Table of Contents
- Normal
- Damaged

|
---|
Damage/FP Self-Buffer
|
Basic Info
Acquisition | Completing 2-6 |
---|---|
Rarity |
|
T-Doll Stats
This T-Doll is available in EN. Its rankings are based only on EN T-Dolls.
Ammo |
|
---|---|
Ration |
|
Move Speed |
10
|
Crit. Rate |
20%
|
Crit. Damage |
50%
|
Armor Pen. |
15
|
Clip Size |
|
Tileset
|
Damage | 18% |
---|---|
Crit Rate | 30% |
|
Damage | 20% |
---|---|
Crit Rate | 32% |
Skill
Damage Focus T
Initial CD (4s)
|
||
---|---|---|
![]() |
Level 10 Effect
Self DMG +70% (10s)
|
Level 10 Cooldown
16 Seconds
|
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 |
DMG+ | 40% (6s) | 43.3% (6.4s) | 46.7% (6.9s) | 50% (1.3s) | 53.3% (7.8s) | 56.7% (8.2s) | 60% (8.7s) | 63.3% (9.1s) | 66.7% (9.6s) | 70% (10s) |
Unlocks at MOD II
Seal of the Avenger
Initial CD (0s)
|
||
---|---|---|
![]() |
Level 10 Effect
Current Target will be marked with Seal of the Avenger during the Damage Focus's Activation. When3 or less allies are on the field, reduce Rate of Fire by 70%. Each attack deals 600% damage to the target, deals 100% splash damage in 2.5 units, and mark all enemies with the Seal. Damage Focus is still active during this time. |
Level 10 Cooldown
0 seconds
|
Lvl | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
CD | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | DMG+ | 300% (0s) | 333.3% (0s) | 366.7% (0s) | 400% (0s) | 433.3% (0s) | 466.7% (0s) | 500% (0s) | 533.3% (0s) | 566.7% (0s) | 600% (0s) | RoF- | 70% (0s) | 70% (0s) | 70% (0s) | 70% (0s) | 70% (0s) | 70% (0s) | 70% (0s) | 70% (0s) | 70% (0s) | 70% (0s) |
T-Doll Analysis
Equipment
Special Equipment |
---|
![]() |
Commanders who do not yet have her Mod-3 upgrade may opt to equip an X4 Exoskeleton until they get the Inherited Case SPEQ.
Overview
M4A1 is one of very few ARs in the game with tiles that can buff her fellow ARs, and of the ARs in that niche, she is easily the best of them. 18% Damage and 30% Crit Rate are among the best tile buffs any AR could receive, giving M4A1 excellent versatility with the amount of ARSMG compositions she can be used in. Her own DPS isn’t lacking either, too. Her base stats are at least decent, and her skill, if a little plain, is quite reliable, with good uptime and a nice 70% Damage self buff at SL10. New players are advised to clear their way through 2-6, obtain M4A1, and raise her ASAP.
Equipment
Special Equipment |
---|
![]() |
Overview
M4A1 Mod is a contender for "Strongest T-Doll Mod" in the game for numerous reasons: a strong AR that buffs ARs, strong tiles that get even stronger, a strong SPEQ that buffs the right stats for her (Damage and Armor, and RoF post SPEQ rework), a Skill 2 that opens up exodias and farming teams previously impossible to make, a Skill 2 that makes AR-15 Mod, an already strong Mod, even stronger. Her only minor downsides are her janky interaction with SOPMOD II Mod and the relatively expensive cost of Modding 3 her, and even then her Mod 3 is very worth it, due to how easy it makes farming with minimal repair costs (like farming P22 on Faith of Blood II EX in Isomer).
Getting M4A1 Mod 3 is the closest thing to "can't go wrong" in all of Girls' Frontline. Getting her to Mod 2 is absolutely recommended as soon as Commanders unlock Neural Upgrades, while her Mod 3 can wait until Commanders have a few other units modded (usually SOPMOD II and ST AR-15).
