

Overview
- B3 Electric Attacker Missilis Overspec RL that excels at shredding bosses.
- The best boss killer in the game, thanks in particular to her S1.
- Performance falls off in stages without targets, but her Burst buffs can still carry her.
- Even though she can’t be in Super Firepower Mode all the time, her DPS is still incredible.
- Healthy Body passive from S1 makes her more durable than most DPS units.
- Scales the best with Charge Speed; works great with Charge Speed buffers.
- Even though she is an Electric DPS, she has incredible potential outside of other elements thanks to how strong her S1 is against bosses.
- Epitome of cool.
Should You Pull?
Definitely try to get at least one copy of Neon: Vision Eye. She currently deals the most damage to bosses in the game. While her special ability doesn’t work on regular enemies, her ultimate attack is still very effective at clearing out groups of enemies in normal stages, largely due to her powerful self-buffs.
Neon: Vision Eye, despite being an Electric unit, isn’t limited to only Electric-focused content. Her powerful Skill 1 allows her to be effective in a variety of situations, making her a great choice for new players who need a strong unit for all types of Raid battles – much like Cinderella was a year ago.
While experienced players have many powerful choices now, this unit remains valuable for those with limited rosters or resources. She’s strong enough to single-handedly carry a team through the challenging Solo Raid, where players need five different teams, without requiring a fully optimized resource spread.
She consistently deals significant damage to bosses, even early in levels or when her team is at a disadvantage, thanks to her powerful self-buffs, particularly in Super Firepower mode. While not the strongest for general wave clearing, she still provides valuable support with her self-buffs and area-of-effect attacks.
So, which unit should you focus on first, Anis: Star or Neon: Vision Eye? While both are strong, Anis: Star is definitely the better choice. She’ll be useful in more situations – both in player versus environment (PvE) and player versus player (PvP) content – and is expected to be the best unit for top-performing raid teams. Neon is very good, but she’s mostly specialized for taking down bosses, while Anis: Star offers more flexibility.
Both units are highly recommended and worth getting, either by chance or by spending resources. Having at least one copy of each will significantly improve your gameplay. They both represent a considerable power increase compared to existing characters, particularly Anis: Star, and this level of improvement isn’t typical in the game right now.
Excuse the late review… I finally have a lot of things sorted.
Newbie/Incomplete Box Section
Neon, also known as NeonVE or NeoNeon, is a powerful Electric Attacker in Missilis Overspec RL. She’s designed to deal massive damage to bosses, and while she can also clear waves of enemies and withstand some damage, her main strength is boss fights. Currently, with the right team, she boasts the highest boss damage output in the game.
Although NeonVE is designed as an Electric damage dealer, she can be effective against most bosses in the story mode thanks to her high damage output. She’s also a strong choice for Raid content, especially for players who haven’t invested heavily in building up a large roster of powerful units.
This character’s Rocket Launcher works differently: it can only fire when fully charged, and she doesn’t reload after each shot – a trait she shares with Liberalio. However, unlike Liberalio, her launcher still takes a base of one second to fully charge and can benefit from items or effects that speed up this charging process. This makes her currently the best character for taking advantage of charge speed increases, potentially leading to higher damage output if more items that boost charge speed are added to the game.
NeonVE isn’t just strong against bosses; she’s also effective in regular levels. While her damage output is lower when there isn’t a boss, she excels at boosting her own stats and has a large attack range, making her one of the best at quickly clearing waves of enemies. When a boss does appear, her special ability (S1) lets her take them down with ease.
Thanks to her Healthy Body passive, she’s surprisingly durable for a damage dealer. Although the invulnerability only lasts 3 seconds and has a 20-second cooldown, that can be enough to survive a powerful attack while still dealing damage. This is particularly useful against bosses and enemies that focus on specific Nikkes or attack based on certain stats, if you can predict their attacks.
