HOC, Heavy Ordnance Corps Basics


Heavy Ordnance Corps (HOCs) are special support units that can support allied echelons in combat by bombarding the enemy. As massive hordes of enemies and force shields (reduce damage taken by their percentage) are plentiful, raising your HOCs is a crucial part of the later stages in GFL.

As all HOC progression is tied to Original and Pure Samples, which are in turn based on daily Mission Board quests and passive generation, there is no effective way to ‘whale’ to speed up the progress here. Raising all your HOCs will take time and the only place where other players will have an advantage over you is in time invested.

Due to the ever-increasing number of HOCs, all information detailing priorities and such is available on the separate HOC Priority Page.

New Player Notes

As a new player you will need an HOC with sufficient Pierce to clear the few fights with Force Shields in ch12 as soon as possible. BGM has the single highest Pierce of all the ATWs so she stands as a very good option for new players to get going, plus you get her for free through an Achievement. 
Level 60 is required to slot 5☆ Chips so this is a decent stopping point for now, allowing you to slot in some 5☆ Chips with Pierce to make clearing easier.

Do note that you get a bunch of her Central Data from an achievement for using Original Samples (Grey ones) for the first time, so make sure you slot in some Original Samples while you wait for facilities to upgrade.

To see priorities on what to raise after getting BGM to 60 and which skills for each HOC, which order to upgrade buildings in and any other priority related details see the HOC priority page.

HOC Basics

HOCs are unlocked after clearing Chapter 8-5, granting you access to the Intelligence Center and Garage. For priorities on everything related to HOCs, please see the HOC Priority page.

New HOCs are introduced with Theater events which come in pairs of 2, with a new HOC being introduced with each new set. The previous Theater pair’s HOC will be available for Analysis and General Data once a new HOC is introduced, so with Theater 9 PP-93 became available for players who missed Theater 7/8.

HOCs can only be deployed from Heavy Helipads. Each player-owned (blue) Heavy Helipad gives 3 Deploy Points and each HOC costs 2 points to deploy. This means the cap of how many HOCs you can deploy (provided the map doesn’t have other limits) is [1.5 x Heavy Helipad count].

Heavy Helipad info from in game

HOCs cannot fight directly and are only meant to support allies in combat. Any enemy ramming your HOC (or if you for some reason walk an HOC into an enemy) will destroy your HOC and you will need to repair them to deploy them again. HOCs can rescue Hostages and retrieve them at Helipads.

Making up for their lack of direct combat potential, HOCs are extremely strong when supporting allies in combat, and are absolutely required if the enemy’s force shields are too high, as support fire is the only way to deplete enemy force shields.

HOCs are required

HOCs are not an optional feature. While you do not need to max out ALL of them, you are highly incentivised to at the very least raise all HOCs in the ATW and MTR classes. AGLs are not quite as powerful but can be occasionally useful, especially in Ranking maps that allow more than 3 HOCs to be deployed.

See HOC Priority page for more details on which HOC to raise first.

Force Shields

HOC vs No HOC, ATW example

Note how the HOC reduces the force shields and makes it possible to damage the Patroller.

Force shields are a damage reducing extra bar that Paradeus units can have, reducing all damage taken by the percentage it covers. As such an enemy with 100% force shields is immune to damage unless you reduce its force shield.

This job is usually delegated to ATWs as breaking force shields is their speciality.

Massive blobs of enemies

Dealing with massive groups of enemies can be rather difficult, especially if your Doll selection, Equipment or Fairies are weaker. MTRs solve the issue of having enemies by blowing them all to smithereens. While MTRs have rather low Pierce values, their speciality is in wrecking absolute havoc in enemy lines.

PP-93 MTR example vs blob of enemies

Note how PP-93 removes almost all enemies in a single hit.

Breaking Rocks or Structures

As you progress further you will eventually come across maps where you are required to destroy obstacles. The damage dealt to these is equal to the Pierce stat for all HOCs.

Defense Gate to be destroyed by HOC in tutorial

Example from the Tutorial introducing this feature.


As you can only deploy HOC units on heavy helipads, maps that do not have these do not allow HOCs. You can usually tell whether a map has HOC available or not on the screen before entering the map.

Deployment limit explanation

Total deployment limits, here you can deploy exactly 1 Echelon/HOC, meaning you likely can’t actually deploy HOC because an Echelon is usually required.

