Table of Contents
- Normal
- Damaged

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Specialist
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Basic Info
Acquisition | Mirror Stage Clear Reward |
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Rarity |
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T-Doll Stats
This T-Doll is available in EN. Its rankings are based only on EN T-Dolls.
Ammo |
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Ration |
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Move Speed |
15
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Crit. Rate |
20%
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Crit. Damage |
50%
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Armor Pen. |
15
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Clip Size |
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Tileset
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Damage | 36% |
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Accuracy | 40% |
Skill
Hummingbird Resonance
Initial CD (0s)
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Level 10 Effect
Passive: Gain 1 Hummingbird every 2 seconds. If there are no other friendly units on the same row at the start of battle, immediately gain 3 Hummingbirds. Only a maximum of 9 Hummingbirds can exist at a time. For every Hummingbird this unit possesses, self attacks inflict an additional 1x damage. Active: Consume all Hummingbirds to buff the entire echelon. If 1/2/3 Hummingbirds are consumed, the entire echelon gains 9%/16%/25% increased damage. If 4/5/6 Hummingbirds are consumed, the entire echelon gains 5%/12%/25% increased rate of fire on top of that. If 7/8/9 Hummingbirds are consumed, the entire echelon gains 20%/50%/100% increased critical chance in addition to the other effects. These buffs last for 8 seconds and no additional Hummingbirds can be gained while the buffs are active. |
Level 10 Cooldown
12 Seconds
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Lvl | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
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CD | 15 | 14.7 | 14.4 | 14.1 | 13.8 | 13.5 | 13.2 | 12.9 | 12.6 | 12 |
Equipment
Overview
The latest addition to the most puny and awful guns being incredibly busted in-game HGs that power creep past their competition is here: Kolibri!
Her base evasion is insanely high and undefeated. Her firepower is stupidly low. Her tiles give a massive firepower buff equal to Gr Mk23 and an extra 40% accuracy cherry on top. Due to the tile shape, she usually ends up along the bottom row, like position 2, reaching both DPS’ from another column.
Despite all moving parts, her skill basically has 2 main uses. Other applications and considerations will be included in the full analysis.
The first is as a 0-second 25% firepower buff by putting Kolibri in her own vertical column.
The second is for longer fights as a normal buffing HG. Manually activating Kolibri’s skill after 6 seconds. She gives 25% firepower, and a bonus 25% rate of fire on top if she starts in her own column and it’s the first skill activation. The resulting buff is equivalent to 2 5* HGs.
The extra attacks from her passive do not make her a DPS HG, since she has awful base firepower and she usually drops those stacks immediately. So that portion can be ignored.
In conclusion, Kolibri is a really powerful buffing handgun and definitely worth investing in.
Also her hat looks stupid.
Equipment
Overview
The latest addition to the most puny and awful guns being incredibly busted in-game HGs that power creep past their competition is here: Kolibri!
Her base evasion is insanely high and undefeated. Her firepower is stupidly low. Her tiles give a massive firepower buff equal to Gr Mk23 and an extra 40% accuracy cherry on top. Due to the tile shape, she usually ends up along the bottom row, like position 2, reaching both DPS’ from another column.
Despite all moving parts, her skill basically has 2 main uses. Other applications and considerations will be included in the full analysis.
The first is as a 0-second 25% firepower buff by putting Kolibri in her own vertical column.
The second is for longer fights as a normal buffing HG. Manually activating Kolibri’s skill after 6 seconds. She gives 25% firepower, and a bonus 25% rate of fire on top if she starts in her own column and it’s the first skill activation. The resulting buff is equivalent to 2 5* HGs.
The extra attacks from her passive do not make her a DPS HG, since she has awful base firepower and she usually drops those stacks immediately. So that portion can be ignored.
In conclusion, Kolibri is a really powerful buffing handgun and definitely worth investing in.
Also her hat looks stupid.
Strengths
0-Second ICD
Kolibri can activate her skill at 0 seconds if left on autoskill.
Massive DPS Buff
At 3 stacks, Kolibri’s skill equals one 5* HG. At 6 stacks, she rivals two. At a highly unlikely 9 stacks, she’s like 2.5 to 3 of them at once. It’s pretty damn strong.
