do not reach SMGs in F formations.

G3 MOD
  • G3 Mod significantly improves her tile layout, stats, and Anti-Personnel Grenade to produce performance matching her new rarity of 4★. 

  • With her MOD II Skill, her Anti-Personnel Grenade either provides a stun or deals extra damage based on enemy HP. Despite the longer Initial Cooldown, this can come in handy in certain situations.

  • G3’s Special Equipment provides a fairly minor 5% improvement to her Damage. 

  • While G3 Mod can be left at MOD II to get the improved Grenade, she will eventually need to be upgraded to MOD III for full performance, especially when considering the strict requirements for 11-5 drag.

HK416
  • HK416 has a very strong stat base that complements her strong grenade Skill -- although her grenade is already a little bit too strong and will overkill all enemies.

  • She possesses amazing 40% Damage tile buff to any SMG placed in front of her, which allows her to synergize extremely well with SMGs that focus on damage-dealing such as Vector and SR-3MP.

Type56-1
  • Type 56-1’s high Damage, low Accuracy, and below average RoF do nothing to help her performance as a DPS unit.

  • Her buff tile is only mediocre, providing 15% Evasion to one SMG in front of her.

  • Type 56-1’s Skill is a grenade that gets weaker the further the enemy is from the center of the explosion -- not only is the multiplier for even the center of impact low, her grenade fails in efficacy compared to an alternate AR or SMG grenade every single time.

FAMAS
  • FAMAS’ high Accuracy and RoF but low Damage hurts her overall DPS.

  • Her buff tile is barely decent, providing Damage and Accuracy to one SMG, it may see potential use with damage-focused SMGs.

  • FAMAS’ Skill is a grenade that deals more damage the closer the enemy is to the center of the blast. Not only does this Skill have too low of a damage multiplier to replace other AR grenadiers, it has too long of an Initial Cooldown to outperform SMG grenadiers.

FAL
  • FAL has a great Damage stat of 57 that synergizes well with her rather weak but plentiful grenades.

  • Although grenade ARs are rather niche, FAL’s Grenade Salvo Skill has only 6 second Initial Cooldown compared to the usual 8 of grenade ARs. Plus, the fact that she fires three grenades instead of one helps maximize chances of landing a good hit on multiple foes.

CZ-805
  • CZ-805’s statline features high Accuracy, above average RoF, but low Damage which does not synergize well with her Skill.

  • Her buff tiles are terrible, providing an RoF and Accuracy buff to SMGs -- both of which are stats that aren’t useful for them.

  • CZ-805’s Skill is terrible, firing a grenade that deals low damage over a wide area. Not only are grenade skills mediocre to begin with, CZ-805’s Skill loses out to many AR grenades in terms of damage and SMG grenades in terms of range and Initial Cooldowns.

ARX-160
  • ARX, like all grenadier ARs, suffers from inconsistent performance that is caused by her grenade targeting being random. Moreover, ARX’s Skill has an 8 second Initial Cooldown on top of a weak Damage modifier.

  • Whereas Sopmod and HK416 can compensate for the subpar DPS that comes from them having a Grenade Skill, ARX has no qualities that help her in a similar way. Her average stats, subpar grenade, and unconventional tile placement makes her hard to use viably.

AR70
  • AR70 suffers the same problems that plague almost all grenadiers – random targeting and a long Initial Cooldown of 8 seconds. This coupled with a 3 Star Skill’s low Damage modifier severely hampers her effectiveness.

  • AR70 has incredibly poor tile buffs and middling stats, meaning she can’t even make up for the terrible effectiveness on her grenade. This makes many other ARs outright better than her.

Zas M21
  • Zas has the fastest launching grenade out of every other Grenadier, making her instantly better than them.

  • While Zas’ grenade deals much less damage overall, the additional effects of either a debuff or a Damage increase easily make up for it and allows for her and her team to quickly decimate enemies.

  • This quick decimation also makes her an extremely good choice for a specific type of corpse dragging that she excels at – tarantula/dinergate hunting in her special L formation.

XM8
  • XM8 has decent Damage, ROF, and the better version of the Grenadier Skill. Her tile placement is not the best, but it is a decent Damage and Evasion buff for Offtanks.

  • XM8’s main problem is that M4 SOPMOD II does everything she does but much better. SOPMOD has a better Damage stat, arguably more useful tiles, the ability to equip 2 sights, and is a free unit obtained just by doing the story. This means XM8 has absolutely no advantage or reason to be used over SOPMOD.

K11
  • K11 has a decent Damage and ROF stat for a Grenadier, and good Tile Buffs as well.