Again, the cap of how many HOCs you can deploy (provided the map doesn’t have other limits) is [1.5 x Heavy Helipad count].

When using a Heavy Helipad you will have the option of choosing to deploy a regular echelon or an HOC, as well as various other limits and notes in the deployment screen.

Deployment screen for HOC explanation

HOC Rooms

Unlocking HOCs come with two new rooms that need to be upgraded and set up. This is covered in great detail on the Resource Allocation page

For a quick overview see the following:

As a new player you are very limited by batteries, and your HOCs are an extreme battery sink for a very long while. As such it is important to get the important facilities up first while leaving less important ones for later.

Step 1:

These should all be leveled up simultaneously if possible.

Training Range in the Garage to level 6. 

  • The Training Range is required to be able to train your HOC in the first place, and is very inefficient at lower levels.

Intel Questboard in the Intelligence Center to level 6.

  • The Questboard gives you daily tasks to complete for Samples. Higher levels unlock additional quests and increase the rewards for completing said quests.

Data Hub in the Intelligence Center to level 6.

  • The Data Hub generates Samples passively. Higher levels increase the amount of Samples generated per cycle.

Analyzer in the Intelligence Center to level 4.

  • This is needed to use your Samples to get Central Data and Chips. Level 4 is fine to start with as you don’t generate many Samples yet, higher levels lower the time for analysis and increase slots.

Step 2:

Training Range to level 10.

  • This needs to be maxed to ensure you don’t waste resources while training your HOCs.

Intel Questboard and Data Hub to level 10.

  • These both need to be maxed to maximize sample generation.

Step 3:

Sample Storage in the Intelligence Center as needed.

  • Increasing this allows you to store more Samples. Only get enough for your needs. If you are keeping Samples low this can be left at a low level.

Chip Storage in the Garage as needed.

  • As you generate more chips you will need to increase the storage. While lower rarity and size chips should be used to enhance chips you are using, you will not know exactly which chips you will be using for your HOC until they are 5☆ and you use ChipCalc or Auto-Arrange. As such you should increase the storage capacity as needed.

Analyzer to level 7.

  • As you gain more sample generation, you need to consume them faster as well. Level 7 is a decent stopping point for now as it should keep your Samples low provided you analyze more than once a day.

Step 4:

As you now have your facilities set up to both train and generate Chips and Central Data, there’s only one thing left to do; getting enough SCRs (Special Combat Reports) to actually level all your HOCs up.

Data room shortcut

The Data Room should thus be leveled up and set to spending your Surplus Exp to generate SCRs until you no longer need more SCRs. This will be your battery sink for the foreseeable future.

HOC Types

There are 3 types of HOCs each with their own uses. Note that some are far more useful than others.

Anti-Tank Weapons (ATW)

ATWs have high Pierce and are meant for destroying enemy force shields. The main drawback for their very much so required niche of destroying force shields quickly used to be their limited range of 2. With the addition of Mk 153 this isn’t entirely true anymore, as Mk 153 is an ATW with 3 range, though further deployments for ATWs will come with the limitation.

Mortar (MTR)

Specialized in heavy splash damage and meant to wipe out large groups of enemies. Making up for their low pierce, maxed out mortar teams can often end a fight before the enemy even reaches you if it’s just lots of linked units and you do not need to destroy enemy force shields.

Automatic Grenade Launcher (AGL)

High reload and otherwise middling stats with only 3 range as their main appeal. The introduction of Mk 153 having 3 range as an ATW basically saw AGLs taking the back seat being outclassed in Pierce by ATWs and outclassed in damage by MTRs. Note that there are still uses for them, for example if you are not facing force shields and have already deployed all your MTRs the next in line are your AGLs. Similarly if you need more force shield breaking power and have already fielded all three ATWs, you will want to field AGS-30 next, as she is an AGL that has extra Pierce.

Other notes

  • HOCs have 1 vision range at night and are immune to the Night Penalty.
  • An HOC can only support 5 fights before needing resupply, which can be done like any other echelon from any Helipad, Supply Crate or HQ.

This means you can only support 5 echelons fighting 1 fight each over the endturn. Resupplying your deployed HOCs frequently is often required for harder maps and ranking.

Acquisition, Promotion and Iteration

HOCs are unlocked through the use of Central and General Data, gained from analyzing Samples in the Intelligence Center. The first time you analyze an Original Sample you will get an Achievement awarding you with enough BGM-71 Data to unlock them instantly. (Note that this requires analyzing Original Samples, not Pure Samples.)