Basic Information
- Skill 1: Healthy Body
- Skill 2: Firepower Charge
- Burst: Super Firepower
- Cooldown: 40s
- Rarity: SSR
- Burst: III
- Weapon: RL
- Class: Attacker
- Element: Electric
- Manufacturer: Missilis Overspec
- Squad: Counters
- Weapon Name: All Breaker
Normal Attack Information
Neon: Vision Eye’s Rocket Launcher is special: it only fires when fully charged and doesn’t automatically reload after each shot, a feature it shares with the Liberalio unit from the 3rd Anniversary event. However, NeonVE’s launcher deals less damage than average – its attack ratio is 61.3%. To make up for this, NeonVE benefits from any increase to charge speed, while Liberalio only gains the benefit from Overload effects.
NeonVE’s rockets aren’t as powerful, and she generates less burst damage than other rocket launchers. However, her abilities make up for these weaknesses. Because she fires rockets without any animation delay, combined with a standard one-second charge time and the potential to increase that charge speed with upgrades, NeonVE is a prime candidate for receiving Charge Speed optimizations.
How does Charge Speed work with Neon: Vision Eye?
Charge Speed actually lowers how long it takes to charge your weapon, so it’s more accurate to think of it as Charge Time reduction. For every 1% decrease in charge time, a weapon that normally takes 1.0 second to fully charge will charge 0.01 seconds faster.
The skill is named ‘Charge Speed,’ but it doesn’t work as expected. A 1% increase doesn’t make charging 1% faster. Instead, reaching 100% ‘Charge Speed’ completely eliminates charging time, making it instant. This is different from simply doubling the speed (like going from 50% to 100% in the game NIKKE).
Unlike standard sniper rifles or rocket launchers, NeonVE doesn’t have a firing animation between each shot. This makes her faster overall, giving her an edge in combat. Because she skips this animation, increasing her charge speed is particularly beneficial.
Manually controlling units can cancel animations, even when firing powerful shots, but it relies on precise timing from the player. Because Neon: Vision Eye can only fire fully charged shots, increasing her charge speed directly makes her attack more quickly.
Although Neon and Helm start with identical stats – no charge speed, 6 ammo, and a 1.0-second charge time – Neon fired all her rockets about 2 seconds faster than Helm (at 2:53 compared to 2:51). If they fight an entire boss, Neon will likely fire a much larger number of rockets than Helm, assuming they don’t manually fire other weapon types.
Manually controlling a unit’s firing can speed things up, but it’s not always helpful and can even be detrimental if done incorrectly. Some units don’t perform well with uncharged attacks, and these units won’t see much benefit from increasing their charge speed. No matter how quickly they charge, they still require a full animation, which can only be bypassed by manual control – a process that’s prone to mistakes.
Because Neon doesn’t require precise aiming for her fully charged shots, simply increasing her charge speed is the most effective way to maximize her potential – you don’t need to focus on manual aiming.
The Neon: Vision Eye weapon is very efficient in boss fights because it doesn’t have the usual delay after trying to reload, unlike most sniper rifles and rocket launchers. Plus, its special ability boosts damage with every fully charged shot, so players benefit from attacking consistently within a short period – around 90 to 180 seconds.
Increasing Charge Speed directly boosts the number of rockets she fires, making her scaling with this stat among the best currently in the game.



Skill 1: Healthy Body
This ability triggers when attacked while not in Healthy Body status, affecting the user. It grants 3 seconds of invulnerability and debuff immunity, usable 5 times per battle. While in Healthy Body status, HP restoration is increased by 10.26% for 20 seconds.
Additionally, when a Full Charge attack lands on the stage target enemy, it causes a Firepower Explosion. This explosion deals 437.98% of the user’s final attack power as extra damage. If the user has the Super Firepower status, this explosion also deals an additional 262.79% of their final attack power as damage.