Strengths
Support Role - Tiles + Skill
M4A1’s tiles grant a healthy amount of Damage and Crit Rate to her fellow ARs, making M4 a top pick for ARSMG echelons.
Good Self-DPS
M4A1’s Base Stats are fairly decent, giving her at least competent performance compared to other ARs with similar skills.
Weaknesses
Only obtainable once
M4A1 can only be obtained after clearing 2-6 for the first time; meaning she can not be duped, and she must be linked with cores.
Full Analysis
M4A1 is the first story AR received for free by clearing chapter 2 stage 6, but don’t take that to mean she’s anywhere close to subpar. Toting unique formation buffs, an excellent self-buffing skill, and a well-rounded statline, M4A1’s versatility makes her a common choice for many Echelons.
M4A1 provides other ARs in the Echelon with 18% Damage and 30% Crit Rate via her buff tiles. Assuming these ARs are equipped with five-star VFL Crit Scopes, M4A1 will push them to 88% Crit Rate, which is as good as AR Crit Rate gets. While another Crit buffer can be employed, this is not recommended as it would break the cap by 8%, causing inefficiencies.
Really, the only downside to these buffs is that M4A1 does not apply them to herself. Because of this, an SMG such as UMP45 which buffs Crit Rate for the entire AR column could still top M4A1 in buff efficiency. It should be noted, however, that this can be offset by running more damage-oriented Echelon compositions. This can be done by making use of HGs that can buff every team member when placed on Tile 5 and Offtank SMGs that will make use of the additional buffs provided.
Moving onto her performance as an AR, M4A1’s skill is Damage Focus T, which boasts a 4 second Initial Cooldown, a 10 second duration, and a 70% damage boost effect. Her short Initial Cooldown makes her an excellent fit for ‘quick burst’ Echelon compositions, while her 10 second skill duration means that she will likely be boosted for the majority of many fights. Her 16 Second cooldown, however, can be problematic when one is facing prolonged fights where M4A1 sees her skill run out.
M4A1’s statline is also quite well balanced. She has 46 Damage, which is 1 less than her comparable Gr G36. 48 Accuracy allows M4A1 to hit most targets, though since ARs are naturally accurate this stat does not really speak to her strength. It is her 79 RoF which is arguably M4A1’s best quality. This stat allows her to possess considerable damage output compared to many other ARs.
In summary, M4A1 possesses all the tools she needs to out damage her competitors while also buffing her fellow ARs’ damage with her tiles. It is this incredible utility that makes M4A1 a great T-Doll to use at any point of the game, and for this reason, it is strongly recommended to level her up as soon as possible.
Strengths
OP Skill 2 - Exodia potential
Her Skill 2 opens up a variety of farming compositions and exodias previously impossible to make, and one of the main reasons is because of her 600% damage buff. The AoE splash is also beneficial, and so it's recommended to field a PEQ over a VFL on night missions.
Because of it's huge Damage buff, at the cost of RoF, it enabled building Double Jupiters and M4xodias, where HGs buff M4 (and her partner, usually IWS2000, on Double Jupiter) before 2 of them are retreated so M4 can trigger the cannon aspect (increase 600% Damage while reducing 70% RoF) of her Skill.
For more details, check this in-depth guide on how to use M4A1 Mod.
OP Skill 2 - Cheap farming teams
M4A1 Mod 3 enables cheap farming compositions that either required more dolls to achieve the same farming ability or presents a much lower cost in repairs and/or resources spent on farming teams because of her SPEQ that has +15 Armor. For example, when 10-4E farm was the best way to acquire cores, M4A1 Mod 3 was the only other way to farm it if Commanders did not have a duplicate of Carcano M91/38.
Another example is that M4A1 Mod 3 + shield HG (P22 or HS2000) is the most efficient way to farm p22 in Faith of Blood II EX, a map in Isomer, which presents a much higher yield of P22s, and cores, than its Normal map counterpart.