Rarity Data Needed
☆☆ 10
☆☆☆ 15
☆☆☆☆ 20
☆☆☆☆☆ 30

Central Data is tied to a specific HOC, for example the BGM-71 Data you receive from the initial Achievement can only be used for BGM-71. General Data on the other hand can be used for any HOC not from the current Theater. See the Theater section for more details on this.

This means that the only way you can influence which HOC to fully upgrade first is through General Data, and Central Data will just be RNG. As such you should see the HOC Priority Guide for which HOC to raise first.

Samples (both Original and Pure) are gained primarily through the Intelligence Center’s Data Hub and Mission Board, which are then spent in the Analyzer to generate Chips and Data.
For details on which facilities to level up first, see the HOC Priority page. The Mission Board and Data Hub should both be maxed out early. Also make note that you should never ‘save’ your Pure Samples, the soft cap is low and you want to keep spending them.

You should keep Samples from overcapping, either by analyzing more, increasing Analyzer level or increasing storage. General rate-ups are practically useless, as all they do is increase a specific HOC Data’s likelihood to be picked, actual overall data rates do not change making it not worth saving up for in regards to HOC Data.

Mk 47 ready to be promoted

When you have acquired enough Central and General data to promote your HOC, you should do so. General data should be spent according to the priority, HOC-specific data can only be used for that HOC and can be used anytime you fill the bar fully with red data. General data will appear as pulsing orange blocks instead, indicating your progress when including that.

As you promote your HOC their boards for chips will also increase in size, becoming full size at 5☆. For how chips work and how to optimize your boards, see the Chips section further down.


Iteration is the continued enhancement past 5☆, each iteration adding half a red over the previous ones, ending up at 5 red s when fully iterated. This is only possible when an HOC is both 5☆ and level 100, at which point any new Central Data for this HOC will be turned into Data Patches. While you can manually turn Central Data into Data Patches in the Garage, you should only be done if the HOC in question is already 5☆, otherwise this is not recommended unless you have no plans to ever use a specific HOC.

Fully iterated, half iterated and not iterated HOCs

Note QLZ being uniterated, AT4 iteration 8 and PP-93 fully iterated.

The cost of iteration increases with each iteration level, capping out at 30 on iteration 7 onwards. Actual stat gains through iteration can be viewed on the individual HOCs’ pages or in game after unlocking iteration.

Iteration Level Data Patches Needed Total
5 5
8 13
★☆ 10 23
★★ 15 38
★★☆ 20 58
★★★ 25 83
★★★☆ 30 113
★★★★ 30 143
★★★★☆ 30 173
★★★★★ 30 203

See HOC Priority page for more details on which HOC to raise first.

Combat use and stats

While often required and undeniably powerful, HOCs are still very expensive to field and you’ll usually want to not use them unless you actually need them. Costs for fully supplying HOCs are as follows:

  • ATWs: 500 ammo, 500 rations
  • MTRs: 600 ammo, 400 rations
  • AGLs: 400 ammo, 600 rations

HOCs work similarly to Coalition echelons with 10 total ammo pips, and each fight they are supporting will drain 2 ammo and 1 ration pip. As such they can only support 5 fights each before needing resupply.

Using HOCs

Each HOC has a range, either 2 or 3, showing how many nodes it can reach for support. By clicking on your HOC twice, you can display the nodes that are in range of the HOC. If you are unsure if a certain node is within range from your current position, this is how you check to ensure you don’t end up fighting 100% force shielded enemies without HOC.

AGS check range

Example of AGS-30 being selected to check her range.

Make sure Fire Support is on and that your HOC is within range when using them.

Deployed HOC infographic


Lethality is damage, and ignores force shields for HOCs. As such an HOC will do the same amount of actual damage at 100% force shields as at 0% force shields, which is a big difference in how it works for the actual Echelon fighting the enemies. This means that even fully force shielded enemies will take full damage from the first MTR hit.

Pierce is the force shield breaking stat. ATWs primarily focus on this stat, with the different ones having different characteristics based on their skills. Enemy force shields have two notable values: The Max Force Shield, which is the maximum value the force shield could have and the Initial Force Shield %, which is the actually filled percentage of the Max Force Shield and simultaneously the % damage reduction the enemy gets.
As an example, the Patroller in chapter 12-2 has 5000 Max Force Shield, Initially at 100%. This means that dealing 1000 Pierce damage to the Patroller will reduce its shields to 80%.

