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Neural Upgrade Priority Guide

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Introduction

The Neural Upgrade system (Otherwise simply referred to as “modding”) allows you to enhance the performance of certain dolls. Those dolls which have access to Neural Upgrade can enjoy better stats, new/improved skills, Special Equipment, and even a rarity and art upgrade - often making them much stronger and more usable. 

With the process being costly however, it can be daunting for commanders who are getting into modding for the first time to choose where to start. This guide aims to help those commanders who might be struggling to decide on where to start, or even anyone simply trying to select an upgrade candidate among their own short-list of T-Dolls they want to upgrade next. While this article does provide a general overview of all currently available Digimind Upgrades and rank them by priority, knowledge of the basic system mechanics are assumed.

Before continuing, reading the below guide to obtain a good understanding of the system as a whole is recommended if you’re new to the concept of Mods/Neural Upgrades:

Ranking Explanation

  • In terms of priority, dolls are sorted into four tiers: High, Medium, Low, and No (sorry IDW). 
    • For High Priority dolls, they have been ordered within the tier based on their overall value. While all of these dolls are obviously recommended to upgrade due to their unique strengths, some still take clear precedence over others.
    • For Medium Priority and below, they are ordered alphabetically. This is because most of the medium-priority mods are optional: they are nice to have, but you do not necessarily need to have them for certain niche strategies to work since they can be substituted with alternatives.
  • Neural Upgrades are ranked based on overall value vs cost. Dolls with higher priority will generally have a higher return on investment: they offer more to the average player for the resources required compared to lower priority dolls.
  • This does NOT mean that Low Priority MODs are bad. Certain Low Priority Dolls actually have great upgrades, but they simply don’t have as much value as other higher priority dolls for whatever reason.

Certain upgrades may be more or less valuable to you depending on certain personal factors such as if you have access to comparative dolls, or if you simply like the doll a lot and would like to upgrade them ASAP. An example of this would be that FN-49 may have greater value than normal to someone who doesn’t have Lee-Enfield.

Latest Additions

When this guide is updated in the future, this section will provide a quick overview of where new MODs have been placed within the guide.

The August 2020 Neural Upgrade batch includes: 

High Priority

These Neural Upgrades are highly valuable for what they offer and should be the first dolls that you invest into.

M4A1 Mod III


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Recommended Upgrade Level: MOD3

M4A1 is objectively the most valuable MOD in the entire game and should be the first MOD performed by everyone. The amount of applicability that M4A1 MOD has to almost all important aspects of the game is unparalleled. She can do everything she could before and much much more.

The most important aspect of her upgrade is her new Skill, Seal of the Avenger. While her Damage Focus skill is active, she will mark whoever she is targeting and, more importantly, will pull out and use a cannon when there are three or fewer friendly dolls on the field. This cannon majorly reduces her fire rate, but gives a massive damage boost and splash damage capabilities. This cannon lets M4A1 deal absolutely ridiculous amounts of damage and enables team compositions that can kill otherwise impossible enemies. Look at her insane damage output:

M4A1 Skill2 in action

"Hydras? Child's Play!"

The sheer power and utility of M4A1 cannot be understated. At an absolute minimum, she should be brought to MOD2 to get Seal of the Avenger. MOD3 is absolutely recommended though in order to obtain her amazing Special Equipment and bonus stats from affection if you oathed her. For more information on how exactly her skill works and which teams to build around her, check out the article below:

ST AR-15 Mod III


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Recommended Upgrade Level: MOD3

ST AR-15 is easily the second most beneficial MOD available. The substantial performance upgrade that comes with her Mod skyrockets ST AR-15’s damage output through the roof and makes her the highest single-target DPS AR in the entire game against unarmored enemies by a massive margin, only contested by Howa Type 89 (who isn’t out on EN yet and requires manual control for maximum damage) or AS Val Mod with a very specific setup.

