Theater Teambuilding Guide (2021)

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The Theater System that is expected to release on GFL EN may seem intimidating at first, but it's not a big deal for players that can put together a few combat echelons. 

4/20 update: Updated the enemy infographics (thanks Arcus)! Updated the page for Theater Season 4. Season 4 is largely identical to Season 3, so the changes mostly involve minor errata and optimizations. 

1/17 update: Added a video showing one way to defeat the backwards tarantulas in Advanced 8. 

1/13 update: Updated the CE of known enemies to reflect EN values up to E4/I2/A2. 

12/31 update: All enemy formations in all zones have been updated!

12/25 update: Updated to reflect Theatre 3 changes. It's not too different aside from some new things in the Core Zone!

4/10 update: Added a Low Rarity Fairy Core 8 Clear example to the Core 8 section

4/9 update: Added four different videos of EN Core 8 being cleared with various team compositions. 

Similar to Defense Drill, players can see what enemies are coming up next in Theater - once you prepare a few teams that can handle everything relevant, you can simply choose the right echelon before each fight and roll over the enemies. 

Editor's Note: This article was made possible by Yuko#1428 from GFLCorner who created the contents of this guide as a PDF file when Theatre was announced on EN. It's been converted to a web-friendly format with his permission. 

PREFACE: This will show you the most meta comps and the laziest comps for Theater. You may CTRL+F the CE to find the comp that you are facing (although I do not guarantee the comp has the same CE as displayed here, due to recent CE calculation changes that affected GFL EN).

For video footage of today's Theater clear, please check the TL;DR in the Theater Full Guide (which is updated daily). 

If you are unfamiliar with enemy unit names, you can check the two below infographics for a quick reference. 

Enemy Infographic (Sangvis Ferri), by Arcus from GFLCorner

Enemy Infographic (Paradeus), by Arcus from GFLCorner

Enemy Infographic (KCCO), by Arcus from GFLCorner

Easy Zone

Honestly, this zone doesn’t require a lot of handholding. If you really need help with this section and you have multiple level 90 x5 linked echelons, you need serious help and should probably uninstall. If you’re a newish player, disregard the title and good on you for participating in this event.

Combat Effectiveness Composition Dealt with?
1151 Dinergate+Striker ARSMG
1860 Jaeger+Guard ARSMG
1480 Striker+Ripper ARSMG
616 Dinergate ARSMG
2870 Brute+Vespid ARSMG
1804 Striker+Ripper ARSMG
2642 Aegis+Nemeum RFHG
3565 Striker+Vespid ARSMG
3056 Prowler+Ripper ARSMG
3216 (Night) Guard+Jaeger RFHG/ARSMG (with PEQs)
3428 (Night) Scout+Jaeger ARSMG with a SMG nade (bring PEQs)
2609 Scout+Vespid RFHG/ARSMG with a SMG nade
2764 Dragoon ARSMG
5988 Dragoon ARSMG
5100 (Night) Aegis+Nemeum RFHG
5048 (Night) Tarantula MGSG
ARSMG with one AR replaced by a MG
- OR -
Airstrike Fairy
9312 (Night) Guard+Jaeger RFHG/ARSMG (with PEQs)
6292 Dragoon ARSMG
5540 Aegis+Nemeum RFHG
2696 Brute ARSMG
12132 Dragoon+Vespid ARSMG (bring PEQs)
8784 Guard+Jaeger RFHG
7024 Scout+Jaeger RFHG/ARSMG with a SMG nade
12009 (Night) Aegis+Nemeum RFHG
6910 Scout+Jaeger RFHG
6765 Vespid ARSMG