OP Skill 2 - Skill 2 interaction with ST AT-15
M4's Skill 2 interaction with ST AR-15 Mod's Skill 2 gives her an additional 20% damage buff which is a helpful buff when they're paired together.
Very strong AR buffing tiles
M4A1's strong AR buffing tiles gets even stronger with her Mod, buffing a whopping 32% Crit Rate and 20%, capable of guaranteeing 90% Crit Rate for ARs equipped with VFL, and max Crit Rate for the rare ARs that have a base Crit Rate of 30%, instead of the usual 20%.
Mod SPEQ
M4's SPEQ buffs her +15 Armor, which is what lets her tank damage on cheap farms, and +5 Damage, which fixes her somewhat low Damage stat. Post-chip arrival, it is buffed to a whopping +20 RoF and +20 Damage, not only making it worth more than AR chips, but making her Mod 3 even more worth it.
Weaknesses
Farming needs Mod 3
Her SPEQ gives M4A1 15 Armor, which is what enables her to farm cheaply, as she acts both as a tank and as a DPS. The issue with that is that it requires Modding 3 her, which is expensive, as she is a 4 to 5 star Mod and also requires enhancing her SPEQ to the max.
Janky L2D
M4A1 Mod's L2D is one of the earliest in the game, and so fell on the coinflip side of "it's very janky animated".
Janky Skill 2 with M4 SOPMOD II Mod
While on paper M4 Mod's Skill 2's interaction with SOP's Skill 2 sounds nice, in practice it ends up capping SOPMOD's cluster grenades to only affecting enemies marked by Seal of the Avenger, instead of affecting all enemy units.
Full Analysis
M4A1 is the first story AR received for free by clearing chapter 2 stage 6, but don’t take that to mean she’s anywhere close to subpar. Toting unique formation buffs, an excellent self-buffing skill, and a well-rounded statline, M4A1’s versatility makes her a common choice for many Echelons.
M4A1 provides other ARs in the Echelon with 18% Damage and 30% Crit Rate via her buff tiles. Assuming these ARs are equipped with five-star VFL Crit Scopes, M4A1 will push them to 88% Crit Rate, which is as good as AR Crit Rate gets. While another Crit buffer can be employed, this is not recommended as it would break the cap by 8%, causing inefficiencies.
Really, the only downside to these buffs is that M4A1 does not apply them to herself. Because of this, an SMG such as UMP45 which buffs Crit Rate for the entire AR column could still top M4A1 in buff efficiency. It should be noted, however, that this can be offset by running more damage-oriented Echelon compositions. This can be done by making use of HGs that can buff every team member when placed on Tile 5 and Offtank SMGs that will make use of the additional buffs provided.
Moving onto her performance as an AR, M4A1’s skill is Damage Focus T, which boasts a 4 second Initial Cooldown, a 10 second duration, and a 70% damage boost effect. Her short Initial Cooldown makes her an excellent fit for ‘quick burst’ Echelon compositions, while her 10 second skill duration means that she will likely be boosted for the majority of many fights. Her 16 Second cooldown, however, can be problematic when one is facing prolonged fights where M4A1 sees her skill run out.
M4A1’s statline is also quite well balanced. She has 46 Damage, which is 1 less than her comparable Gr G36. 48 Accuracy allows M4A1 to hit most targets, though since ARs are naturally accurate this stat does not really speak to her strength. It is her 79 RoF which is arguably M4A1’s best quality. This stat allows her to possess considerable damage output compared to many other ARs.
In summary, M4A1 possesses all the tools she needs to out damage her competitors while also buffing her fellow ARs’ damage with her tiles. It is this incredible utility that makes M4A1 a great T-Doll to use at any point of the game, and for this reason, it is strongly recommended to level her up as soon as possible.
Team Options
Any ARs
As M4's tiles buffs her teammates' Crit Rate and Damage, she can be paired with any AR.
SMGs
As M4 has a low Damage, it is preferable to pair her with Damage tiles SMGs. Special mention to UMP45, as she can ensure that the other ARs paired with M4 can reach up 100% Crit Rate, if they're equipped with gold VFLs.