ST AR-15 can cap her RoF from Skill 1 alone and her Skill 2, Crime and Punishment, has her pull out a secondary weapon that deals 10% of her normal damage (bumped up to 20% if she is attacking an opponent marked by Seal of the Avenger). This combined with her ability to equip two DPS-boosting accessories gives ST AR-15 incredible sustained DPS in long fights against unarmored or lightly armored enemies. Since she fires two shots at once as well, she can somewhat avoid the issue of leaving enemy dummy links with a tiny amount of health left, which is somewhat helpful for her DPS capabilities. 

ST AR-15 MOD is extremely useful as a DPS AR and typically works in a different type of echelon than M4A1 Mod, so don’t be fooled into always running them in the same team! ST AR-15 should be brought up to MOD2 at minimum, but MOD3 is recommended. In day battles, her MOD Special Equipment is very strong, especially given that she can use it with a VFL.

M950A Mod III


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Recommended Upgrade Level: MOD2

M950A (Calico) MOD brings some powerful and interesting upgrades to the mix. She’s already an amazing HG and only goes up from here.

Even at just MOD1, Calico already gains an excellent boost from her enhanced tile formation and improved Skill 1 multiplier. Not only does her tiles’ buff amount improve, she even gets a new tile positioned straight behind her, allowing her to not only buff the position 4 HG (which can be great with Python for example) but also be used more effectively in teams with HS2000 or teams where another position 5 HG is desired.

Skill2 from M950A’s second Neural Upgrade stage is where things get really interesting though. SOUL LIVE! grants one of two different effects depending on the type of node that her echelon enters combat in. 

  • If it’s an allied node, a deceleration zone in front of the echelon will be made that reduces enemy movement speed and evasion. 
  • If it’s not an allied node, she’ll give everyone a small RoF boost for a short time and also massively buff non-HG doll movement speeds up to roughly the same speed that HGs enjoy.

On allied tiles, the whole echelon will enjoy the safety that comes from the reduced enemy movement speed, buying them more time before they enter attack range - especially useful due to the long initial cooldowns and low initial DPS of RFHG echelons. On non-allied tiles, the extra ally movement speed allows for some otherwise impossible micromanagement potential when such a thing is needed - like dodging enemy AoE attacks with otherwise slow RFs.

Overall, this is an extremely impressive MOD for an already strong HG. It’s worth getting her up to MOD2 for the new Skill and some players even go so far as to dupe multiple M950A Mod (at the cost of not being able to reach Mod 3 due to a lack of Fire Control Cores). Even then, if you’re really short on fragments or cores, MOD1 is still a strong enough option to be worth considering if you don’t need the FCCs for anyone else.

NOTE: Calico Mod's Second Skill is currently bugged to only apply the debuff zone, regardless of node ownership. This should be fixed in a future update, but is worth bearing in mind for now. 

SAA Mod 3


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Recommended Upgrade Level: MOD2

Rejoice, for at long last we can finally complete Singularity!

Memes aside, SAA MOD is very strong and offers a lot to all players. On top of her enhanced tiles and Skill 1, her new Skill 2, Duel Survivor, periodically increases the Rate of Fire and Accuracy of all allies every 4 seconds (and continues to work even if SAA retreats from the battle). Combined with her already immense damage boosting capabilities, what you have now is an incredible HG who buffs team DPS far above that of other damage buffers. As a fun fact, you can even reduce the interval between her Skill 2 boosts with RF buff tiles that reduce cooldown (not that it matters much practically).

The versatility of what SAA Mod offers makes her a Neural Upgrade that everyone should perform. As she is a support through and through, her MOD3 Special Equipment is not hugely beneficial overall, so it is recommended to upgrade her to MOD2.

M4 SOPMOD II Mod III


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Recommended Upgrade Level: MOD3

While lagging behind the other AR team members in terms of raw DPS, M4 SOPMOD II nevertheless has a very powerful MOD which makes her one of the best grenadier ARs in the game. If you corpse drag 0-2 or 11-5, M4 SOPMOD II becomes a high priority upgrade that should be done before modding M950A or SAA.

Her Skill 2, Hysterical Circus, turns her grenade into a cluster bomb. After the initial explosion, it splits into three smaller grenades which will deal a small amount of AoE damage. (You can mostly ignore the synergy with M4A1 Mod’s Seal of the Avenger, since you won’t usually run them in the same team) The extra smaller grenades don’t quite have the same destructive power, but free damage on top of M4 SOPMOD II’s already amazing AoE damage potential is always welcome.

