Table of Contents
This T-Doll is available in EN. Its rankings are based only on EN T-Dolls.
|Rate of Fire||16%|
|Rate of Fire||20%|
Initial CD (6s)
Level 10 Effect Decrease all enemies' accuracy by -45% for 6 seconds.
Level 10 Cooldown 12 Seconds
|ACC-||-30% (4s)||-31.7% (4.2s)||-33.3% (4.4s)||-35% (0.7s)||-36.7% (4.9s)||-38.3% (5.1s)||-40% (5.3s)||-41.7% (5.6s)||-43.3% (5.8s)||-45% (6s)|
Unlocks at MOD I
Initial CD (6s)
Level 10 Effect
Reduce all enemy accuracy by 45% and damage by 15% for 6 seconds. (When the "Special Ops Bag" is equipped, gain the following passive skill: Increase self rate of fire by 30% and reduce the damage taken from her current target by 30%.)
Level 10 Cooldown 12 seconds
Unlocks at MOD II
Initial CD (0s)
Level 10 Effect
Whenever she takes damage, place a riot shield in front of self. Units behind the riot shield are invincible until the riot shield expires. The riot shield has 15 HP but can only take 1 damage per attack. It has 30% of Welrod's evasion and is immune to damage below 30% of the max HP of a single Dummy-Link. It lasts 4 seconds and has a cooldown of 8 seconds.
Level 10 Cooldown 0 seconds
Welrod is a defensive handgun that massively debuffs the enemy’s accuracy, and is probably one of the closest things to a handgun tank. This is not a go-ahead to start replacing SMGs with Welrod, as “tank” is relative to other handguns, she is still far squishier and ill-suited for quite a bit of content.
Her tiles and tile coverage are excellent, letting Welrod provide strong utility for both offensive and defensive options. Despite her inherent squishiness due to being an HG, Welrod’s skill can also support her teammates’ survivability. Because of this, Welrod is a decent support for heavily survival-focused teams.
Welrod and pretty much evasion tanking on the whole still has its flaws, and the resources spent raising a 5 star for a specialized role that can quickly lose its effectiveness likely would be better spent raising better generalist options like Grizzly.
Welrod’s neural upgrade is great. Before, she was a vaguely niche handgun who had been sidelined due to many enemies destroying any evasion-dependent units. Now she is half-immortal. Her second skill creates a nigh-unbreakable shield after taking damage. She gets armor and bonuses on her skill 1 from her special equipment, making even her mod 3 decent. Mod 2 is still a majority of her utility though, and can be stopped at.
Due to how her kit works, Welrod MkII Mod becomes actually useful for tanking the high damage attacks of enemies. She can work on teams that need someone to absorb these kinds of attacks, potentially early in the fight. She also still retains the ability to assist another maintank in surviving crazy fights.
Welrod’s tile layout can cover the entire backline as well as to her sides, letting her be positioned in many spots on a team. Her tiles provide an excellent amount of firepower and rate of fire, which DPSs definitely appreciate.
High Base HP
400 is relatively high for a handgun, complementing Welrod’s role.
High Base Evasion
90 Evasion is also higher than average for a handgun to support Welrod’s survivability.
Welrod’s skill is a strong debuff that plummets enemies' accuracy, which can grant survivability to frontlining damage sponges as well as Welrod herself.
Welrod’s defensive benefits fall off quickly in the face of longer-term fights, high accuracy enemies, and attacks that just ignore evasion altogether. Also, the fact that she totes a defensive skill instead of an offensive one can mean that Welrod is resigned to more niche applications, as no matter how powerful her tiles she cannot match up to a dedicated buffer.
If reading this full analysis, please read until the end, as while Welrod’s kit is certainly strong, outdated guides and unfamiliarity with GFL’s gameplay often give people the wrong impression of how to use her.
First, what are Welrod’s strengths? Welrod’s tiles are definitely her strong suit. Her spread of 20% Dmg and 16% RoF is both quite strong due to her rarity, but also low enough to not overcap a usual ARs’ RoF. Her tile coverage is really good, letting her cover the entire backline and any allies on the same column from the front or both DPS when in the back column. This makes Welrod able to flexibly be inserted into teams without too much concern for overcap.
Welrod’s skill is a 45% debuff to all enemies’ accuracy. Once activated it can relieve a lot of incoming damage onto whatever doll is tanking. Welrod can support tanks when a team composition is highly reliant on evasive tanking, like pairing her with a SMG maintank. Additionally, it can benefit T-dolls reliant on debuffs such as KSVK Mod.