Precision increases accuracy of damaging attacks. Note that Pierce is surehit and you cannot ever fail to apply force shield Pierce. HOC chance to hit has a 40% floor, and the calculation for accuracy is [= (prec/8) / (prec/8 + enemy evasion)], unaffected by night battle penalty.

Reload is your rate of fire, and is calculated in multiplicatives of 30 + 1. As such a breakpoint would not be 300, but 301. ChipCalc already accounts for this so if you’re using that it’s often not worth thinking about much, just be aware that this is how it works.

For further breakdowns of specifics on stats, skills and details on the various HOCs, see Rev’s sheet on this topic.


HOCs die if rammed by enemies, requiring repairs to be deployed again.
Very expensive to repair, scales with level capping at 1440 mp/720 parts at level 100.
As of v3.02, HOCs autorepair when retreated or when a mission completes if they are not dead.
HOC performance does not get reduced by health, as such a 1 HP HOC can perform its role perfectly fine and does not need repairs mid-mission and will be fully healed when the mission ends.

Enhancement, Skill Training and Leveling

Any HOC must be enhanced after leveling, as they do not get stats directly from the leveling process, rather simply increasing the capacity just like with Dolls. As such you must feed them Enhancement Capsules after you have leveled them.

Enhancement process

Example of an HOC being enhanced.

Leveling and Skill leveling of HOCs are done through the Indoor Training Range, which also needs to be maxed out to optimize the Battery to SCR (Special Combat Report) ratio.

Training Range UI explanation

Explanation of the Training Range UI.


Leveling HOCs through combat is technically possible, but a complete waste of time and resources. Instead you should be using your SCRs (Special Combat Reports) and training them in the Training Range.

SCRs are gained through converting surplus exp in the Data Room, as well as 700 SCRs being available from the Black Market every month. As raising a single HOC to level 100 costs 5000 SCRs, raising all your HOCs will take a long while.

Make note that the efficiency of Batteries to SCRs in the Training Range is based on the level of your Training Range. All calculations expect you to have the Training Range at max level as this is the only efficient way of leveling HOCs. As you upgrade the Training Range you can consume more SCRs per hour. Actual training is up to 24 hours, 5 batteries per hour, SCRs per hour increase with levels.

For details on which HOC to level first and what they are good against, see the HOC Priority page.

For SCR and battery requirements for leveling, use the following calculator. This assumes your Training Range is level 10.

Current EXP Target EXP Needed Needed

Skill training

HOCs have 3 skills, a Primary skill (Skill1) and two Secondary skills (Skill2 and Skill3). While you absolutely do get more out of skilling these up, they are very expensive and you are generally better off making sure the Dolls you are using in your Echelons are maxed out before you start thinking about maxing out HOC skills. The recommendation is to skill up one to skill level 7, and the other two to skill level 4. Which skills these are differs from HOC to HOC so see the HOC Priority Page for details on each HOC.

Level Primary Skill Cost Time Secondary Skill Cost Time
1→2 x200 x50 2:00 x100 x50 1:00
2→3 x400 x50 4:00 x200 x50 2:00
3→4 x600 x50 6:00 x300 x50 4:00
4→5 x200 x80 12:00 x100 x80 6:00
5→6 x400 x80 18:00 x200 x80 9:00
6→7 x600 x80 24:00 x300 x80 12:00
7→8 x200 x100 30:00 x100 x100 15:00
8→9 x400 x100 36:00 x200 x100 18:00
9→10 x600 x100 48:00 x300 x100 24:00

Maxing a HOC's primary skill (Skill 1) therefore costs a total of x1200, x1200, x1200, x690 and 182 hours of training time.

Maxing one of a HOC's secondary skills (Skill 2 or 3) therefore costs a total of x600, x600, x600, x690 and 91 hours of training time.


When you are just starting out and you first need BGM-71, the only thing that matters is having as high Pierce as possible so you can more easily deal with the early force shielded enemies. As such you simply sort by Pierce and slap on whichever chips give you the most Pierce without having to rotate them, as rotating costs valuable Calibration Tickets, with no regard to same color bonuses or any other stats.

Chip boards for each HOC increase in size with their rarity, finally maxing out at 5☆. When you finally get to 5☆ for any HOC, it is time to start optimizing a bit more.

Chip boards are either Blue or Orange, and there is a bonus for matching the chips with the board color.