Medium Zone

Combat Effectiveness Composition Dealt with?
4752 Scout+Jaeger RFHG/ARSMG with SMG nade
8284 (Night) Aegis+Nemeum RFHG
7605 Abandoned Isomer ARSMG
8988 Prowler+Vespid ARSMG with optional SMG nade
8988 (Night) Prowler+Vespid ARSMG with optional SMG nade (bring PEQs)
9372 (Night) Scout+Vespid ARSMG with SMG nade (bring PEQs)
14994 Abandoned Isomer ARSMG/Gunboat
9264 Vespid+Jaeger RFHG/ARSMG with SMG nade
7973 (Night) Guard+Vespid ARSMG (bring PEQs)
7476 Guard+Jaeger RFHG
21480 Strelet ARSMG with nade AR/SMG
19947 (Night) Doppelsoldner+Strelet RFHG/ARSMG+Grape (bring PEQs) + AGS/BGM
14682 (Night) Aegis+Nemeum RFHG
9232 Ripper ARSMG
18310 Golyat+Aegis RFHG
10299 (Night) Aegis+Nemeum RFHG
8222 Guard+Jaeger RFHG
8012 (Night) Scout+Jaeger ARSMG with SMG nade (bring PEQs)
18648 (Night) Aegis+Nemeum RFHG
18021 (Night) Scout+Prowler+Ripper ARSMG with SMG nade (Do NOT use MGSG)(bring PEQs)
18021 Scout+Prowler+Ripper ARSMG with SMG nade (Do NOT use MGSG)
12584 Guard+Jaeger RFHG
12728 Guard+Vespid ARSMG with optional SMG nade
11604 (Night) Scout+Vespid ARSMG with SMG nade (bring PEQs)
11010 Aegis+Nemeum RFHG
8440 (Night) Dragoon ARSMG (bring PEQs) (Taunt Fairy optional)
24090 (Night) Abandoned Isomer + Strelet ARSMG (bring PEQs)
2686 (Night) Pyxis See the Pyxis section
15308 (Night) Brute+Jaeger ARSMG (bring PEQs)
11680 (Night) Tarantula MGSG
ARSMG (or hybrid MG)
- OR -

Airstrike Fairy
11210 Dragoon ARSMG/MGSG/Taunt Fairy
8898 Scout+Jaeger RFHG
8640 (Night) Dragoon ARSMG (bring PEQs) (Taunt Fairy optional)
3063 (Night) Pyxis See the Pyxis section

Hard Zone

Combat Effectiveness Composition Dealt With?
11862 Strelet ARSMG with nade AR/SMG
11632 (Night) Scout+Brute ARSMG with SMG nade (with PEQ)
15255 Jaguar+Scout+Guard+Brute ARSMG with SMG nade (move your dolls)
16648 Prowler+Golyat ARSMG
13222 (Night) Recce Center ARSMG with PEQs
19958 Strelet+Rodelero ARSMG with nade AR/SMG + optional HOC
17514 Brute ARSMG
15938 (Night) Ripper+Vespid ARSMG (with PEQ)
15678 Prowler+Ripper ARSMG
24360 (Night) Abandoned Isomer ARSMG w/ PEQ
29859 (Night) Recce Center + Cerynitis ARSMG
21846 Strelet+Doppelsoldner RFHG/ARSMG+Grape + BGM
9770 Manticore ARSMG/RFHG
11475 Dinergate ARSMG
11770 (Night) Ripper+Jaeger ARSMG with optional SMG nade (with PEQ)
15792 Guard+Ripper+Striker ARSMG with optional nades
35800 (Night) Gladiator + Gunner See the Gladiator section
20574 (Night) Scout ARSMG with nades (bring PEQs)
19648 Guard+Jaeger RFHG
19536 Strelet+Rodelero ARSMG with nade AR/SMG + optional HOC
14961 Dinergate+Manticore RFHG/ARSMG
15326 (Night) Pyxis+Scout+Dinergate See the Pyxis section
33956 Guard+Jaeger RFHG
32612 Scout+Ripper+Vespid ARSMG with optional nade
24085 Strelet+Rodelero RFHG/ARSMG + optional HOC
15472 Dinergate+Pyxis+Scout See the Pyxis section
44205 Strelet+Doppelsoldner RFHG + BGM
25492 Manticore+Aegis RFHG
22140 (Night) Aegis+Nemeum RFHG
20436 Strelet+Rodelero ARSMG with optional nade
20088 Nemeum+Aegis RFHG
21998 (Night) Gladiator + Gunner See the Gladiator section
16701 Pyxis+Prowler See the Pyxis section
55858 Tarantula+Manticore ARSMG (with CMS) or RFHG in addition to Airstrike Fairy (Backward Tarantulas!)
28425 Manticore RFHG
22849 Doppelsoldner+Strelet+Rodelero RFHG + optional HOC
21048 Strelet+Rodelero ARSMG + optional HOC
15176 Cyclops ARSMG
22732 (Night) Gladiator + Gunner See the Gladiator section
57810 Tarantula+Manticore ARSMG (with CMS)/RFHG with Airstrike Fairy (Backward Tarantulas!)
50799 Strelet+Doppelsoldner RFHG + AGS/BGM
23226 (Night) Aegis+Striker RFHG
23226 Aegis+Striker RFHG
18492 Ripper+Guard ARSMG
39770 (Night) Gladiator + Rodelero See the Gladiator section
220176 Patroller See the Patroller section

What are "Backwards Tarantulas"?

