Non-Ringleader stats are determined by Rarity and Growth Factor. The stat range from XS to XL will be shown below.
Level 100 5★ XS -> Level 100 5★ XL
|Damage||65→770||Rate of Fire||108→115|
|Critical Rate||10%||Critical Damage||150%|
|Armor Pen||15||Move Speed||15|
Rank Up Cost
ICD: 6 Seconds
Level 10 Effect When in Defense Mode, Raise self Evasion by 120%, when not in defense mode raise self Damage by 90%. Duraction 5 Seconds. (Cooldown: 8 seconds)
Ripper’s occupy an odd place in capturable units. On their own, they are not a bad unit, sporting high Evasion and middling HP. However, they lack Armor or other active means of reducing incoming damage, causing them to fall behind other durability-focused SF units. Worse, they are outdone long-term by their SWAP variant, making any investment into a Ripper on a timer.
The Ripper’s Skill holds them back further still. Depending on the AI setting, Rippers receive a boost to either Damage (Destroy and Charge) or Evasion (Defense), for a short duration. Both boosts themselves are good, either more than doubling a Ripper’s Evasion or buffing damage comparable to an AR under Damage Boost. However, a 3-5 second duration with an even longer cooldown makes the value of this Skill fairly low when combined with the relatively limited ability to manipulate what Buffs you get, and when.
Keeping one around for completion’s sake is fine, but standard Rippers are unlikely to be more valuable than that.
ICD: 6 Seconds
|Low Priority||As Rippers have a low priority to raise overall there is little value in raising their Skill, as they will see comparatively little combat usage.|
Peak Value Analysis