EVE Guide & Analysis – Should you Pull?

Overview

  • A good b3 iron DPS, but only specifically vs Electric (Iron-weak) content
  • Damage is good, but inconsistent, because s1 is reliant on critical hits to activate.
  • In spite of her high crit rate, being entirely reliant on crits for the bulk of her DPS is disappointing, since it’s not enough if it’s not maxed out, and she needs to crit to activate s1.
  • In spite of this, due to the lack of competition at the moment, as of this writing, this does make her the 4th strongest Iron DPS on average, depending on the boss type. (although the current 1st place Iron DPS, Rapi: Red Hood, is miles above the competition)
  • Can work in regular campaign, albeit there’s definitely better options available if you already have them.

Newbie/Incomplete Box Section

1. It’s tough to boost her critical rate without sacrificing other important stats, and
2. The conditions for activating her Skill 1 (S1) are quite stringent.

Even though EVE can self-boost her critical rate, the fact that her S1’s default crit rate is entirely dependent on critical hits means that without a reliable source of critical rate increase in the current game, her damage output falls short of expectations.

However, due to the limited competition for Iron-class DPS and potential future developments, EVE will likely remain relevant for handling weak Iron content. It’s advised to obtain at least one copy of her.

Basic Information

  • Skill 1: Impact-Type Exospine
  • Skill 2: Eagle Eye-Type Exospine
  • Burst: Counter Chain
  • Cooldown: 40s
  • Rarity: SSR
  • Burst: III
  • Weapon: AR
  • Class: Attacker
  • Element: Iron
  • Manufacturer: Abnormal
  • Squad: Airborne Squad
  • Weapon Name: Drone 2.0

Skill 1: Impact-Type Exospine

■ Triggers during combat, benefits the user.

Impact-Type Exospine: Critical hit success rate increases by 60% consistently.

■ Triggers upon scoring 44 critical hits. Affects a random opposing unit.

Unstable Energy: Deals 240% of the final ATK as damage. Strikes consecutively for 3 times.

■ Triggers when Unstable Energy hits the target. Affects the target if they are part of the Electric Code.

Increases damage taken by 10% for 10 seconds.

In simpler terms, EVE’s primary role is dealing damage (DPS) and a crucial skill for this is maximizing her critical hit rate. When this skill is at its maximum level, her base critical hit rate of 15% increases to 75%. This is significant because the second part of this skill only activates when EVE has dealt 44 critical hits. With the default firing rate of an Assault Rifle being 12 times per second, this means it takes roughly 5 seconds for this condition to be met (assuming no other sources of critical hit rate). Although EVE’s DPS is higher than average, it falls short when compared to the highest damage-dealing Nikkes.

The character named Unstable Energy launches attacks in sequence, hitting enemies at random. Even though it doesn’t seem to have an area-of-effect attack or any special ability, it can effectively clear groups of enemies during normal stages. This is because each attack has a strong base damage that can either leave opponents with low health or eliminate them entirely. Since everything in the game can trigger a critical hit, Unstable Energy’s damage can also be a critical hit, which at its base rate of 150% critical damage, means it deals three times the final attack for each individual sequential attack that critically hits. This makes Unstable Energy the primary source of her damage output throughout an entire fight.

To put it simply, when her Unstable Energy ability triggers against Electric foes, it inflicts a damage increase debuff on them for 10 seconds. Since this energy can activate more quickly than 10 seconds in most cases, it essentially results in a continuous damage taken debuff on bosses. This is beneficial for other Iron DPS units working alongside her in the team.

Skill 2: Eagle Eye-Type Exospine

When I dive into battle, my Eagle Eye-Type Exospine kicks in, boosting my abilities. Previously activated effects keep repeating. My Attack Power increases by a whopping 50% of my own Attack Power persistently. Furthermore, my Maximum Ammunition Capacity also grows by 25%, continuously as well.

When I land ten regular attacks on an Electric Code target, my weapon gets reloaded with three rounds, providing a significant advantage if the enemy belongs to that code.

The self-buff for this character’s defensive abilities is generally satisfactory, as it’s permanent, ensuring it’s always active. As a dedicated skill, its regular functionality isn’t particularly noteworthy. However, when facing Electric enemies, she gains a permanent ‘Bastion’ effect, which returns 3 ammo for every 10 ammo that hits these enemies. This significantly boosts her personal DPS by reducing the need for frequent reloads and allowing more time to keep firing and activate abilities.

