Table of Contents
- Normal
- Damaged

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Specialist
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Basic Info
Craft Time |
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Acquisition | Normal, Heavy |
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 |
12
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Crit. Rate |
5%
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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 | 20% |
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Evasion | 15% |
Skill
Initial CD (6s)
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Level 10 Effect
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Lvl | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
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CD | 15 | 13.3 | 11.6 | 9.9 | 8.2 | 6.5 | 4.8 | 3.1 | 1.4 |
Equipment
Overview
MPK is a 4* SMG whose skill is unusable on its own. She straight up starts killing her own team if she gets too close. She requires her big sister MPL to stop that.
MPK’s passive Blazing Lightfield deals uncapped %Max HP damage to every unit in her skill’s range every single second. Allies, enemies, elites, and not even bosses are immune to this. And due to a unity skill that she has with MPL, MPL can prevent MPK from killing their teammates. Together, they are a really good investment to deal with the waves of extremely tanky enemies in the future. Although they can be difficult to work with.
MPL absolutely requires MPL to fully function. To see how MPL performs, click on her, below

Equipment
Overview
MPK is a 4* SMG whose skill is unusable on its own. She straight up starts killing her own team if she gets too close. She requires her big sister MPL to stop that.
MPK’s passive Blazing Lightfield deals uncapped %Max HP damage to every unit in her skill’s range every single second. Allies, enemies, elites, and not even bosses are immune to this. And due to a unity skill that she has with MPL, MPL can prevent MPK from killing their teammates. Together, they are a really good investment to deal with the waves of extremely tanky enemies in the future. Although they can be difficult to work with.
MPL absolutely requires MPL to fully function. To see how MPL performs, click on her, below