Some enemy waves in the Hard Zone contain a very large number of Tarantulas that spawn behind other tanky mobs. The enemy formation could look like this, for example:

This makes MGSG echelons very bad at dealing with those particular nodes, because they will empty their clip into the enemies in front and have nothing left when the Tarantulas come into range.

For this reason, ARSMG with C-MS (as she can equip AP ammo) or RFHG with Airstrike Fairy is highly recommended. 



Core Zone

This is the zone where most people will have to drop back to the lower stages to farm because they cannot handle the enemies in the upper stages.

The Core Zone starts off relatively easy but its difficulty ramps up to obscene levels extremely quickly. It is recommended that you farm the last boss stage you have unlocked in this zone if you cannot handle any higher stages due to boss stages giving a substantial bonus compared to normal stages.

You must set formation correctly before starting Theater! Just like in combat simulation, you are unable to change your T-Doll formation when savescumming fights here.

Combat Effectiveness Composition Dealt With?
1896 (Night) Aegis*4 Nemeum*4 RFHG
2252 Prowler*8 Ripper*8 ARSMG
1309 Dinergate*15 Striker*6 ARSMG
10756 (Night) Prowler*20 Scout*20 Ripper*20 RFHG
4671 Aegis*8 Nemeum*6 RFHG
4098 Aegis*4 Nemeum*8 RFHG
4850 (Night) Tarantula*30 MGSG
Strong ARSMG
- OR -
Airstrike Fairy
2860 Scout*4 Jaeger*8 ARSMG
3456 Strelet*18 ARSMG
5719 (Night) Scout*6 Jaeger*12 ARSMG (bring PEQs)
9924 (Night) Aegis*9 Nemeum*15 RFHG
5972 Guard*8 Jaeger*12 RFHG
5432 Prowler*12 Ripper*12 ARSMG
8160 Prowler*25 Vespid*12 ARSMG
18348 (Night) RecceCentre*1 Cerynitis*16 RFHG
7221 (Night) Scout*6 Jaeger*12 RFHG
11308 Guard*16 Jaeger*16 ARSMG with SMG nade (bring PEQs)
16456 (Night) Aegis*16 Nemeum*16 RFHG
15380 Scout*12 Prowler*25 Ripper*16 ARSMG
7420 Dragoon*8 ARSMG
19209 (Night) Abandoned Isomer*15 Strelet*30 ARSMG with a SMG nade (bring PEQs)
8594 (Night) RecceCentre*1 "Aegis" Type GA*3 RFHG
14184 (Night) Minotaurus*2 RFHG
16574 Strelet*41 Rodelero*2 ARSMG + optional HOC
28766 Scout*20 Ripper*15 Vespid*20 ARSMG + optional HOC
30360 (Night) Guard*28 Jaeger*40 RFHG
ARSMG with a SMG nade (bring PEQs)
15006 Guard*12 Vespid*15 Jaeger*5 ARSMG with a SMG nade
18624 (Night) Nemeum*12 Aegis*16 RFHG
21516 Tarantula*60 MGSG
Strong ARSMG
- OR -
Airstrike Fairy
20165 (Night) Gladiator*1 Gunner*20 See the Gladiator section
32364 (Night) Minotaurus*3 See the Minotaurus section
29314 Strelet*30 Doppelsöldner*4 RFHG + AGS/BGM
19511 (Night) Prowler*35 Dinergate*25 Jaguar*1
35616 (Night) Strelet*56 ARSMG with a SMG nade (bring PEQs)
43280 "Aegis" Type GA*15 Cerynitis*10 RFHG
21385 Strelet*15 Rodelero*5 ARSMG + optional HOC
35208 (Night) Vespid*15 Ripper*15 Dinergate*10 ARSMG with a SMG nade (bring PEQs)
74199 (Night) Minotaurus*3 "Aegis" Type*15 See the Minotaurus section
55532 (Night) RecceCentre*3 Cyclops*8 See the Recce Center section
33957 (Night) Strelet*15 Gunner*15 Rodelero*5 ARSMG (bring PEQs) (Taunt Fairy optional)
37836 (Night) Brute*15 Striker*15 ARSMG (bring PEQs)
93576 Strelet*20 Doppelsöldner*4 RFHG + AGS/BGM
20469 (Night) Prowler*35 Dinergate*25 Jaguar*1 ARSMG with a SMG nade (bring PEQs)
28038 Strelet*25 Rodelero*4 ARSMG + optional HOC
49069 "Aegis" Type GA*15 Cerynitis*10 RFHG
23004 Strelet*15 Rodelero*5 ARSMG + optional HOC
91539 (Night) RecceCentre*3 Cerynitis*6 See the Recce Center section
104484 (Night) Minotaurus*3 "Aegis" Type GA*15 See the Minotaurus section
22995 (Night) Pyxis*3 Prowler*15 See the Pyxis section
35999 Gladiator*2 Gunner*15 See the Gladiator section
115094 Strelet*20 Doppelsöldner*4 RFHG + AGS/BGM
39774 (Night) Brute*15 Striker*15 ARSMG with a SMG nade (bring PEQs)
347901 (Night) Strelet*14 Uhlan*2 RFSG + AGS/BGM
21853 (Night) Prowler*35 Dinergate*25 Jaguar*1 ARSMG with a SMG nade (bring PEQs)
40880 Strelet*56 ARSMG with a SMG nade
145389 (Night) Minotaurus*3 Cerynitis*15 See the Minotaurus section
31965 (Night) Pyxis*3 Prowler*15 See the Pyxis section
147704 (Night) RecceCentre*3 Cerynitis*4 See the Recce Center section
42048 (Night) Gladiator*2 Gunner*15 See the Gladiator section
389168 Patroller*1 See the Patroller section