Certified Dog Killer
Each hummingbird stack gives Kolibri an extra attack. At full stacks, Kolibri is a 10-hit multi-hit unit, letting her shred through hit-count capped enemies with ease. (Please note this is mostly hypothetical and entirely impractical)
Amazing Tile Buffs
Kolibri’s tile shape lets her sit almost anywhere along the bottom row and reach the DPS. Her buffs are extremely strong, giving 36% firepower - equivalent to Mk23 - but also 40% accuracy.
Godlike Base Evasion
So we’re not supposed to make statements like this, but Kolibri’s base evasion of 128 is currently the highest in the entire game (disregarding equipment). She beat out the next best, PSM, by 16 points. That’s so much evasion. What the hell.
Weaknesses
Manual Control
With a 0-second initial cooldown, Kolibri’s skill needs to be manually controlled if syncing with other doll skills.
Finicky Formation Placement
Due to her column-check, putting Kolibri in a proper place in a formation while taking advantage of her tile buffs can be difficult, since it sometimes requires moving the DPS or tanks around to vacate her column.
Low Base HP
330 HP is on the lower side for HGs, making Kolibri more vulnerable despite her high evasion.
Awful Base FP
Kolibri also happens to have 15 firepower, which is incredibly low, presumably to counteract the fact that her skill can let her shoot multiple attacks.
Full Analysis
Kolibri’s skill description is really lengthy, so let's use this section to break down what each portion entails and potential applications.
Here is some info about Kolibri’s skill:
- Her stack speed is not affected by movement or cooldown reduction. Kolibri will still gain stacks every 2 seconds while moving. No speeding up her skill. Cooldown reduction only affects her active skill cooldown.
- She cannot gain stacks while her skill is down, but after her skill ends, she instantly gains 1 stack. Since the skill lasts 8 seconds and has a cooldown of 12 seconds, Kolibri has 4 seconds to gain an additional 2 stacks. This totals to 3 stacks and gets her back to a 25% firepower buff after the first skill activation. This is not the case if Kolibri gets a cooldown reduction or is less than skill level 10.
- Kolibri’s passive adds an extra damage instance per stack, stacking up to 10 individual attacks per hit.
- Kolibri’s extra 3 stacks at fight start only apply to the beginning of battle. They do not come back in future activations.
- The skill cannot be activated when 0 stacks are available.
- Kolibri’s initial cooldown is actually more like 0.5 seconds, so first attacks are unbuffed.
Each Hummingbird stack lets Kolibri buff the team more and get an extra damage instance each time she attacks. Usually the benefits from stacks peak at multiples of 3, so that’s where most commanders will want to activate her skill. On occasions where time is incredibly limited, activating Kolibri before she reaches a multiple of 3 is definitely an option.
The critical damage portion of Kolibri’s skill is where more niche applications come in. Most fights don’t allow much waiting. Some exceptions do exist though, like multicycle fights such as boss/Sstrider fights. Or fights where you’ll end up intentionally delaying the skills to get a better outcome, like when fighting Qquills.
Waiting for 7 stacks provides a 20% critical hit rate buff that can take RFs with a VFL to 100% critical hit rate. Waiting for 8 stacks allows ARs with a VFL to reach 100% crit rate and completely counteracts Px4’s debuff on RFs. The full 9 stacks gets MGs and SMGs equipped with VFLs to reach 100%. But that’s a minimum of 8/10/12 seconds of waiting respectively, so apply as needed.
The first column check is starting formation dependent, so no allies can start directly above or below Kolibri in the tilebuff layout in order to pass the passive check. This can occasionally give rise to problems, since giving Kolibri her own entire column might prevent other T-Dolls from fitting into the formation to give their tilebuffs, and two of her tilebuff placements go unused. But it can still be worked out in a number of ways, such as:
Putting Kolibri on the backmost column and the rest of the team on the middle/front columns, then kiting for a moment to fix the layout, which can take a bit of time and lose some DPS.
Kolibri gets the middle column, and tanks go on the front column and DPS/supports on the back. This might miss out on the tank’s tile buffs for some teams, although it is not as much of a problem for MGSGs.