When NeonVE is hit, she gains 3 seconds of invulnerability and becomes immune to all negative effects, like poisons from Ultra or Black Snake, the instant-kill stacks from Chatterbox, or the attack reduction from Crystal Chamber. Although it’s a short window, these 3 seconds can allow her to avoid significant damage and completely negate otherwise harmful effects.
As long as Neon’s Healthy Body ability is charged, Chatterbox won’t be able to apply its DEF-reducing debuff to Vision Eye.
Although Crown is generally tougher than Neon: Vision Eye, she suffered much more damage from Ultra’s Poison attack and is currently affected by the poison, whereas Neon took minimal damage and isn’t poisoned.
She’ll also receive the ‘Healthy Body’ status, which makes healing on NeonVE more effective for 20 seconds. While this buff is active, NeonVE can’t become completely invulnerable or resistant to negative effects, essentially putting both of those abilities on a 20-second cooldown. If someone removes her positive buffs—like Rosanna might in a player-versus-player fight—she’ll briefly lose ‘Healthy Body’, but it will instantly return after she takes any damage, because it doesn’t have a standard cooldown period.
As a NeonVE player, I’m really excited about how tanky she can get! Basically, if she has any negative effects on her when her Healthy Body skill triggers, it wipes them all away. Not only that, but she becomes completely immune to all damage and debuffs for three seconds. The best part? Those removed debuffs don’t come back! It’s a fantastic ability that makes her surprisingly durable for a damage dealer like her.
What really makes NeonVE stand out in boss fights is how she deals damage. Whenever her fully charged attack connects with a boss, she adds a significant 438% of her total attack power as extra damage. Importantly, this bonus damage only requires hitting the boss – there are no other conditions. Because of this, it’s always active as long as she’s hitting the boss.
When Neon’s Super Firepower is active, her attacks gain a massive damage boost. Specifically, it adds 263% of her final Attack stat on top of her standard damage. This brings her total damage output to 701% of her final Attack. Normally, her fully charged rocket launcher deals 591.23% of her final Attack per attack (calculated as 61.3% x 2.5 = 153.25 + 437.98). With Super Firepower activated, this jumps to an impressive 854.02% of final ATK per attack.
NeonVE consistently deals damage similar to a Nikke’s burst skill with every regular attack. Because of this, increasing her charge speed is crucial – the faster she can fire rockets, the higher her overall damage output will be.
Even small increases to how quickly Neon: Vision Eye’s Rocket Launcher charges can add up. For every 1.67% boost to charge speed, the launcher will charge one frame faster, potentially saving a significant amount of time during a boss fight – as long as the game can handle the calculation. So, any improvement to charge speed is beneficial for Neon.
| Rockets within a 10s time frame (Full Burst) | Total Charge Speed required from OLs | Charge Speed OLs required when using Liberalio |
| 10 | 0 | – |
| 11 | 9.5%* | – |
| 12 | 16.5%* | – |
| 13 | 23.5%* | 4.5% |
| 14 | 28.57%* | 9.39% |
| 15 | 33.5%* | 14.5% |
| 16 | 37.5% | 18.39% |
| 17 | 41.5% | 22.40%* |
- Values with a * have been rounded to make them actually work. Due to zero game logic occuring between frames (Fire Rate Adjust option does NOT affect charge times), not all % values are equal. Some will require to make use of the rounding up that occurs in the tenths place, when all OLs and other buffs are added up.
- Liberalio provides the equivalent of 19.11% Charge Speed to Neon: Vision Eye at max rank S1.
- Alice provides 17.51% at max rank S1 (+1.61% to reach values equal to Liberalio’s)
- Mana provides 18% at max rank S2 (+1.11% to reach values equal to Liberalio’s)
- These values are only precisely true if no frame drop occurs at 60 FPS. To compensate for them, it is recommended to overshoot these values to prevent frame logic errors to the next integer, as differing frame rates have increasing valid % requirements to drop charge time by 1 frame.