  • K11’s is interesting in that it can be considered a counterpart to FAL. Her Skill launches grenades based on how many links she still has active for 4x Damage. A grenade that hits a target will mark them for 3 seconds and any further grenades of hers that hit will instead do 6x Damage. All her grenades also launch at the same time, unlike FAL. Assuming she has 5 Links active and all her grenades hit the same target, she will do a massive amount of Damage, much more than FAL in fact.

  • K11’s Skill does come with two caveats in that her grenades affect a slightly smaller radius than other Grenadiers, and it is actually much more random where her grenades will land, causing her theoretical mass destruction to be incredibly unlikely.

  • Because of these qualities, K11 and FAL can be considered interchangeable.

AR Support

T-Dolls with skills, tiles, or kits designed for supporting to a significant degree.

M16A1
  • M16 is the only AR capable of equipping both Armor and T-Exos, making her a prime choice of tank on certain maps (mainly 0-2).

  • Because of M16’s special Equipment slots and Skill, the only way of increasing her DPS is through an APCR magazine which severely affects her damage output.

  • M16 also has an amazing exclusive Equipment that grants her a nice boost to her Evasion and Armor. (obtained in 6-4N)

  • Overall, it is strongly recommended to level M16 as soon as possible and equip her with an Armor plate and T4 Exoskeleton to employ her as the tank of a 0-2 Corpse Dragging Echelon.

M4A1
  • M4A1 carries a decent Damage stat of 46 and an amazing RoF value of 79. Thanks to these stats, she can make great use of her Skill, Damage Focus T, which is one of the best skills for ARs. M4A1 in particular is an excellent user of it due to the synergy it possesses with her statline.

  • M4A1’s buff tiles are her strongest feature. Since she is one of the few ARs able to buff other ARs in the game, it makes M4A1 go from a good choice to a great one.

  • It is worth noting, though, that it will be hard to beat her 18% Damage and 30% Crit Rate tile buffs that -- when combined with great orientation -- allow for insane versatility in Echelon compositions containing M4A1.

AUG
  • AUG’s skill increases her ROF past the normal cap for ARs. This means that AUG not only functions as a support unit, but also as a potent DPS unit as well.

  • Her Skill also causes her to target a different enemy after every shot, however, so AUG can be slightly less effective against bosses or similar high HP targets that are surrounded by other enemies.

  • AUG’s tile buff, while not as powerful as that of M4A1 or Ribeyrolles for ARs, still provides a decent 12% Damage increase. Combined with the fact that the buff applies to all classes of T-dolls, AUG is an excellent choice for most AR/SMG Echelons and many other Echelon makeups.

Ribeyrolles
  • Despite her own mediocre DPS, Ribeyrolles has a strong 20% Damage tile buff for vertically adjacent ARs.

  • At max level, Ribeyrolles’ Skill also increases the Damage, Accuracy, and ROF of adjacent allies by 25% per stat. This Skill does not apply to herself, though. When combined with its relatively long Initial Cooldown, this leaves her at a slight DPS disadvantage compared to other support ARs.

  • Ribeyrolles also has an issue of being horrible in boss fights compared to other support ARs, since she relies on allies staying inside her tiles for anything in her kit to work.

Zas M21
  • Zas has the fastest launching grenade out of every other Grenadier, making her instantly better than them.

  • While Zas’ grenade deals much less damage overall, the additional effects of either a debuff or a Damage increase easily make up for it and allows for her and her team to quickly decimate enemies.

  • This quick decimation also makes her an extremely good choice for a specific type of corpse dragging that she excels at – tarantula/dinergate hunting in her special L formation.

MDR
  • MDR is somewhat awkward to use for an AR, as part of her Skill focuses on supporting an SMG. If a T-Doll is in front of her, she will grant that T-Doll a small shield and 80% Evasion. This is really only useful for SR-3MP, as she needs all the help she can get to keep her Dummy Links healthy to maximize her DPS. The Initial Cooldown for these skills are both 4 seconds which gives them great synergy but is still rather limiting for MDR.

  • MDR herself has a rather high Damage, Accuracy, and ROF stat, which makes it unfortunate that the other aspect of her Skill – giving 45% Damage and 22% ROF buff if no T-Doll is in front of her – is rather mediocre compared to many other ARs Skills.

  • This makes MDR useful in certain situations but not the best choice for general use.

64 Shiki
  • 64 Shiki has an incredibly high Damage stat, somewhat low ROF, and strangely high Accuracy.

  • 64 Shiki’s Skill is also somewhat strange. If there are more than 5 groups of enemies, she’ll cap her own Rate of Fire and increase her Accuracy for 3 seconds. If there are not more than 5, she’ll instead increase her Damage by 90% for 3 seconds. After either of these effects end, if there are more than 2 groups of enemies, she’ll grant a 25 HP shield to allies on her tiles for 5 seconds. If not, she’ll increase her own Damage and those of allies on her tiles by 55% for 5 seconds.