Welrod also has a base critical hit rate of 40% as opposed to the standard 20% for HGs. This does not make a significant impact on her performance but it means she does ever so slightly more DPS.
For those reasons, Welrod was considered one of the most versatile HGs. Her ability to “tank” as an HG yet provide RFHGs with considerably strong tile buffs was great. However, that is mostly in the past. Despite her kit specializing in boosting survivability, Welrod still suffers from the fact that she is an HG. Older RFHGs that used Welrod as a “main tank” could get away with her tiny healthpool because enemies were not as dangerous. Now, high-end enemies in all factions have attacks that either have far too much accuracy or straight up ignore evasion, thus rendering her skill useless. For examples from each major faction: Hydras, SWAP Jaegers, Smashers, and Doppelsoldners.
For alternatives to make up for Welrod’s flaws, it is usually a better plan to have another dedicated DPS buffing HG, since you want to kill them before they even get to shoot. Dolls like HP-35 and MP-446 Mod outdo Welrod’s synergy with KSVK Mod. P22 and HS2000 are both HGs that provide powerful tilebuffs, buff DPS on their skill, and increase team survivability. That’s more than Welrod can offer. Even for tanking high-pressure attacks, there are SMGs with tiles that buff RFs and more survivability than Welrod, such as MP5 Mod, Dorothy Haze, and Lusa.
The alternative application for Welrod is in a team purely focused on survival. A team that runs a SMG maintank in the frontline against a long duration bossfight can benefit from Welrod in the back. She provides decent buffs to the backline, and her weakness of being squishy is not a problem if she is not the one tanking. Her skill massively spikes the already tanky frontline to new heights in order to survive longer. This kind of team is questionable in comparison to just beating the fight faster with more DPS, but it is a possible application
Welrod MkII’s mod 1 reorients her tiles so she pretty much automatically goes in position 8, where she can buff the entire backline. This means she only conflicts her spot with Px4 Storm and off tanks. Additionally, her tiles get buffed so they give 24% damage and 20% rate of fire, an even bigger improvement on her already strong tiles.
High Base HP
Welrod MkII Mod peaks at 405 HP, which is really high for an HG and synergistic with her skill 2.
High Base Evasion
98 Evasion is also really high for an HG and complements Welrod’s role.
More Applicable Debuff
Not only does Welrod MkII Mod debuff enemy accuracy but also damage by 15%. An additional 30% damage reduction is stacked on top if Welrod is targeting the enemy that’s damaging her. This means Welrod is able to survive more extreme forms of damage.
Insane Situational Survivability
Welrod MkII Mod now has evasion, damage reduction, armor, and a shield that can survive any damage, making her incredibly good at surviving low damage sources and almost immortal once she drops the shield.
Removes Some Premod Tiles
Welrod pre mod had a tile shape that allowed her to be on positions 4 or 5. As the first example of this, MICA overhauled her tiles for the mod. While Welrod MkII Mod’s position 8 can be more convenient, some utility might get lost.
As good as her survivability and debuffs are, Welrod MkII Mod does not provide her team with a DPS buff.
After being hit, Welrod Mk II Mod needs to be not moving 0.5 seconds after she takes damage. Only after then can she deploy her shield. So she still has a window where she can be burst down, even with her skill 2 available.
Welrod’s mod attempts to fix the main issue that plagues many defensive HGs and actual tanks. Enemies that ignore evasion or have high accuracy will make any evasion-dependent tank worthless.
Her tiles are the first time MICA has removed a doll’s tiles for a mod (the tiles North and Northwest of Welrod). Instead she gets tiles ideal for position 8. Also, her powerful tile buffs get even stronger. This puts her out of the way of position 4 and 5 buffers or fellow main tanks to share the damage between them.
Her base active portion of a 45% accuracy debuff is not increased, but an additional 15% damage debuff is added. Equipping special equipment means her skill 1 will increase her rate of fire and reduce the damage she takes from the enemy she is currently attacking. The extra rate of fire does not really matter, as HGs like Welrod do not output much damage in the first place. The reduced damage taken also increases her own survivability when directly tanking.
Her special equipment from mod 3 is what enhances her skill 1. It also increases her armor by 5 points, to further lower incoming damage, and 25 evasion, 10 less than a standard T-Exoskeleton. Not much in late game content does low enough damage for Welrod Mod’s armor to reduce it to 1.