- The lowest valid frame rate the game can calculate, and therefore, highest charge speed % needed to drop charge time by 1 frame is 30 FPS and 3.34%/3.5%*, respectively.
This damage boost only applies to boss enemies. It won’t work on regular enemies or opposing Nikkes during player-versus-player battles.
Skill 2: Firepower Charge
This ability starts at the beginning of battle, immediately filling your Firepower Gauge by 100%. When you attack while the Firepower Gauge is charging, it gains an additional 2 points. Once the Firepower Charge ends, the gauge receives a boost of 45. After Full Burst ends (while the Firepower Gauge is active), the Burst Gauge fills 5% faster for 5 seconds, with the speed increase scaling based on how full the Firepower Gauge was. Finally, when entering Full Burst, your attack power is increased by 80.04% for 10 seconds, and an additional 35.05% if you’re using Super Firepower, also for 10 seconds.
When a fight begins, NeonVE instantly fills her Firepower meter, allowing her to use her most powerful attacks right away. Her Burst ability, when fully charged, gradually depletes over 10 seconds while active. If her Firepower meter isn’t full, her second ability focuses on recharging it.
Okay, so here’s how NeonVE’s Burst works. If my Firepower isn’t full when I use it, every rocket I fire during the Burst gives me a little boost – +2 charge to the meter. Then, when the Burst ends, I get a bigger jump of +45 charge. Basically, I need to use Burst at least twice when my Firepower isn’t maxed out to actually get to 100% Firepower and unlock the stronger, empowered version of Burst. It’s a bit of a ramp-up, but worth it!
NeonVE needs to use her burst ability to recharge her Firepower. She can’t regain Firepower when it’s not her turn. Because she needs to burst at least twice to fully recharge, and each burst fires around 10 rockets (with a minimum of 2), she’ll only reach maximum power every three bursts after her initial one.
This limits NeonVE’s full potential during boss fights. In typical 90-second stages, she’ll likely only activate Super Firepower mode once or twice. During longer 180-second boss fights, she might activate it up to three times – usually at the beginning, middle, and near the end – if her bursts are timed normally. Despite this limitation, NeonVE remains a very strong unit.
After Neon uses her Full Burst, her Burst Gauge fills faster. The speed increase depends on how full her Firepower meter was when the Burst ended, adding up to 5% for each level of Firepower. Typically, this gives her about a 300% boost to Burst Gauge filling on her first regular Burst and a 500% boost on her second, helping the team activate Bursts more quickly.
After she finishes using her Super Firepower burst, her meter will be completely empty. As a result, she won’t build up her Burst Gauge any faster afterwards.
Activating Full Burst gives NeonVE a significant 80% boost to her attack power. If she then uses her enhanced Burst with maximum Firepower, she receives an additional 35% attack boost, which combines with her existing buffs. This strong self-buffing ability lets NeonVE maintain high damage output even outside of her Burst turns, making her particularly effective against regular enemies, much like Rapi: Red Hood.
Burst: Super Firepower
Cooldown: 40.0 seconds.
This ability has two stages, triggered by the Firepower Gauge. When the gauge is below 100%, it activates a 10-second charge, increasing the gauge by 1 and preventing its removal. Once the gauge reaches 100%, it activates ‘Super Firepower’ for 10 seconds, boosting attack damage by 45.03% and reducing the gauge by 100. Additionally, it increases explosion radius by 200% and attack damage by 110.21% for 10 seconds.
Let’s start with NeonVE’s ability at 100 meters. When NeonVE uses Burst and reaches 100 Firepower, she enters Super Firepower mode. This gives her a damage boost, enhances her existing buffs, and allows her to activate her S1 skill more effectively. These combined effects make NeonVE the highest damage dealer against bosses in the game.
If her energy meter isn’t full, she’ll recharge it instead of using her strongest attacks, as seen in S2. Even without a full meter, her abilities still deal significant damage, keeping her effective in battles, particularly against bosses. However, her overall damage output is reduced by about a third when she’s not at maximum power.