Theater 3 & 4: New Enemies

While the system remains largely identical to previous seasons in Theater 3, new and difficult enemies have shown themselves! Players who cleared Shattered Connexion may be familiar, but here's a primer to them: 

389168 CE Patroller

They usually come with MAX Force Shield! HOC like BGM-71/AT4 are mandatory or you won't be able to win. 

Patrollers are intimidating enemies, wielding a rapidly firing minigun and doesn’t hesitate to pop off some lasers once in a while. The important attributes of the Patroller are as follows:

  • Possesses a very big HP shield while it is using its gun and not jumping around.
  • While it jumping around, switches to a piercing attack at the closest target. Additionally, increases its Evasion by a lot.
  • When jumping, Patrollers will target any Doll in the front column in a sequence of Jump, Shoot, Jump, Shoot. After this they will return to Shield Mode. 

The recommended way to fight these is to utilize the Sure-Hit feature of certain rifles. As getting through the HP shield itself is a difficult task, the best bet is to wait (by disabling Auto-Skill) until the Patroller takes the shield off itself for its hopping phase, then unload your burst damage into the Patroller by re-enabling Auto-Skill during this phase.

The Patroller's high Evasion during this hopping phase discourages the use of any DPS that doesn’t have the Sure-Hit feature, as missing a lot during this means you will have to wait through more rounds, causing you to take a lot of incremental damage throughout.

Team Recommendations

The Recommended Dolls listed below are therefore going to be units who can guarantee landing their shots during this period (M4A1 Mod can work if you use her cannon mode): 

HGs can be flexible as long as they either boost DPS or provide a shield. 

Example Echelon

A Taunt Fairy helps tremendously for this particular fight especially with high skill level. The Taunt Fairy makes a mockery of Patrollers, as you can move your DPS out of the central row, and let the Patroller fire at the Taunt Fairy while the DPS unloads without issue.

Twin Fairy could work also, but the Patroller will fire at the flanks and that is likely to cause problems for you if you don't move your dolls. Only tiles 1, 4, 5, 6, and 7 are safe when using Twin Fairy to taunt the Patroller!