  • This Skill does mean that when building an Echelon around her, focusing on increasing her rather low ROF can backfire, and so too can buffing her already high Damage stat.

  • Because of her strange gimmicks, 64 Shiki’s usage is somewhat limited in terms of the average battle.

Night

T-Dolls with explicit night skills or skills only useful at night.

AS Val
  • AS Val has abysmal Damage and decent RoF and Accuracy, which is obviously less than ideal.

  • Like AK47, although AS Val provides a strong Damage buff for offensive SMGs, as her layout is adjacently beside her instead of in front of her, her buff tiles may as well not exist.

  • AS Val’s Skill itself is very good -- it buffs her Damage by 180% during Night Battles, not only spiking her DPS up, but allowing her to have an easier time against Armored foes. Due to her low Damage stat, however, AS Val cannot use her Skill to its fullest potential and is heavily outclassed by her counterparts 9A91, T91, and OTs-14.

Galil
  • Galil features average Damage and Accuracy, as well as below average RoF, meaning she is easily outperformed by other ARs.

  • Her buff tiles are below average, providing only 10% Evasion boost to one SMG.

  • While Galil’s Skill provides a large Accuracy self-buff, as ARs don’t need accuracy buffs due to their inherently accurate nature her Skill is useless most of the time.

9A-91
  • While 9A91 has a high RoF, her Damage is low, which lowers her overall DPS and Skill effectiveness.

  • Where 9A91 shines is in Night Battles, where her Skill allows her to buff her Damage by 180%. This not only makes her very potent damage-dealer at Night but also helps her shred through armored units.

  • When 9A-91 has her Special Equipment, she almost matches the Night Queen, OTs-14, in DPS. Considering the difficulty that came with attaining this equipment, though, 9A-91 still lands below OTs-14 overall.

OTs-14
  • OTs-14 Groza has 49 Damage and 75 RoF that while not the best in class, are enough to allow her to make great usage of her Skill.

  • It is this Skill that earned her the moniker of “Night Queen” -- an impressive 200% Damage self-buff during Night battles and 70% during Day battles allows her to stand up to anything during the Night while still featuring a self-buff nearly as strong as G41’s during Day.

  • Groza’s formation buff tiles offer 65% Accuracy and 25% RoF boosts to all SMGs in front of her, and while these aren’t the best tile buffs for SMGs, they make her a very popular choice for Echelons involving SR-3MP.

  • Groza’s unparalleled utility during the Night and good effectiveness during the Day grants her versatility among the best ARs have to offer.

Type63
  • Type 63 has decent Damage, average RoF, and below average Accuracy, meaning she is outclassed stat-wise by many ARs.

  • Her buff tiles are decidedly mediocre, providing a weak Damage and RoF buff which few SMGs need or want.

  • Type 63’s Skill is terrible -- although it provides a hefty buff to her Accuracy, Accuracy buffs are useless due to ARs being inherently accurate.

T91
  • T91 has average Damage and Rate of Fire, allowing her to perform decently as a self-buffing AR.
     
  • T91's Skill, Annihilation Focus N, offers a very potent Damage buff at night. Compared to more bursty night ARs like OTs-14, T91's in-combat performance lags behind somewhat, but she catches up in damage dealt over a longer battle thanks to her better Skill uptime.
     
  • The Crit Rate buff is fairly negligible, as it is multiplicative with the low Crit Rate of PEQ-equipped ARs at night. 
     
  • Due to her tile layout, T91 can provide the offtank with her Damage and Evasion tile when placed in position 7. She can also buff a SMG on tile 2 from the same position when in a B-shaped formation, which may come in handy in rare situations. 
     
  • As T91 buffs her own Damage significantly, she can effectively punch through enemy Armor at night. Commanders can choose to either improve her mob clear with Rate of Fire buffs, or further stack Damage buffs to improve her performance against armored enemies.
T65
  • T65 is a limited monthly login 3★ AR who has high Damage and decent Rate of Fire, a surprisingly good distribution considering her low rarity.
     
  • T65's Skill, Annihilation Focus N, offers a very potent Damage buff at night that allows her to match T91 in DPS. Compared to more bursty night ARs like OTs-14, T65's in-combat performance lags behind somewhat, but she catches up in damage dealt over a longer battle thanks to her better Skill uptime.
     
  • The Crit Rate buff is fairly negligible, as it is multiplicative with the low Crit Rate of PEQ-equipped ARs at night. 
     
  • Due to her tile layout, T65 can provide the offtank with her Damage tile when placed in position 7.
     
  • As T65 buffs her own Damage significantly, she can effectively punch through enemy Armor at night. Commanders can choose to either improve her mob clear with Rate of Fire buffs, or further stack Damage buffs to improve her performance against armored enemies.