Burst: Counter Chain

As a fan, I’d put it like this:

When activated, my Exospine Mk2 boosts its performance for a solid 10 seconds. This enhancement has two distinct effects:

it increases the damage multiplier of my Eagle Eye-Type Exospine by a whopping 100% as well! This means that every attack from this type is even more effective than before, giving me a significant edge in combat.

Just like her S1 and Cinderella’s burst, EVE unleashes six consecutive attacks with substantial base damage. These attacks can strike random foes, making them effective for wave control, but it’s more advantageous if they primarily target a boss. This ability also comes with two additional effects that benefit EVE; one is excellent, the other is satisfactory.

Initially, her Unstable Energy’s base damage gets doubled, making it more potent. However, because the probability of its activation remains unchanged, it will only activate twice or thrice during a complete energy burst, regardless of how high Eve’s critical hit rate is maximized.

neither effect overlaps with the standard effects from her skills 1 and 2. Instead, these skills are momentarily replaced by the burst version for the specified duration. Regrettably, the duration of the self-buffs grows with the level of the burst skill, reaching a maximum of 10 seconds when it’s at level 10. Therefore, if you want to prolong Eve’s buff duration, you need to upgrade her burst skill to its maximum level.

Campaign

EVE struggles in burst generation but performs well during campaigns outside of that aspect. She can efficiently clear waves with her burst and skill 1 (particularly when boosted by burst), due to their high base damage. This means regular enemies not being targeted will either sustain significant damage or perish instantly. However, since there are units with more reliable wave clear capabilities, this isn’t her standout feature. EVE truly shines against bosses, particularly electric ones, as it is during these encounters that sequential attacks are most effective.

Arena

Her rapid-fire generation isn’t great, and S1 doesn’t activate quickly enough prior to the standard first burst time, even when crit is maximized. However, her burst can resemble Cinderella’s in function, but Cinderella’s burst is much more potent and has more hits, allowing it to strike individual units at least twice. It may be effective against electric-heavy teams.

Special Interception | Union Raid | Solo Raid

EVE’s standout feature is her ability to reduce damage taken, particularly effective against electrical bosses. She also has a ‘Bastion Cube’ effect that maintains her damage output. This trait shines brightest when fighting solo bosses because she only needs to focus on a single target for activation.

Despite the passage of time since the last Iron DPS character was introduced, both Red Hood (able to inflict extra damage on electrical enemies surprisingly as a Fire type) and Red Hood continue to hold significant power, maintaining their relevance in current gameplay.

EVE faces strong competition and, at most, might be utilized for inflicting greater damage in raids compared to Ultra. However, EVE can perform well due to her reduced dependency on dealing DPS to parts and cores as much as Rapi: Red Hood. Nevertheless, her DPS performance is less favorable against them. Despite Ultra not having a core part during phase 2, which offers EVE an opportunity to catch up, she struggles to do so without an adequate critical rate to trigger her skill 1 more frequently.

While she performs adequately in certain situations, it’s advisable not to use her for neutral element raids due to the inconsistency and modest performance of her S1 abilities. In fights against non-electric enemies, her damage potential decreases significantly because her S1 debuff on damage taken and the bullet refund effect from skill 2 only function against electric opponents. Compared to current high DPS units in her respective element, her damage output is relatively low.

Iron-weak Teams

Flex B1,Crown,Eve,Red Hood,Helm (Treasure)

Helm’s final bullet boosts critical hit rate for the entire team, which Eve can effectively utilize. With Crown’s quick reload speed and the fortification effect from Eve’s skill 2, plus all the general bonuses, it makes her team undeniably the best choice. By adding some critical hit rate support units, she could potentially achieve a 100% critical hit rate with Helm’s assistance, maximizing her damage output.