Damage Buffing HGs
As M4 has low Damage among us ARs, she can also be easily paired with FP HG buffers. Special mention to SAA and Mk23, as they are Career Rewards, and so new Commanders can easily acquire them. Do note that with SAA she competes with M4 for Position 4 on Night Missions. MP-446 "Viking" is also noteworthy, as she is easy to acquire and has strong tiles for an HG.
Recommended Formations
AR | SMG | |
M4A1 | SMG | |
AR |
The standard early/mid game composition. It is also recommended to run at least one Offtank SMG to maximize squad damage output.
AR | HG | |
M4A1 | SMG | |
AR |
Night ARSMG with M4. While this team has more DPS output than a generic 3AR team, due to M4's tiles, or a 2AR+HG team, as M4 is an AR, it's also more fragile as the sole SMG will do all the tanking. Note that it may be preferable to use a 2AR+HG+2SMGs composition if facing foes that this team lacks the DPS to kill fast.
Team Options
M4A1 Mod has numerous uses, ranging from continuing working as an AR buffer on a standard ARSMG to being a key on cheap farming compositions. Thus, her partners vary wildly depending on how she is being used:
- In standard ARSMGs, she can be paired with AR-15 Mod, 416 Mod, G36 Mod, among us other ARs. Do note that she's best not paired with SOPMOD II MOD, as, due to coding shenanigans, M4's Skill 2 hinders SOP's Skill 2 (as in it can make the secondary nades disappear).
- In cheap farming compositions, her partners usually are P22, HS2000, to give her shield and thus minimize damage is taken, or Calico, to buff how many shots she can get with her cannon.
Recommended Formations
AR | SMG | |
M4A1 Mod | SMG | |
AR |
M4 Mod can still work on Position 4 as she did before her mod.
M4A1 Mod | ||
Stechkin Mod/ Five-Seven | Calico | |
IWS2000 | P22 |
Double Jupiter is the apex of a glass cannon in GFL, designed to output a massive amount of DPS in a very short window. And so, M4 and IWS2000 are the cannons, while their pairs are usually the best HGs the game can offer: Calico (preferably Modded), 5-7 or Stechkin Mod, and P22 (whose teals reach M4 and IWS2000 and Skill is better than Mk23 during the day and only slightly worse at night).
HG | HG | |
M4A1 Mod | HG | |
HG |
A pure M4xodia is a slight variation to the Double Jupiter formula, except that now M4 is the sole cannon unit in it. It rarely sees use, having seen some using in Shattered Connexion ranking as enemy evasion made IWS2000 not viable there. Her partners change with the game's meta, but follow a similar formula to Double Jupiter, with an emphasis on RoF buffs. Thus she's always best paired with 2 RoF buffers and 2 Damage buffers.
Variations to partners may happen, however, and is usually on a case-by-case basis, thus, the following HGs are a mere recommendation of proven partners, rather than a strict must-have list:
- RoF buffers: Stechkin Mod, 5-7, Webley
- FP buffers: Mk23, P22, Grizzly, El Clear, SAA Mod
MOD Cost
MOD 1
MOD 2
MOD 3
History/Trivia
Compared to the M4 carbine, the M4A1 carbine is an alternate fully automatic version that was primarily intended for and used in spec-ops operations. Its design was unveiled in 1991, and it took an additional 3 years for it to finally be put into service.
Contemporarily, the M4A1 carbine has been redesigned to improve heat dissipation and accuracy by thickening the weapon’s profile under its handguard. These redesigns have also included a heavier buffer, the H2. This modified M4A1 is typically differentiated in certain circles with the label of Model 921HB (Heavy Barrel), but more commonly is referred to and designated as the M4A1 along with its unmodified counterpart.
Acquisition |
Completing 2-6
|
---|---|
Illustrator |
|
Voice Actor |
|
Manufacturer |
Colt’s Manufacturing LLC
|
T-Doll Full Name |
|
Country of Origin |
United States
|
Common Nicknames |
|