Adding 10 extra combos with only 5-combo requirement makes him a necessary unit in combo based teams such as Tatsumaki or Atomic Samurai.
Active and Normal Skill both target the back to take out healers/support.
Perries and self regenerates to increase survivability.
Has a chance to bond enemies immobile which is extremely useful in PvP, especially if it is successful against main DPS characters such as Metal Knight or Bang.
AOE Active that deals an equal damage to all characters making it useful against defeating clones.
Machine Gun Blows (2nd talent) has an easy 5-combo activation and adds another 5-combos, making 10-combo talent requirements such as Metal Knight’s Destructive Bomb easy to activate.
Upon death, deals an absurd amount of damage with a chance to cause burning. Due to this talent, suicide teams on PvP can utilize Genos to take out backline healers/support.
Comes in clutch in PvP, and can deal massive amount of damage.
Active deals damage to 4 enemies and causes bleeding.
Critical damage done gives shield to himself.
The more units get defeated on the team, Stinger’s CRI and CRD will go up significantly.
Upon death, Stinger revives himself with little HP and attacks 4 random enemies, which is useful for finishing enemies off. (He can also work as a tank to absorb damage as he can not die in one round)
Perfect in the team of full human males, and with certain conditions deals huge amounts of damage.
Active deals fair amount of damage at a low anger, and causes 6 combos.
GIves shield to a random human male every round.
When a human male is lower than 30% HP, gives a fair amount of shield, and when this is triggered 3 times in total, PPP’s active becomes extremely strong.
PPP’s attack gets higher when there are more human males alive.