Outside of her grenade, SOPMOD MOD also enjoys a nice stat boost and even a base crit rate boost. Her Speq is also great, being an improved EOT with far better stats. This lets M4 SOPMOD II maintain decent DPS outside of her grenade, something most grenadiers cannot do. 

Overall, SOPMOD’s Neural Upgrade is a highly worthwhile MOD that everyone should eventually do. MOD2 is sufficient for her, but MOD3 is recommended for the Special Equipment and stat boost from being oathed.

AS Val Mod III


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Recommended Upgrade Level: MOD3

A true zero to hero, AS Val rises from one of the weakest base ARs to the new crown of Night Empress for night performance assuming you can give her the right support to reach her max potential. She has dethroned OTs-14 and 9A-91 by such a huge margin that there’s not even a contest anymore. 

What makes AS Val MOD so incredible is Faith, her Skill 2. This skill is very simple, but amazingly powerful. Whenever AS Val receives a damage buff from any source (Fairy Skill/Talent, HG buff, or even her own Skill 1), she gains perfect accuracy for 3 seconds. What is so utterly bonkers about this is, when combined with certain support, she can completely forego using a PEQ at night in favour of a VFL. The best choices for her are Python, M1895 MOD, and a Fairy with the Fervor talent. All of these factors alone already increase her skill coverage considerably, but when combined will allow for almost perfect coverage in the first 20 seconds. This Google Sheet and the below infographic contain all the specific details you need.

AS Val MOD also enjoys a nice stat boost, an upgraded Skill 1, tiles that finally face forward (which is great since her tile buff is actually very strong), on top of a good Special Equipment that bumps her raw damage up even further. Everything combines to give her outstanding DPS at Night, easily surpassing the former Night Queen Groza and reaching levels competitive with ST AR-15 Mod against certain enemies.

It should be noted that if you lack the means to give her this Skill 2 coverage (specifically a Damage boosting Fairy Talent/Skill), then AS Val does become considerably less worthwhile against unarmored enemies due to a lack of 0s Faith proc - forcing her to wear a PEQ. She’s still pretty solid just on her own merits with another HG at night, but won’t always exceed the performance of Groza if she can’t use a crit scope. Getting her to MOD2 for the skill is the minimum, but getting her to MOD3 allows her to enjoy her great Special Equipment and additional stat bonuses if oathed.

Medium Priority

These Neural Upgrades offer great value for the cost and are worthwhile to be invested in. Certain factors however make them not as necessary or desirable as those in High Priority.

Note that the medium priority entries are listed in alphabetical order rather than importance - upgrade them based on your own needs!

G36 Mod III


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Recommended Upgrade Level: MOD2

G36 MOD may not be extremely flashy, but is still a solid upgrade to an already great AR.

Her new Skill, Arclight Contract, combines support for the tanks with further buffs for herself. She will raise the Evasion of allies on her tiles while also buffing her own Rate of Fire based on the number of allies on her tiles. On top of this, she gets really nice boosts to her overall stats, first skill, and tiles. This allows her to be an overall highly versatile AR that doesn’t falter in any particular area.

One noteworthy drawback is that people looking to maximize her effectiveness will be in for the long haul. Her raw RoF caps at 76, but reaching this point requires her to be level 120. This singular point of RoF does help her to pass thresholds for decreasing the total frames between shots when buffed by RoF tiles, so there’s a long grind ahead for min-maxers who want to raise G36 MOD.

It is recommended you get G36 to MOD2. The investment needed to raise her to level 120 is too astronomical to recommend MOD3 for most people. Her Special Equipment, while good, is not something she’ll miss a whole lot.

M14 Mod III


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Recommended Upgrade Level: MOD3

M14 MOD plays on all of her original strengths and simply makes her even stronger. She stands proud as one of the stronger general RFs available, especially due to her insane base RoF.