After the first skill activation, Kolibri’s performance becomes mostly normal. Each time her skill cooldown comes up, she has at most 3 stacks waiting, or a usual 25% firepower buff. This is also the case from the start if she doesn’t have her own column, so putting her in her own column isn’t strictly required, just missing out. Combined with her stronger firepower tiles, she can do slightly better than the likes of Grizzly in terms of raw DPS, but her awkwardness with cooldown reduction can slow her down on RFHGs.
Cooldown reduction is not helpful on Kolibri. Since the time it takes for each stack to recharge is set, cooldown reduction just lets Kolibri use her skill before she has more stacks built up, lowering the buffs she provides. For example, a 15% cooldown reduction on her makes a 10.5 second cooldown. Kolibri’s skill lasts 8 seconds. She will gain 1 stack instantly at skill end and 1 more two seconds after, but then if left on autoskill Kolibri will activate her skill at only 2 stacks. That only comes up to a 16% firepower buff, which is weaker than what 4* handguns give, compared to the 25% if she had no cooldown reduction.
Strengths
0-Second ICD
Kolibri can activate her skill at 0 seconds if left on autoskill.
Massive DPS Buff
At 3 stacks, Kolibri’s skill equals one 5* HG. At 6 stacks, she rivals two. At a highly unlikely 9 stacks, she’s like 2.5 to 3 of them at once. It’s pretty damn strong.
Certified Dog Killer
Each hummingbird stack gives Kolibri an extra attack. At full stacks, Kolibri is a 10-hit multi-hit unit, letting her shred through hit-count capped enemies with ease. (Please note this is mostly hypothetical and entirely impractical)
Amazing Tile Buffs
Kolibri’s tile shape lets her sit almost anywhere along the bottom row and reach the DPS. Her buffs are extremely strong, giving 36% firepower - equivalent to Mk23 - but also 40% accuracy.
Godlike Base Evasion
So we’re not supposed to make statements like this, but Kolibri’s base evasion of 128 is currently the highest in the entire game (disregarding equipment). She beat out the next best, PSM, by 16 points. That’s so much evasion. What the hell.
Weaknesses
Manual Control
With a 0-second initial cooldown, Kolibri’s skill needs to be manually controlled if syncing with other doll skills.
Finicky Formation Placement
Due to her column-check, putting Kolibri in a proper place in a formation while taking advantage of her tile buffs can be difficult, since it sometimes requires moving the DPS or tanks around to vacate her column.
Low Base HP
330 HP is on the lower side for HGs, making Kolibri more vulnerable despite her high evasion.
Awful Base FP
Kolibri also happens to have 15 firepower, which is incredibly low, presumably to counteract the fact that her skill can let her shoot multiple attacks.
Full Analysis
Kolibri’s skill description is really lengthy, so let's use this section to break down what each portion entails and potential applications.
Here is some info about Kolibri’s skill:
- Her stack speed is not affected by movement or cooldown reduction. Kolibri will still gain stacks every 2 seconds while moving. No speeding up her skill. Cooldown reduction only affects her active skill cooldown.
- She cannot gain stacks while her skill is down, but after her skill ends, she instantly gains 1 stack. Since the skill lasts 8 seconds and has a cooldown of 12 seconds, Kolibri has 4 seconds to gain an additional 2 stacks. This totals to 3 stacks and gets her back to a 25% firepower buff after the first skill activation. This is not the case if Kolibri gets a cooldown reduction or is less than skill level 10.
- Kolibri’s passive adds an extra damage instance per stack, stacking up to 10 individual attacks per hit.
- Kolibri’s extra 3 stacks at fight start only apply to the beginning of battle. They do not come back in future activations.
- The skill cannot be activated when 0 stacks are available.
- Kolibri’s initial cooldown is actually more like 0.5 seconds, so first attacks are unbuffed.
Each Hummingbird stack lets Kolibri buff the team more and get an extra damage instance each time she attacks. Usually the benefits from stacks peak at multiples of 3, so that’s where most commanders will want to activate her skill. On occasions where time is incredibly limited, activating Kolibri before she reaches a multiple of 3 is definitely an option.