Flex B1,Mast: Romantic Maid,Anchor: Innocent Maid,Eve,Flex B3

One of Eve’s top-tier squads features Maid Mast with fully enhanced skill 1 (S1). This ability grants a semi-permanent +20% critical rate boost to all allies, effectively raising Eve’s default crit rate to 95%. When combined with a crit rate Offense Leader (OL), she can effortlessly reach a 100% crit rate. This not only increases the frequency of her S1 activation but also ensures that all her attacks deal 50% more damage or more, especially during Maid Mast’s burst phase. However, the primary disadvantage of this team is that the Maids are some of SBS’s best buffer units for raids. Once SBS is optimally built, it’s unlikely you’ll use Maids for Eve, as Alice is highly sought after by SBS.

Miranda (Treasure),Crown,Eve,Flex B3,Helm: Aquamarine

In battle, EVE’s built-in high critical hit rate (crit rate) makes her particularly effective when using Miranda (Treasure), as it boosts the critical damage that Miranda grants to allies during Burst attacks. Even without achieving maximum crit, Miranda significantly increases EVE’s overall damage output compared to other Damage Per Second (DPS) characters. The damage reduction that Summer Helm has against Electric-type enemies specifically complements EVE’s self-inflicted damage reduction against electric units in her skill 1 (S1). If you don’t have Summer Helm, Dolla can serve as a less potent but viable alternative with the added benefit of slightly increasing EVE’s chances to score critical hits, which complements Miranda’s bonus crit damage.

Strengths

  • Good base effects with powerful burst
  • Relevant for iron-weak raids and content, which is infrequent for now
  • Makes better use of crit damage/rate compared to the majority of DPS units
  • Potential for the future due to the above factors
  • Very jiggly

Weaknesses

  • Powerful effects are very held back by how she fundamentally works. 44 crit bullets as a condition is just too harsh for a regular 12/s AR.
  • Due to the above point, she is honestly disappointing
  • Not having 100% crit rate by default actually makes balancing her OLs difficult
  • Works best with specific units only

Rating

CategoryRating
Overall8.54 (S)
Story8.0 (A)
Bosses8.9 (S)
Arena7.5 (B)

Recommended Cubes

bastion cube,resilience cube

As a fan, I’d like to point out that Bastion shares a remarkable synergy with S2, especially when it comes to taking down electric bosses. In my opinion, this combo is undoubtedly her strongest Cube setup.

Should you pull?

As a gamer, I’ve found that EVE excels at taking down electric bosses in campaigns, but unfortunately, she falls short compared to Rapi: Red Hood and Red Hood in most scenarios. In fact, when it comes to bossing units, Rapi outperforms EVE significantly. When deciding between the two, I’d aim to acquire at least one of each, prioritizing Raven due to her superior abilities.

EVE, despite her potential, is let down by some limitations in her functionality.

Given that it’s likely we’ll see Stellar Blade reappearing again, it’s reasonable to anticipate EVE making a comeback. While it might seem risky, I suggest passing on her this time as she may not be as effective in future appearances. However, if you prioritize Iron raids, you might want to collect her now, since even with her current drawbacks, she remains a top performer for Iron-weak content at the present.

Expected Skill Priority

NikkeBudget Skill InvestmentsRecommended Skill InvestmentsSkill PriorityNotesInvestment Priority
CinderellaSkill 1: 7
Skill 2 : 4
Burst : 4
Skill 1: 10
Skill 2 : 7
Burst : 4
S1 > S2Skill 1 is pretty much where all of her damage resides.

Skill 2 provides a bastion-cube like ammo refund against electric enemies and has some very nice self-buffs.

Burst adjusts her Skill 2 values and gives her an overall buff, not scaling well enough to be leveled high though.

Mid-High

Overload Gear Priority

Gear Priority = Head > Gloves > Chest > Boots

Attribute (Sub-Stat)PriorityRecommendedNotes
Increase Element Damage Dealt★★★★★4xWanted for Union raids and Solo raid content.
Increase Hit Rate☆☆☆☆☆0x
Increase Max Ammunition Capacity★★★★☆1-2xHer base kit has good ammo reserves already. Does not need more than 2 lines.
Increase ATK★★★★★4xSimply more damage.
Increase Charge Damage☆☆☆☆☆0x
Increase Charge Speed☆☆☆☆☆0x
Increase Critical Rate★★★★★4xReally wants Crit Rate due to already high base Crit and Crit-reliant Skills.
Increase Critical Damage★★★★☆0-2xGood remaining pickup due to high Crit Rate.
Increase DEF☆☆☆☆☆0x

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2025-06-26 10:06

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