Her primary issue before the upgrade was her low Damage stat. The upgrade helps this through a raw Damage stat increase and her new Skill, Clear Fighting Spirit, that buffs her crit damage while her Skill 1 is active. This compounded buff results in M14’s DPS being somehow even higher than top tier DPS RFs such as WA2000, making the upgrade a highly lucrative option. Her Special Equipment is also very helpful, being a VFL with a substantial accuracy boost - a stat M14 needs badly due to her deficit in this particular attribute. With armoured evasive enemies becoming more common at night, the extra accuracy does help considerably.

All this considered, she’s still all she was before: a strong general RF. While a worthwhile MOD to perform, not one you necessarily require. If you do upgrade her, she will want to be brought up to MOD3. Not just for the Special Equipment, but oathing her does help to bump her performance up even more considerably.

M1895 Mod 3


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Recommended Upgrade Level: MOD2

The time-tested Nagant Revolver brings a solid MOD to the table, packing both good offensive and defensive support.

Her main upgrade lies in her Skill 2, Seven Tone Paean. This skill makes her reload after every 7 shots, but the first shot after every reload (including the first shot at the start of battle) will give all allies a nice buff to Damage and Accuracy for 4 seconds. On top of this, her already legendary Damage/Crit tiles get even stronger, and her first skill sees a further bump in effectiveness.

All in all, a great MOD for any battle you need a boost to both power and survivability. In particular, M1895 pairs well with HS2000 for shield teams (though TEC-9 can be a different budget option if you don’t want to pay the MOD cost) and is great for MGSG teams as well. The defensive nature of Nagant Revolver’s first skill does mean she won’t typically be the first choice for general use, even if her Skill 2 does patch it up somewhat.

You will want to get her to MOD2 for her Skill 2. Her Special Equipment is just a bonus and not imperative for her (though her Mod 3 art is amazing).

M1911 Mod III


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Recommended Upgrade Level: MOD2

The MOD for this classic handgun gives her a rather unique identity, with M1911’s new upgrade leaning more towards a damage dealing role than the buffing/debuffing that is typically expected for most HGs.

Her Skill 2, Desperate Sharpshooter, has M1911 fire off 7 quick attacks after throwing her smoke grenade - they deal double damage and progressively target the furthest enemy first, progressing onwards to the closest. Thanks to being a smoke grenade user (the only HG to be so at time of writing), M1911 can be highly useful for keeping the team safe from threatening foes; her MOD skill’s appreciable early burst can help deal with any potential smaller mobs, or for using M1911 as the solo farmer in low-difficulty event maps.

That’s right, M1911 Mod is also great for cheap farming! The burst damage is enough to take out many easy formations by herself, and M1911 works great when paired with either another HG or AR as a flexible and low-resource farming team if her own DPS is insufficient. Running these budget teams can save you a lot of resources when farming the same map hundreds of times in events - the reduced cost adds up pretty quickly.

At the end of the day though, this MOD doesn’t make M1911 into a DPS unit against the tough endgame mobs. She’s still a HG and is held back by HG stats and lack of Armor Penetration, but M1911’s unique abilities make her a worthwhile Neural Upgrade candidate. MOD2 is the best value overall as her Speq is a fairly underwhelming upgrade over regular Hollow Point ammo.

MP-446 Mod III


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Recommended Upgrade Level: MOD2

The precious little Viking gets a simple but effective boost to her capabilities from her MOD.

The most important of her upgrades is her new Skill, Tidal Breach. This grants her allies a decent Rate of Fire boost for 4 seconds when her Skill 1 activates. On top of this, her tiles now give even more Damage and her higher post-MOD Evasion stat makes it safer for her to be used on the frontline than before. This sadly doesn’t change the usefulness of her Skill 1, however. Decreasing the enemy Rate of Fire is not typically useful for increasing survivability when compared to debuffing Damage, which in itself is already niche in usage.

It’s not a fancy upgrade, but it’s effective and also cheap. The ability to boost Rate of Fire while having Damage tile buffs is rare, though the RoF buff duration isn’t as high as what’s offered by a dedicated buffer. Viking will definitely be more useful for those who don’t dupe T-Dolls in particular. She will want to be taken to MOD2 to unlock her Skill 2, as her Special Equipment is not impactful overall on her performance.

