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Analysis by Hassium
T-Doll Role
Grenadier

Basic Info

Craft Time
04:11:00
Acquisition Heavy, Normal
Rarity

T-Doll Stats

This T-Doll is available in EN. Its rankings are based only on EN T-Dolls.

Max HP 135
Max DMG 53
Max ACC 54
Max EVA 37
Max ROF 76
Stat rankings are class specific
Show Other Stats
Ammo
20 / 30 / 40 / 50 / 60
Ration
20 / 30 / 40 / 50 / 60
Move Speed
10
Crit. Rate
20%
Crit. Damage
50%
Armor Pen.
15
Clip Size
N/A

Tileset

Affects SMG

Damage20%

Evasion15%

Skill

Terror Grenade
Initial CD (6s)
Level 10 Effect

Launch grenades based on the number of Dummy Links that deal 4x damage to enemies within a radius of 1. Enemies hit by a grenade are marked for 3 seconds. Further grenade hits (from K11) on marked enemies will deal an additional 2x damage.

Level 10 Cooldown 16 Seconds
Show All Skills Info
Lvl 1 2 3 4 5 6 7 8 9 10
CD 20 19.6 19.2 18.8 18.4 18 17.6 17.2 16.8 16
DMGx 2 2.2 2.4 2.7 2.9 3.1 3.3 3.6 3.8 4

Equipment

The threshold between using an EOT and using a VFL is around 30% Crit Damage aura from the fairy in her team.

Overview

K11 is a 5* AR grenadier. She has decent tiles and firepower and her grenade skill is unique. Instead of the usual 8 seconds initial cooldown typical of AR grenadiers, K11 has a 6 second initial cooldown.

Every single K11 link fires a weaker, smaller radius grenade that does 50% more damage against enemies hit by multiple K11 grenades. Each of these grenades is individually randomly targeted instead of prioritizing the highest HP and can each land on a different enemy.

A 6 seconds initial cooldown is fast for a grenadier AR and lets K11 end fights earlier than most. Even her grenade firing animation is faster than her fellow 6 seconds ICD grenadier FAL (35 frames vs 41 frames). The novelty of this has worn off since the introduction of 416 Mod with the same cooldown, but it is still strong.

As one could expect, the random targeting from K11’s skill can be a godsend or a nightmare. She can distribute grenades however she wants. She can potentially hit all the most dangerous/grenade susceptible units on the field. Or she can possibly waste 4 to 5 on one unit completely separated from every other enemy. Beware of this inconsistency.

Because of how splash damage works, K11 firing 5 separate grenades can be problematic. One way in which grenadiers deal the most damage is by link-splashing, where their grenades multiply in damage for each link the enemy has. K11's grenades all register as different grenades, so even if they all hit the same target, their damage would diminish. If the enemy loses links to an earlier grenade, a second grenade will do less damage and so on. This issue is somewhat mitigated by the increased damage from the grenade's multiplier her grenades apply, but there still is potential damage loss. It should be noted that this does not affect grenades that aren't K11's. This usually means that regular AP grenadiers like M4 Sopmod II and 416 can deal more damage against high-HP and high-linked targets.

K11 is a decently strong and fast unique grenadier with a large portion of rng in her skill, making her performance vary. She can also be used for certain farming comps to varying degrees of success.

Equipment

The threshold between using an EOT and using a VFL is around 30% Crit Damage aura from the fairy in her team.

Overview

K11 is a 5* AR grenadier. She has decent tiles and firepower and her grenade skill is unique. Instead of the usual 8 seconds initial cooldown typical of AR grenadiers, K11 has a 6 second initial cooldown.

Every single K11 link fires a weaker, smaller radius grenade that does 50% more damage against enemies hit by multiple K11 grenades. Each of these grenades is individually randomly targeted instead of prioritizing the highest HP and can each land on a different enemy.

A 6 seconds initial cooldown is fast for a grenadier AR and lets K11 end fights earlier than most. Even her grenade firing animation is faster than her fellow 6 seconds ICD grenadier FAL (35 frames vs 41 frames). The novelty of this has worn off since the introduction of 416 Mod with the same cooldown, but it is still strong.

As one could expect, the random targeting from K11’s skill can be a godsend or a nightmare. She can distribute grenades however she wants. She can potentially hit all the most dangerous/grenade susceptible units on the field. Or she can possibly waste 4 to 5 on one unit completely separated from every other enemy. Beware of this inconsistency.

Because of how splash damage works, K11 firing 5 separate grenades can be problematic. One way in which grenadiers deal the most damage is by link-splashing, where their grenades multiply in damage for each link the enemy has. K11's grenades all register as different grenades, so even if they all hit the same target, their damage would diminish. If the enemy loses links to an earlier grenade, a second grenade will do less damage and so on. This issue is somewhat mitigated by the increased damage from the grenade's multiplier her grenades apply, but there still is potential damage loss. It should be noted that this does not affect grenades that aren't K11's. This usually means that regular AP grenadiers like M4 Sopmod II and 416 can deal more damage against high-HP and high-linked targets.

K11 is a decently strong and fast unique grenadier with a large portion of rng in her skill, making her performance vary. She can also be used for certain farming comps to varying degrees of success.