If your Taunt is needed elsewhere (like you needing it for a separate team), Striders can be tanked with a little bit of micro, although if you are trying to minimize Damage this will become a reset-heavy endeavor.

31965 CE Pyxis

Pyxis are turrets that have Judge’s targeting mechanic and traits; they split their damage in half to target 2 units instead of the standard one. The important aspects of this node are the following:

  • The escorts are SWAP Prowlers. They do not have wonderful offensive capabilities but their evasion will make it a pain for MGs to chew through (35).
  • The Pyxis have 52 FP, which means each shot deals 26 damage. They have moderate accuracy but make up for any deficits by their high ROF.

The way to deal with this node is simple. Your shotguns should preferably have at least 26 Armour (very easy to acquire if you have 5x linked shotguns and more or less any Armor Plate). Your DPS can be anyone, but preferably someone who can deal with moderate Armour and chew through 3 Pyxis worth of health (97,000 health).

Overall, a very simple node. If one wants to reduce chip damage in this stage, it is recommended to bring shielders of some sort like S.A.T. 8 or a HG who can do it like HS2000 or P22.

As Core 8 is RFHG-centric, it is heavily recommended to bring a RF backline so that you can grab the maximum advantage score (and bring an Accuracy handgun so that you get that accuracy up).

Team Recommendations

The Recommended Dolls listed below isn't fully required (S.A.T. 8 and DP-12 just reduce scratch damage a bit due to their shield). Any SG can work, and both RF and AR DPS can work. 

  • If you’re bringing RF DPS: Accuracy tile buff handguns will help clearing escorts (K5, HS2000 etc)
  • If you’re bringing AR DPS: FP tile buff handguns will help get through Pyxis armor (P22, Mk23)

Example Echelon

145389 Minotaur/Cerynitis

Minotaurus and Cerynitis is a new node that is present in Theatre 3. This node can be a bit painful if one is not prepared:

  • Cerynitis spawn behind the Minotaurus.
  • Do not be threatened by the Minotaurus, as they are simply big tanks.

The first thing you should do in this stage is to get rid of the Cerynitis as soon as possible. This should preferably be done without needing to use your RF skills. Some ways to delay the Minotaurus from approaching your backline so fast is to use a Taunt Fairy (a Twin Fairy may be used; however, your success may vary) and move your handguns to block the side Minotaurus. This also slightly extends your attack range as a benefit.

Once the Cerynitis units have been dealt with, you will have the Minotaurus left to deal with. The shield that they give themselves reduce incoming damage by a large amount so what you have to do here is to wait until they put it down, and then your RFs can go to town. Carcano M91/38 deserves a special mention here as her skill deals a significant amount of damage even with the shield up, and guarantees a kill if the shield is down.

The Minotaurus units are available in Target Practice as one of the enemy presets; practice there to get used to their mechanics if needed. 

It is important to kill these Minotaurus before they manage to go through 2 rotations, as you are not going to be able to dodge their other ability that propels grenades to your side of the battlefield.

Team Recommendations

The Recommended Dolls here will mostly consist of effective RF DPS as well as defensive HGs. Taunt Fairy remains extremely useful. 

A Taunt Fairy helps a lot for this particular fight as well.

Example Echelon

42048 CE Gladiator/Gunner

Gladiators and Gunners comprise a new possible enemy spawn in Theatre 3. These are the following attributes:

  • Gladiators (the rasengan robots) are damage-oriented frontline units. They are not heavily armored, but if you are trying to kill this node without HOC, it is absolutely imperative that they are removed as soon as possible, due to a regenerating Force Shield.
  • Gunners (Strelet+)are backline DPS units, and they are characterized by their high damage, moderate accuracy, and poor rate of fire. However, their evasion is high enough that classic RFs will have trouble hitting even with heavy accuracy support. These units deal most of the DPS on this node and if you have a HOC, killing the gunners first will make you take much less damage on this node. 

Gladiators themselves are easily dealt with and since they start with less than 40% force shield, are possible to defeat without spending a BGM charge unlike other Paradeus units who have 100% shield. The way this stage is set up, if you use a Taunt fairy, the Gunners will be outside your attack range, allowing you to focus on killing the Gladiators before your Taunt falls. To deal with the Gunners, it is highly recommended that sure-hit DPS units are used due to their high evasion. ARs can be used here, but it is not recommended due to needing to chew through the Gladiator’s massive health reserves. 