Micro Uzi Mod III


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Recommended Upgrade Level: MOD2

Uzi was tired of being a joke in the community and decided to bring up her game! Micro Uzi MOD brings a pretty strong upgrade that can stand out in the right situations.

While she still possesses a lower Damage stat than one would like, Micro Uzi does make up for it with her peerless Area of Effect potential. Burning Chain, her Skill 2, will cause the burning damage effect from her grenade to spread around. This spreads both through new burning ground being created and through enemy groups simply burning each other. Against dense groups of enemies, this proves to be devastating due to the amount of damage ticks that enemies will experience.

Uzi Skill2

Outside of dense enemy groups, Uzi will still enjoy good performance as an incendiary grenade off tank. She even has her tiles fixed so now she’ll buff the AR behind her!

If you’re looking for another relatively traditional incendiary grenade SMG with some insane potential against clusters of enemies, Uzi will be a great choice to upgrade. This AoE is very fun to play with and very strong against the right types of enemies, but strictly speaking it is nothing you’ll necessarily miss if you don’t MOD. Bringing Micro Uzi to MOD2 for the Skill is recommended. Her Special Equipment is really unsuitable for her. She wants an EOT, yet the Speq is an ITI - Accuracy won’t help the AoE!

Mosin-Nagant Mod III


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Recommended Upgrade Level: MOD3

You wouldn’t typically expect a RF with an aimed shot skill to be an effective generalist RF. Mosin Nagant decided she didn’t like that mindset and became just that with her MOD!

As long as you have both of her Special Equipment, Mosin Nagant’s damage output is amazing. The raw damage she can deal per shot thanks to her Speq and new Skill 2 is extremely high. Her new skill in question, Pale Reaper, boosts her damage for 3 seconds when she kills with a normal shot and boosts her Rate of Fire for 5 seconds when she kills with her Skill 1.

Thanks to all of this, she can offer general mobbing and nuking at the same time to great effect. If you need her to just mop up enemies, you can let her be. If there’s something in the back that really needs to die, you can use her Skill 1 and then proceed to potentially enjoy the extra Rate of Fire.

So the downside? Mosin-Nagant is extremely costly to max out. She’s a 4 star base that needs both of her Special Equipment to excel, one of which is obtained via RNG in Chapter 5-4N. You do get an excellent RF for the cost, but she would be replaceable in most scenarios by a cheaper RF. If you do upgrade her, you’ll naturally want to bring her all the way up to MOD3 for the Special Equipment and Oath stat bonus.

NTW-20 Mod III


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Recommended Upgrade Level: MOD3

NTW-20 MOD is something that sounds like it’d be really powerful on paper, but in practice is not as universally applicable as you may hope for from such a costly upgrade. She is one of the best charged-shot RFs in the game when you do need that niche, however - and demand for this niche shows up pretty often in future events.

The upgrade reworks her first skill, now named Hunter’s Mania, to change her targeting mechanics and gain better damage output. This is to go along with her new skill 2, Chain Reaction, where if her first skill kills an enemy, she shoots again up to three times with no aiming time and a flat 4x modifier, though sadly now with the ability to miss. This Skill 2 also has a passive component that buffs NTW-20’s normal attack damage against enemies with above 50% HP.

Sounds pretty cool, right? Well, it is cool, but sadly isn’t as special in practice as it might sound. For the most part, you’ll still be having her do what other nuke RFs like Grape and M82 do: hunting dangerous foes such as Doppelsöldners or Hydras, or killing enemies with high Evasion. The problem there is that NTW-20 MOD is way more expensive than both of those, primarily due to needing New Type Fire-Control Components to be upgraded.

Still, her second skill does offer something quite unique that can help her to contribute more to mopping up the enemies accompanying these dangerous foes. It’s a pretty nice upgrade from her base form, just extremely expensive for what is ultimately on offer. Her Special Equipment is very nice and offers a great damage boost, so MOD3 will be beneficial. Though given the cost, just MOD2 for the skill can also work.

UMP45 Mod III


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Recommended Upgrade Level: MOD1

UMP45 MOD… is actually not that substantial of an upgrade overall. So why is she Medium Priority? It’s simply because of how cheap she is compared to other MODs in the game.