No matter her current condition, NeonVE significantly increases her power. Her explosion range becomes three times larger – covering eight times more area – and her attack damage jumps by 110%. This allows her to either deal a lot of damage to a single boss by hitting multiple weak points, or to quickly clear out large groups of enemies. Even in stages without a boss, her powerful boost makes her a valuable asset.
Campaign
During typical gameplay, NeonVE doesn’t perform at her best because her special attack (S1) isn’t fully effective against regular enemies. However, she’s still useful. Her S2 and ultimate abilities work together to significantly boost her power, helping her stay effective even when behind, and her large attack range makes clearing groups of enemies much easier.
Neon’s unique ability, Healthy Body, allows her to withstand more damage than most other damage-dealing characters. While this temporary invulnerability isn’t always active, it’s a significant advantage, letting her survive attacks that would quickly defeat other DPS characters, even when she’s already taking a lot of damage.
Once the boss appears on stage, NeonVE can finally use her special ability (S1) to attack them. She’s particularly good at quickly eliminating bosses, which is crucial in difficult situations where failing to do so quickly can lead to a game over.
Defense and Base Defense stages don’t have enemies, and that won’t change. While this character won’t clear these stages as quickly as others, she remains effective thanks to her large area-of-effect attacks and powerful self-buffs when using her Burst ability. She’s still a strong choice for the PvE campaign, even against regular enemies, not just bosses.
Currently, she’s the most effective character to use in Missilis Tower. While she used to be considered an Elysion unit in older versions of the game, she can no longer be used as one in Elysion Tower now.
Arena
NeonVE shows promise in player-versus-player combat, boasting powerful burst damage and a health bonus that helps her outlast many opponents. However, a key weakness holds her back: she generates burst energy slower than other rocket launchers and starts with a low amount. Essentially, NeonVE produces about half the burst energy of comparable weapons, so players need to find ways to increase her burst generation from other sources to make her truly effective.
NeonVE struggles early on because she doesn’t have any ways to boost her stats outside of using her Burst ability. This puts her at a disadvantage against characters who start with powerful advantages. Additionally, she lacks clear high-priority targets to focus her damage on with her Skill 1. While her Healthy Body skill is still useful in player-versus-player combat, it’s limited by its short duration and lengthy cooldown.
Okay, so I’ve been playing NeonVE, and she can be good on both offense and defense, especially if you keep her healthy. But honestly, she’s not as powerful as you might think when everyone else is already using their abilities and gadgets at full speed. I’ve found I really need a teammate who can help build up her Burst meter because she struggles to do it on her own.
Special Interception | Union Raid | Solo Raid
NeonVE excels at taking down bosses. Her special ability lets her deal massive damage to any boss, and even more to Electric-type bosses. Currently, she has the highest potential damage output against bosses of all Nikkes, making her a great asset for tackling challenging content. Most bosses simply don’t stand a chance against her firepower.
Despite being designed as an Electric damage dealer, NeonVE isn’t limited to fighting enemies weak to Electric. She has the potential to deal a lot of damage, and because her power increases so well with Charge Speed, she’s a strong choice to level up and use against any element in raids, especially when taking on tough bosses.
Because she performs well against powerful enemies that excel in certain areas, she might make those enemies less useful, or at least offer a good, easy-to-use option for players who don’t want to build specialized teams for challenging content.
Strengths
- Best boss killer in the game as of this writing.
- Has the highest DPS ceiling in the game against bosses.
- Scales exceptionally with Charge Speed, making future sources of Charge Speed something to look out for.
- Powerful self buffing helps her maintain relevance at high deficit.
- Good wave clear with Burst active.
- Auto-friendly unit.
- Incredible survivability thanks to Healthy Body passive.
- Healthy Body.