T-Doll Costumes
Precious Scientist

Normal

Damaged

Strengths

High Firepower

K11’s 53 firepower is high for an AR. Useful for her skill.

Good Tiles

K11 has strong tile buffs that SMGs want and a good tile layout.

No Skill Delay

A quirk seemingly unique to K11 is that she is always able to activate her skill when it comes off cooldown. Other T-dolls need to not be firing a bullet or reloading in order to use their skills, but specifically, K11 is somehow able to circumvent this, making her skill always available for use at 6 seconds.

Low Initial Cooldown Grenade Skill

At 6 seconds of initial cooldown and her quirk of ignoring firing animations means that K11 is very fast for a grenadier. The earlier the enemies are wiped out, the less damage will be taken.

Random Targeting

The benefits to random targeting is that K11 can theoretically hit any enemy and is not constrained to hitting the beefiest target in the fight, who might not be the biggest threat or be particularly affected by grenades. Additionally, if the packs of enemies are split up far apart, K11 can still hit both provided good RNG.

Weaknesses

Random Targeting

The downside to random targeting is that K11's performance becomes inconsistent from battle to battle. She could put all of the grenades onto one tanky target far from the rest of the enemies. Outside of constantly resetting fights, there's not much way to fully control what results she produces.

Link-Dependent Skill

Each of K11's links fires a grenade. This means that at fewer than 5 links, K11's potential suffers greatly. While the DPS shouldn't usually take damage, sometimes taking chip damage is unavoidable. This also means newer players looking for a grenadier to carry them from level one should probably not look to K11.

Low Individual Grenade Radius

Each of K11's grenades has a radius of 1, which is smaller than most grenades (Anti-Personnel is 1.5 units.) With poor targeting, K11 can often be unable to hit every enemy.

Grenade stacking

When multiple grenades hit the same enemy, each grenade’s damage is calculated separately. This can become a problem if one grenade knocks off the enemy’s links, because the damage dealt by the following grenades will be lowered. Thankfully this is offset by their damage bonus when hitting the same target.

Strengths

High Firepower

K11’s 53 firepower is high for an AR. Useful for her skill.

Good Tiles

K11 has strong tile buffs that SMGs want and a good tile layout.

No Skill Delay

A quirk seemingly unique to K11 is that she is always able to activate her skill when it comes off cooldown. Other T-dolls need to not be firing a bullet or reloading in order to use their skills, but specifically, K11 is somehow able to circumvent this, making her skill always available for use at 6 seconds.

Low Initial Cooldown Grenade Skill

At 6 seconds of initial cooldown and her quirk of ignoring firing animations means that K11 is very fast for a grenadier. The earlier the enemies are wiped out, the less damage will be taken.

Random Targeting

The benefits to random targeting is that K11 can theoretically hit any enemy and is not constrained to hitting the beefiest target in the fight, who might not be the biggest threat or be particularly affected by grenades. Additionally, if the packs of enemies are split up far apart, K11 can still hit both provided good RNG.

Weaknesses

Random Targeting

The downside to random targeting is that K11's performance becomes inconsistent from battle to battle. She could put all of the grenades onto one tanky target far from the rest of the enemies. Outside of constantly resetting fights, there's not much way to fully control what results she produces.

Link-Dependent Skill

Each of K11's links fires a grenade. This means that at fewer than 5 links, K11's potential suffers greatly. While the DPS shouldn't usually take damage, sometimes taking chip damage is unavoidable. This also means newer players looking for a grenadier to carry them from level one should probably not look to K11.

Low Individual Grenade Radius

Each of K11's grenades has a radius of 1, which is smaller than most grenades (Anti-Personnel is 1.5 units.) With poor targeting, K11 can often be unable to hit every enemy.

Grenade stacking

When multiple grenades hit the same enemy, each grenade’s damage is calculated separately. This can become a problem if one grenade knocks off the enemy’s links, because the damage dealt by the following grenades will be lowered. Thankfully this is offset by their damage bonus when hitting the same target.

Team Options

Firepower Buffs/Tiles

As a grenadier, K11 likes firepower.

Generalist ARs

After K11’s mixed grenade results, it’s good to have an AR who can clean up the enemies left.

Team Options

Firepower Buffs/Tiles

As a grenadier, K11 likes firepower.

Generalist ARs

After K11’s mixed grenade results, it’s good to have an AR who can clean up the enemies left.

History/Trivia

K11 is the designation for a multi-weapon in service with the Armed Forces of the Republic of Korea. The concept behind its design is very similar to the US XM29 Objective Individual Combat Weapon project, combining a 5.56x45mm calibre rifle and an air-burst explosive launcher into a singular unit. Designed between 2000-2008 by various companies, and manufactured by S&T Motiv, the rifle itself underwent an overhaul in 2017, with the goal of reducing weight and improving grenade performance.

The K11 achieved satisfying results in both the weapon weight and grenade combat performances. Despite some defects being found with the design, the K11 was adopted for use by the South Korean Armed Forces. This makes the K11 the first air-burst rifle to enter military service, and it took part in the conflicts in Afghanistan.

Acquisition
Heavy,
Normal
Illustrator
反骨Max
Voice Actor
Hikasa Yoko
Manufacturer
S&T Motiv
T-Doll Full Name
S&T Daewoo K11 Dual-barrel Air-burst Weapon
Country of Origin
South Korea