UMP45 is currently one of the few upgrades where MOD1 is the most beneficial. This gives her stronger tiles, a stronger Skill 1, and a nice stat bonus. Overall, MOD1 is a simple but effective upgrade for a cheap price. Her Skill 2 and MOD3 Speq are pretty underwhelming upgrades and are not worth the extra memory fragments and cores.

MOD2 and MOD3 for UMP45 are definitely low priority. Getting her to MOD1 however is recommended simply because it’s so cheap to do. For only 20 cores and 200 memory fragments, UMP45 MOD1 is a worthwhile upgrade.

Low Priority

These Neural Upgrades are good upgrades for their respective dolls, but typically don’t offer as much or don’t offer enough for the price as other upgrades.

FN49 Mod III


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Recommended Upgrade Level: MOD3

FN-49 MOD addresses a lot of the issues that her base form had, taking her from a bad RF to a strong one.

With all the new upgrades that is brough, from the raw stat increase to the new and enhanced Skills to her new useful Special Equipment, FN-49 sets out to fix her DPS issues and make herself comparable to the likes of Lee-Enfield. She may face issues at night however, considering her still relatively poor Accuracy.

While FN-49 MOD is strong, she is very costly. Getting her to MOD3, levelling her skills, enhancing her Special Equipment, and ideally giving her an oath ring leads to a doll that’s only comparable to Lee-Enfield. As such, she’s a relatively unnecessary MOD for most people, especially with how many strong generalist RFs can replace her for far cheaper.

G3 Mod III


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Recommended Upgrade Level: MOD3

G3 receives an overall substantial upgrade from her base form, though sadly continues to be underwhelming in the grand scheme of grenadiers.

Let’s start with the good: Her raw stats get a nice buff that helps her offensive capabilities, plus she gets improved values on her grenade and her tiles. On top of this, her tiles finally face forward and she has a pretty good Special Equipment.

That probably all sounds well and dandy, but she still has notable faults. She still has relatively lackluster DPS compared to other top grenadiers thanks to her low Rate of Fire and also has an underwhelming Skill 2. The Freezing Point of Courage gives her grenade an additional effect depending on the enemy health. Enemies hit below 50% HP take additional damage while everyone else gets stunned for a brief moment. Sounds good, but in practice will typically not offer too much benefit. The additional damage will typically only add overkill unless against very high HP opponents and the stun can be a nice bonus for hindering enemies she can’t instantly kill in one grenade.

Overall, it’s a fine upgrade that makes G3 a fairly competent grenadier. Is it worth the cost though for most people? Probably not, making her one of the lower priority MODs. If you do upgrade her, getting her to MOD3 allows her to enjoy her nice Special Equipment.

M1918 BAR Mod III


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Recommended Upgrade Level: MOD2

While the Reload Cancelling days have passed her, Auntie BAR nevertheless has a still solid MOD.

Her upgrade does improve one of her primary issues, which was lackluster upfront damage from her first volley. Battlefield Magic, her new skill, makes the initial shots in each volley come with a substantial damage boost. This improves her first volley significantly and makes her second volley extremely strong due to both skills being active at that time. This skill also gives her a flat reload time that’s fairly low for MGs, which helps offset the issue of her low clip size and perfectly synchronizes her 2nd/4th/etc. volleys with her Damage Focus MG skill.

All of this requires a fairly  high investment cost to realize, however. While not quite as much of a cost as Mosin-Nagant is (since you only need to enhance one of BAR’s Speqs and can arguably skip both), it’s still very costly due to ideally wanting to oath her for the extra stats at MOD3 if you plan to use teams that rely on min-maxed damage output from M1918 Mod.

For those looking for a solid MG, M1918 MOD is a good but costly option who gets most of her potential unlocked at MOD2. There are other MGs out there though who can be comparatively strong with much less investment, so if you are hurting on resources it’s probably better to upgrade the higher priority T-Dolls first.

Type 64 Mod III


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Recommended Upgrade Level: MOD1

Type 64 is sadly towards the lowest end of Low Priority. Really, the only reason you’d upgrade her is if you either lack the other better stun grenadiers or you just want to because you like Type 64.