AGS-30 chip stats maxed out

Example of maxed out AGS-30.

Using AGS-30 as an example, as her board can be 100% completed: The orange numbers with a + in front of them are bonuses for matching the same color, so by filling AGS-30’s board with Orange chips you are granted a significant stat bonus.

Placing and rotating chips are done with drags and taps, note that rotating a chip costs 50 Calibration Tickets as long as it is not in the original rotation.

Placing and rotating chips

Example of placing and rotating chips.

For the exact stats of each chip, the rarity, size and shape all have an impact, explained in more detail further down. For the most part this is irrelevant as simply using only 4-6 size chips of 5☆ rarity will be enough if you are using Auto-Arrange or ChipCalc to take care of the work for you.

Enhancement is done by using other chips (as 4☆ chips and below have no actual use in the endgame, these are exclusively used as fodder when you get your HOCs to 5☆) and is based on ‘exp’ gain for the chip itself, with higher rarity chips granting more exp. Using the same color chip as fodder as the one being enhanced gives a 1.2x multiplier to the gain, and is as such expected to be done.

Chip enhancement infographic

Chip enhancement menu example.

Enhancing lower rarity chips is cheaper, and 80% of exp invested will carry over if you use the enhanced chip as fodder later, but this is not recommended as you will have to pay the enhancement cost in resources each time.

Getting an optimal board manually is incredibly tedious and extremely prone to mistakes and will be far too time consuming to be worth it, as such we have two ways of doing this effortlessly.


The in-game Auto-Arrange functionality works perfectly fine for any HOCs that can be maxed (AGS, PP93, M2, QLZ and Mk47), while being somewhat suboptimal for the rest.
This isn’t entirely foolproof however, and you need to select the correct options for it to work well.

auto-arrange part 1
auto-arrange part 2

Auto-arrange will take a few minutes to find a solution. Note that Auto-arrange will only find the first solution it finds acceptable, but this doesn’t matter for the boards that can be maxed as 100% is 100%.


The main way to solve HOC boards has been ChipCalc for several years now, and it remains the main way to maximize the boards for any HOCs that you can’t fully max the boards of (AT4, Mk153, BGM and 2B14).
You would preferably use ChipCalc to get the best stat spread and hitting the correct reload breakpoints. While this is optimal, if you are too lazy to use ChipCalc or don’t care about maximizing your HOCs then just using the in-game Auto-Arrange is a serviceable option for these HOCs too, just be aware that your performance will be somewhat worse.

Here is an example of how to use ChipCalc:

Extra Chip Stat Details

HOC chips come in sizes from 3-6 tiles connected in some way forming ‘tetris pieces’. The more awkward shapes tend to have better stat values, this includes size. As such 6 size chips always have maximum stats and the smaller the chip the lower the stats, meaning you want to use only 5-6 size chips for the most part, with occasionally needing 4 size chips.
Here are some examples of 5 size chips

Chip example 1
Chip example 2

As Storeroom space is huge, you simply make sure to keep all 5☆ chips early on and then prune the smaller chips as you max out your HOCs and fill your boards with optimal setups.

Stat Distribution

Stats for HOCs are based on their size, as mentioned above. For the optimal chips (category 2 5 size chips as shown above and all 6 size chips) each tile converts to one random stat at the following ratios:

Lethality Pierce Precision Reload
4.4 12.7 7.1 5.7

These values are then rounded up. An example on how random stat allocation can cause identical-shape chips to have wildly different stats is as follows:

Chip stat differences in same shape

Lower rarity, suboptimal shapes and lower size chips will have lower ratios than these and should generally end up being used as fodder or scrapped. 5☆ chips that are less optimal may be useful for the HOCs that can have their boards fully maxed out, as listed above with auto-arrange and it is recommended to max them out first before scrapping 5☆ chips.


Theater is a coopetitive mini-event where you try to get as high a score as possible, gaining data for the newest HOC and various other rewards in the process.
Odd Theaters introduce new HOCs while making the previous reward available from Analysis.

HOC introduction is as follows:

BGM-71, AGS-30 and 2B14 were the initial HOCs.
M2 was introduced before Theater was ran.

Theater 1/2 was AT4.
Theater 3/4 was QLZ-04, AT4 made permanent.
Theater 5/6 was Mk 153, QLZ-04 made permanent.
Theater 7/8 was PP-93, Mk 153 made permanent.
Theater 9/10 was Mk 47, PP-93 made permanent.

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