Weaknesses
- Even though she isn’t in Super Firepower mode the whole time, she still deals exceptional DPS in regular mode. Nonetheless, the psychological damage of knowing she isn’t always in her strongest state when she uses Burst is really unfortunate.
- No additional activation against non-bosses leaves her weaker in stages that lack them, such as Defense stages.
- Weaker than expected in PvP, since her offensive buffs aren’t available right away.
Rating
| Category | Rating |
|---|---|
| Overall | SS |
| Story | SS |
| Bosses | SSS |
| Arena | S |
Recommended Cubes
Keeping enough ammo available is crucial when playing Neon in Valorant, particularly while using her High Gear ability. Players should always equip either a Bastion Cube or a Resilience Cube to help maintain a steady ammo supply while dealing damage.
The Resilience Cube is especially useful because it lets her quickly reload units, particularly when combined with skills like Crown and Privaty, or Mast: Romantic Maid and Anchor: Innocent Maid. This allows her to focus more Operator Lines (OLs) on damage-dealing units. However, it’s important to remember this setup isn’t available in the Missilis Tower, so she still needs to invest in ammunition lines.
Doll Priority
She’s considered a top-tier character, particularly when fighting bosses. A special collectible item significantly boosts her survivability compared to other damage dealers. While she doesn’t automatically take cover, leaving her open to attacks, this item helps reduce the damage she receives while focusing on dealing damage.
Her high attack stat also significantly boosts her Skill 1, making her attacks much stronger against bosses.
Expected Skill Priority
| Nikke | Budget Skill Investments | Recommended Skill Investments | Skill Priority | Notes | Investment Priority |
|---|---|---|---|---|---|
| Neon: Vision Eye | Skill 1: 7 Skill 2: 7 Burst: 7 |
Skill 1: 10 Skill 2: 10 Burst: 10 |
S1 > S2 | Skill 1 is where her high damage activation is at. It is definitely a must-max, it is what sets her apart against other DPS units.
Skill 2 provides a big self ATK buff, which scales up the damage she can output, especially through S1. Since ATK buffs can come from other buffers, its priority is lower, but maxing it is still recommended. Burst gives her a big Attack Damage buff. Maxing it out can allow Neon: Vision Eye to better fit with other supports that don’t necessarily provide much Attack Damage. |
Highest |
Overload Gear Priority
Gear Priority = Head > Gloves > Chest > Boots
| Attribute (Sub-Stat) | Priority | Recommended | Notes |
|---|---|---|---|
| Increase Element Damage Dealt | ★★★★★ | 4x | Wanted for Union Raids and Solo Raid content. |
| Increase Hit Rate | ☆☆☆☆☆ | 0x | — |
| Increase Max Ammunition Capacity | ★★★☆☆ | 1-2x | As a unit that loves to fire without reloading during Full Burst, she wants enough ammo to fire a volley without reloading, but too much ammo would cut into DPS potential elsewhere, so 2 lines at most is what you should settle for. |
| Increase ATK | ★★★★☆ | 2 – 4x | ATK is great because it gives Neon: Vision Eye better S1 scaling, even with all the self ATK buff she gives herself from S2. However, since she scales exceptionally with Charge Speed, and ATK is a more commonly received buff, a balance of ATK and Charge Speed should be obtained. |
| Increase Charge Damage | ☆☆☆☆☆ | 0x | — |
| Increase Charge Speed | ★★★★☆ | 2 – 4x | Neon: Vision Eye’s scaling with Charge Speed is incredible, and sets her apart from most other units. Since Charge Speed is an uncommon buff from allies, she should get at least some in order to output even a few more rockets over the course of the fight. In order to be efficient within Full Bursts, pay attention to the total charge speed you are receiving and compare it to the chart above. |
| Increase Critical Rate | ☆☆☆☆☆ | 0x | — |
| Increase Critical Damage | ☆☆☆☆☆ | 0x | — |
| Increase DEF | ☆☆☆☆☆ | 0x | — |
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