Her Skill 2, Silent Flash, now has her Stun Grenade offer an accuracy debuff. On top of this, the accuracy debuff component affects stun immune enemies, making her the only current stun grenadier to offer anything against bosses. Unfortunately, the time that accuracy debuffing is useful has passed us and now this skill is not very effective. Her Special Equipment is also fairly underwhelming, only being a small upgrade over a typical suppressor.

Because of all this, Type 64’s biggest upgrade is actually her MOD1. The boost to stats and improved Skill1 and tiles are a nice upgrade, particularly the increase to 24% Rate of Fire on her tiles. Considering she’s also a 2 star, her MOD1 upgrade is cheap as chips to do.

For the majority of players, what Type 64 MOD offers won’t be worth it. UMP9 and Type 79 are still better choices for stun grenadiers which are already a niche class in nature. If she’s one of your favourites or you just lack those other two dolls, it’s a decent upgrade at a very low cost.

No Priority

These Neural Upgrades have next to no reason to be done.

Bren Mod III


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Recommended Upgrade Level: No

Bren MOD is special. I always thought these upgrades were supposed to improve the doll. Now don’t get me wrong, Bren’s MOD is technically an improvement on her base self, but it’s so poor of an upgrade that it is never worth it.

For some reason, Bren MOD decides to hyper focus all aspects of her kit on her Accuracy. She already enjoyed a good Accuracy stat, but now she pushes it to unnecessary extremes. Her Skill 2, Interval of Strength, gives her a stack of accuracy and extra ammo after every reload up to three times. It’s like Lewis, except without the good. Her Speq is also an EOT on crack, cranking the accuracy buff up drastically. She’s going to be reliably hitting targets for sure, but so are all of the other better MGs without all this accuracy padding.

With so much focus on accuracy, her damage gets left in the dust. She does get a pretty big raw Damage stat buff but that’s it. Not even the enhanced Lock and Load helps since she decided more bullets was more important. Even with all the extra ammo, she still falls behind the primary MG competition.

Bren MOD is painful. Such a revered Machine Gun deserved better than this. If she focused on her damage more, she could have potentially been a decent alternative to Lewis. But that’s not what we have. What we have instead is a doll too fixated on hitting her targets to understand she also needed to hit them harder. If you upgrade her, you’re probably doing it either to get the spot in collection or her amazing new art. Or to CE stack in Theatre, I guess - no one else can quite match her CE (but you won’t out-whale Fiddlekins or Eoneo anyway so why even bother). If you’re considering Bren MOD for any of these reasons, you probably have way more cores than you know what to do with - and way more options for MGs.

IDW Mod III


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Recommended Upgrade Level: No

Everyone’s favourite meme comes back with a new upgrade and a vengeance!... Except not really, considering IDW MOD remains pretty bad.

Her upgrades do little to fix her primary issues and certain aspects of the MOD itself actually conflict with one another. Statistically, she remains with low HP and instead decides to buff her Evasion even more, despite this being one area she didn’t need improvement. Her tiles are now slightly better too with a 10% crit rate buff (still bad overall though) and her Skill 1 sees a decent improvement.

Her new Skill, Electro Hijinks, goes against her main tank nature and tries to buff her DPS potential for whatever reason. It gives her 3 charges which boost Damage and Rate of Fire, with charges going away every 2 seconds and refreshing when her Skill 1 activates. You can probably guess this still doesn’t make her good at DPS. Then her Special Equipment, which is barely an improvement over a T4 Exo to begin with, still hits her Damage stat as hard as usual.

With all factors considered and an already abundant pool of strong main tanks available, IDW MOD offers nothing worthwhile to justify the costs. If you’re someone who’s just collecting MODs, get her to MOD1 and then forget she’s there. Not that you can actually forget IDW, since you’ll probably get her again in your next doll production.

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About the Author(s)

GP Fire Emblem Heroes Site Lead. Also aids the Girls Frontline team with Doll analysis and guides. Has been with GamePress since November 2017 and became FEH Site Lead in July 2019. From the UK.

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