The critical damage portion of Kolibri’s skill is where more niche applications come in. Most fights don’t allow much waiting. Some exceptions do exist though, like multicycle fights such as boss/Sstrider fights. Or fights where you’ll end up intentionally delaying the skills to get a better outcome, like when fighting Qquills.
Waiting for 7 stacks provides a 20% critical hit rate buff that can take RFs with a VFL to 100% critical hit rate. Waiting for 8 stacks allows ARs with a VFL to reach 100% crit rate and completely counteracts Px4’s debuff on RFs. The full 9 stacks gets MGs and SMGs equipped with VFLs to reach 100%. But that’s a minimum of 8/10/12 seconds of waiting respectively, so apply as needed.
The first column check is starting formation dependent, so no allies can start directly above or below Kolibri in the tilebuff layout in order to pass the passive check. This can occasionally give rise to problems, since giving Kolibri her own entire column might prevent other T-Dolls from fitting into the formation to give their tilebuffs, and two of her tilebuff placements go unused. But it can still be worked out in a number of ways, such as:
Putting Kolibri on the backmost column and the rest of the team on the middle/front columns, then kiting for a moment to fix the layout, which can take a bit of time and lose some DPS.
Kolibri gets the middle column, and tanks go on the front column and DPS/supports on the back. This might miss out on the tank’s tile buffs for some teams, although it is not as much of a problem for MGSGs.
After the first skill activation, Kolibri’s performance becomes mostly normal. Each time her skill cooldown comes up, she has at most 3 stacks waiting, or a usual 25% firepower buff. This is also the case from the start if she doesn’t have her own column, so putting her in her own column isn’t strictly required, just missing out. Combined with her stronger firepower tiles, she can do slightly better than the likes of Grizzly in terms of raw DPS, but her awkwardness with cooldown reduction can slow her down on RFHGs.
Cooldown reduction is not helpful on Kolibri. Since the time it takes for each stack to recharge is set, cooldown reduction just lets Kolibri use her skill before she has more stacks built up, lowering the buffs she provides. For example, a 15% cooldown reduction on her makes a 10.5 second cooldown. Kolibri’s skill lasts 8 seconds. She will gain 1 stack instantly at skill end and 1 more two seconds after, but then if left on autoskill Kolibri will activate her skill at only 2 stacks. That only comes up to a 16% firepower buff, which is weaker than what 4* handguns give, compared to the 25% if she had no cooldown reduction.
Team Options
Regular Team Stuff
Kolibri really just works like a normal-better than normal buffing HG, even when not taking advantage of her 0s icd or RoF or Crit buffs.
Early DPS Units
Kord, K2, HS.50
0s icd is good for front loaded fights and data sims.
Recommended Formations
RF | ||
RF | HG/SMG | |
RF | Kolibri |
MG | ||
HG | SG | |
MG | Kolibri |
RF | ||
HG | ||
RF | Kolibri | SG/SMG |
AR/RF | ||
HG | HG/SMG | |
Kolibri | AR/RF |
Team Options
Regular Team Stuff
Kolibri really just works like a normal-better than normal buffing HG, even when not taking advantage of her 0s icd or RoF or Crit buffs.
Early DPS Units
Kord, K2, HS.50
0s icd is good for front loaded fights and data sims.
Recommended Formations
RF | ||
RF | HG/SMG | |
RF | Kolibri |
MG | ||
HG | SG | |
MG | Kolibri |
RF | ||
HG | ||
RF | Kolibri | SG/SMG |
AR/RF | ||
HG | HG/SMG | |
Kolibri | AR/RF |
History/Trivia
Profile
She cares a lot about her appearance and likes collecting pretty things. Despite her large collection, she is very tidy and organized, and she hates it when people don't sort things properly. She is very proud of her small stature, but is a bit intimidated by large beings.
Acquisition |
Mirror Stage Clear Reward
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Illustrator |
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Voice Actor |
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Manufacturer |
Kolibri
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T-Doll Full Name |
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Country of Origin |
Austria/Hungary
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Common Nicknames |
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