Welrod MkII Mod’s skill 2 is a shield with 15 HP that is ripped straight from an Orthros shield, the dogs from KCCO. After Welrod takes damage (cannot be HP shield damage), she waits 0.5 seconds. When she is not moving after that half-second delay, she deploys the shield on her tile. Any single instance of damage, no matter how much damage it deals, if it link-splashes, if it’s undodgeable, will only deal one damage maximum to her shield. Since she has a window of vulnerability before deploying the shield, you ideally want to activate her skill 2 with some chip damage from fodder to tank the more painful enemies.
If the incoming damage deals below 30% of Welrod mod’s link’s HP (in the case of her maximum HP of 410 this should be anything under 24 damage) it is completely ignored. It doesn’t even take any HP off of her shield. If the attack can be evaded, the shield can also avoid taking damage by evading the attack with 30% of Welrod mod’s evasion stat at deployment. Her damage debuff and armor can lower incoming damage to beneath the damage ignoring threshold. Even damage over time things like fire and lasers are pretty much negated due to each tick of damage being under the threshold. So anything with not enough damage, rate of fire/links, or accuracy will struggle to break down her shield.
Welrod mod’s shield is not actually a shield on Welrod herself, but for the tile she is standing on when she activates it. Once deployed it acts like its own unit that inherited Welrod mod’s stats at deployment, with enemies being able to target it. Even if Welrod mod moves or retreats early it persists for the full 4 seconds of duration. Any T-Doll standing directly on the tile it is deployed is immune to all damage. You can even theoretically group your entire team under it to survive a barrage, but the area of protection is incredibly small. It cannot be buffed or shielded, unfortunately.
A common misconception due to MICA’s bad wording is that Welrod mod’s shield protects all teammates, or teammates on tiles to the left of her shield. This is not the case, and the shield’s effect only applies to the single tile she activated it on.
Basically, after Welrod mod drops that shield, anyone standing on that tile becomes ludicrously hard to kill for 4 seconds, needing to be hit over 15 times in a row by high damage and accurate attacks. Almost like a force shield. Its short 4 second duration is definitely a concern, but its low cooldown of 8 seconds means Welrod mod can keep the shield active for about a 50% uptime.
Unfortunately, the one thing Welrod’s neural upgrade did not give her was a team DPS buff on her skill. Instead, she goes all-in on the “handgun tank” role. Thing is, Welrod herself is not really the tank, her shield is. Without it she still gets melted almost as easily as before her mod. She still struggles against large numbers of medium-high damage enemies like jaegers and hydras. This makes her position in standard RFHGs still a little awkward. But in certain fights with RFHGs or ARSMGs, Welrod mod can survive well against enemies that rely heavily on their anti-evasion damage sources to deal significant damage, and so teams that fight those extensively can use Welrod mod. She can also act as a maintank supporter on ARSMG teams, using her skill 1 to boost the maintank’s survival, then taking some chip dmg and dropping a shield to hide behind while the maintank’s skill is down.
Welrod’s neural upgrade is a nice addition to the roster and allows for some interesting strategy, but is not required for fights as there are other options. Raising Welrod to mod 3, besides for the art, is arguable. The extra armor and skill 1 bonuses might help her reach the damage ignoring threshold, but the cost is pretty steep and it trades off some evasion. Instead, settling for mod 2 can work for most applications.
Non-Rate of Fire ARs
Any AR that does not take their own rate of fire close to the cap can use Welrod’s tiles comfortably.
Welrod can boost the survivability of frontlining tanks to increase the team’s longevity.
This formation shows Welrod placed in the back to reach both ARs with her buffs. By exchanging the damage output from not using an HG with a DPS increasing skill, this team maximizes survivability and lets Welrod support the SMGs by decreasing enemy accuracy. By leaving her in the backline, her weaknesses are minimized, as she's not directly tanking attacks in the first place.
Using 2 maintanks for the SMGs would also be a good choice since this team is survivability-focused. This kind of team would be alright in a very very long boss fight or when taking multiple fights, needing minimal damage.
Ideally, Welrod Mod is buying time for the DPS to clean up the scary targets before the shield wears off. Elite-killing RFs might do the trick.
Standard Buffer HGs
Since Welrod Mod’s skill is not providing DPS, other buffing HGs can pick up the slack.
Tanks that also specialize in not dying to unavoidable damage can complement Welrod mod by switching out for skill uptime.
The Welrod is a British bolt action pistol that was developed during WWII at the Inter-Services Research Bureau to be used by irregular military and resistance forces. The Welrod is extremely suppressed, only being as loud as a passenger car when it fires.
The Birmingham Small Arms Company Limited
|T-Doll Full Name||
|Country of Origin||