Strengths
Firepower Buff for Team
The 20% firepower buff is very helpful for the other DPS units to clean up.
Uncapped Percent Maximum HP Damage
Unlike other %MaxHP, MPK has no cap.
Unity Skill with MPL
Unlocked without needing to access Griffin Memories. The effects of the stupidly powerful unity skill will be discussed in the full analysis.
Good Tiles
MPK’s tiles give 20% firepower to ARs, and her tiles synergize perfectly with MPL’s tiles and gives her extra evasion.
Weaknesses
Kills Own Team
Without MPL, MPK literally can hurt her teammates with her passive.
Low Range
Without MPL, MPK’s range is only 1 tile. With that kind of range, she can only kill incredibly close enemies.
Low Skill Uptime
With a 6s initial cooldown and a 6/12 skill uptime, MPK’s active is not up very often.
Crazy Tileshape
MPK’s tile shape demands she sit alone all the way in the front. This is usually a death sentence if left out for too long and requires moving to fix.
Full Analysis
For MPK alone, all you really need to know is that it’s a terrible idea. So let’s discuss the paired combo.
MPL + MPK create a combo that can shred through most enemies regardless of how much HP they have. MPL amplifies the damage they take, MPK quenches them. When directly next to each other, their range is far enough to catch most enemies. The usually horrific debuffs they apply to their allies, damage amplification and % maxHP damage, also don’t manifest due to the synergy skill.
Assuming no other factors, MPK’s skill will deal more than 100% of a unit’s HP in 34 seconds. But this presents some problems. One creates a really weak defensive HP shielding, and the other applies a really weak version of the smoke grenade on enemies. Both SMGs are not well equipped to directly facetank enemies. Reliance on other far better tanks such as RO635Mod can help lift the pressure from needing to survive for long periods of time, while they sit on the sidelines providing support and DPS.
Due to MPL’s bonus skill effect when affected by an MPK stack, this combo can shred through units that rely on damage capping like Orthrus with their flat damage.
Here’s the quirks of MPK’s skill and the combo:
- Her passive always keeps activating, even while moving.
- The range for the Scatter pulses uses the formation tile system, and is based on the X-Axis distance only.
- The 1 second pulse time is actually affected by cooldowns, so cooldown reduction will make it pulse faster.
- Quench has a maximum stack limit of 1, so the effects of the skill don’t stack for each pulse.
- Despite the skill description seemingly saying so, MPK’s active skill does not seem to buff the enemy’s firepower, only allies’.
- MPK’s Quench damage is only affected by damage amplification, damage reduction and damage capping. So MPL’s damage amplification increases the damage it deals. MPK’s firepower buff does not increase it. Force Shields reduce it, Orthrus shields reduce it (MPL’s still ignores this).
- This of course means it ignores evasion and armor.
- Despite enemy Force Shields preventing MPK’s passive damage, allied Force Shields do not for some reason.
- MPK does not hurt herself with her Quench passive.
- For the synergy skill, “adjacent” means in the 4 tiles directly next to them. Diagonals don’t count. “Side-to-side” means MPL and MPK are in the same column (Y-Axis) and in neighboring tiles. So position 5 and 8 work.
A method of kiting to get every enemy you can into MPL + MPK range is to move back to the second column, then pushing forwards when the enemy stops.
Visualization of MPL + MPK skill ranges. Blue for skill range, red lines for team ranges. (Source: https://gall.dcinside.com/mgallery/board/view/?id=micateam&no=1753455)
One-linked enemies might be right on the edge of the team’s range and how far the skill can reach.
Due to the specific nature of their skill ranges and placement restrictions, MPL + MPK can sometimes be difficult to work with, moving 2 units around, with neither being particularly tanky. Because they scale off maximum HP, they’re not particularly suited for more HP-light fights. But their maximum DPS can be ludicrous, and their lack of target limits means they can tear through some incredibly stacked fights. They are definitely a niche but good investment for drawn-out fights.
Strengths
Firepower Buff for Team
The 20% firepower buff is very helpful for the other DPS units to clean up.
Uncapped Percent Maximum HP Damage
Unlike other %MaxHP, MPK has no cap.
Unity Skill with MPL
Unlocked without needing to access Griffin Memories. The effects of the stupidly powerful unity skill will be discussed in the full analysis.
Good Tiles
MPK’s tiles give 20% firepower to ARs, and her tiles synergize perfectly with MPL’s tiles and gives her extra evasion.
Weaknesses
Kills Own Team
Without MPL, MPK literally can hurt her teammates with her passive.
Low Range
Without MPL, MPK’s range is only 1 tile. With that kind of range, she can only kill incredibly close enemies.
Low Skill Uptime
With a 6s initial cooldown and a 6/12 skill uptime, MPK’s active is not up very often.
Crazy Tileshape
MPK’s tile shape demands she sit alone all the way in the front. This is usually a death sentence if left out for too long and requires moving to fix.
Full Analysis
For MPK alone, all you really need to know is that it’s a terrible idea. So let’s discuss the paired combo.
MPL + MPK create a combo that can shred through most enemies regardless of how much HP they have. MPL amplifies the damage they take, MPK quenches them. When directly next to each other, their range is far enough to catch most enemies. The usually horrific debuffs they apply to their allies, damage amplification and % maxHP damage, also don’t manifest due to the synergy skill.
Assuming no other factors, MPK’s skill will deal more than 100% of a unit’s HP in 34 seconds. But this presents some problems. One creates a really weak defensive HP shielding, and the other applies a really weak version of the smoke grenade on enemies. Both SMGs are not well equipped to directly facetank enemies. Reliance on other far better tanks such as RO635Mod can help lift the pressure from needing to survive for long periods of time, while they sit on the sidelines providing support and DPS.
Due to MPL’s bonus skill effect when affected by an MPK stack, this combo can shred through units that rely on damage capping like Orthrus with their flat damage.
Here’s the quirks of MPK’s skill and the combo:
- Her passive always keeps activating, even while moving.
- The range for the Scatter pulses uses the formation tile system, and is based on the X-Axis distance only.
- The 1 second pulse time is actually affected by cooldowns, so cooldown reduction will make it pulse faster.
- Quench has a maximum stack limit of 1, so the effects of the skill don’t stack for each pulse.
- Despite the skill description seemingly saying so, MPK’s active skill does not seem to buff the enemy’s firepower, only allies’.
- MPK’s Quench damage is only affected by damage amplification, damage reduction and damage capping. So MPL’s damage amplification increases the damage it deals. MPK’s firepower buff does not increase it. Force Shields reduce it, Orthrus shields reduce it (MPL’s still ignores this).
- This of course means it ignores evasion and armor.
- Despite enemy Force Shields preventing MPK’s passive damage, allied Force Shields do not for some reason.
- MPK does not hurt herself with her Quench passive.
- For the synergy skill, “adjacent” means in the 4 tiles directly next to them. Diagonals don’t count. “Side-to-side” means MPL and MPK are in the same column (Y-Axis) and in neighboring tiles. So position 5 and 8 work.
A method of kiting to get every enemy you can into MPL + MPK range is to move back to the second column, then pushing forwards when the enemy stops.
Visualization of MPL + MPK skill ranges. Blue for skill range, red lines for team ranges. (Source: https://gall.dcinside.com/mgallery/board/view/?id=micateam&no=1753455)
One-linked enemies might be right on the edge of the team’s range and how far the skill can reach.
Due to the specific nature of their skill ranges and placement restrictions, MPL + MPK can sometimes be difficult to work with, moving 2 units around, with neither being particularly tanky. Because they scale off maximum HP, they’re not particularly suited for more HP-light fights. But their maximum DPS can be ludicrous, and their lack of target limits means they can tear through some incredibly stacked fights. They are definitely a niche but good investment for drawn-out fights.
Recommended Formations
AR | ||
AR/HG | MPL | MPK |
AR |
Recommended Formations
AR | ||
AR/HG | MPL | MPK |
AR |
History/Trivia
Profile
Energetic and active, she likes sports of all kind, especially parkour. She automatically makes difficult moves out of habit even when she's walking, which scares people easily, but she also occasionally trips and falls and gets all scraped up. Everything and everyone is full of energy and hope to her. She can't stand people with quiet and subdued personalities because she thinks Dolls will turn into strange still objects if they stay silent for too long. To prevent her pensive and reserved big sister from "becoming a sloth". she often demands her to do this and that deliberately to "get her moving". One of the reasons she practices parkour is to see her big sister look at her with mixed feelings, which is a rare sight. It makes her very happy even when her sister calls her a "naughty monkey".
Acquisition |
Normal,
Heavy
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Illustrator |
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Voice Actor |
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Manufacturer |
Walther
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T-Doll Full Name |
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Country of Origin |
West Germany
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Common Nicknames |
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