Remember to kite your frontline and retreat kite if necessary, to reduce damage taken.

Team Recommendations

The Recommended Dolls here are the standard Grape, M200, Sure-hit RFs for Gunners, as well as the defensive HGs like P22 and HS2000. Taunt Fairy remains great as usual. 

Example Echelon

Recce Center

There is one more new enemy, a Recce Center/Cerynitis combo. This node is both frustratingly silly and boring easy.

Frustratingly Silly, because if you are using ARs or RFS you are going to be here all day, thanks to the Recce Centers having Evasion and a mammoth 50k Health each which is equivalent to an EX Event boss, all on its own. The need to wiggle the ARs to target the Pathfinders (sphere spawns) occasionally is annoying.

Luckily, in one of the most wonderful trends in GFL, Recce Centers are not Elite enemies. This means that, as with so many things, Carcano M91/38 (Grape) can delete them one by one.

If you need help killing the spawns, 2B14 and AT4 should be able to shell the spawned enemies, and failing that, just wiggle your tanks to clean things up while Grape takes care of business. Other RFs help, but this node is just another display of Grape's dominance. 

Core 8

Core 8's enemies are substantially more dangerous than the previous zones. It is intended to be a playground for more experienced players, and it is assumed that players attempting the stage have some maxed gold equipment, some decent rarity fairies (3*+), and have HOC's at an appropriate level (60+) with sufficient skill levels.

Even though some of these enemies are not detailed in terms of methods to deal with them, assume you need at least Skill Level 8 on all units that you use.

It is possible to do these waves with units that aren't well developed. You just need to compensate with more skill. The following will not go into these requirements. I will repeat: the following assumes you have at least a 3* fairy (with Skill Level 10 on Taunt), that your dolls are well-equipped, and that your HOCs are appropriate for their strengths.

If you cannot do these waves without getting all your teams completely destroyed, consider dropping to Core 6. This doesn't mean you do not complete the event; what is important is that you get as many points as you can and try your best for future Theater events.

Theatre 3 Core 8 is focused on RF stacking for the Boss. Heavy emphasis on M200 and Grape will be seen below, as this combo can make a mockery of a vast majority of the enemies seen in Core 8, but other Sure Hit RFs (QBU, Type 4) can be used, and of course, traditional DPS RFs will work just fine if needed. 

As with Theatre 1, an SL 10 Taunt Fairy is a godsend, so bring one if at all possible. Twin Fairy can be substituted for Taunt in some situations but will have mixed results against specific enemies, like Patrollers. 

Finally, do not get to caught up in Theatre CE stacking. While CE stacking does improve your score, unless you wish to compete for the very top spots it is more valuable to have a set of teams that can reliably clear Core 8 stick to your scoring bracket! Don't be me on CN and try toget creative only to brick three days' worth of runs trying to make a strat work!

EN Theater Core 8 Clear Video by kfourit

A fairly standard run. 

EN Theater Core 8 Clear Video by CosmicArcher

This video uses no special team compositions and is a recommended reference for people that just want to clear Core 8 and move on. 

EN Theater Core 8 Clear by Kazuki

EN Theater 1 Core 8 Clear Video by Yuko

While Yuko's Vid is for Theatre one, it can serve as a good reference for a number of the returning enemies.

The hardest difficulty. This is where some enemies may overwhelm commanders.

Here, there are still AFK strategies to easily finish this stage. I will be describing some of them below for each enemy you can encounter in this area.

Theatre 3 Update: Threatre 3 reshuffles the enemies compositions for this area slightly, with a few challenging additions, a few removals, and a new 'Boss' to beat up at the end of Core 8. This section has been updated to reflect these changes.

Easy Nodes

Combat Effectiveness Composition Dealt With?
40880 Strelet ARSMG with Grenades
39774 (Night) Brute+Striker ARSMG (bring PEQs)
30073 Strelet+Rodelero ARSMG/RFHG + optional HOC
21853 (Night) Prowler+Dinergate+Jaguar ARSMG (bring PEQs) (dodge)

347901 Uhlan+Strelet

This is a very easy node. Don’t let the CE fool you. For the most AFK of strategies:

You must bring HOC! The Uhlans have 100% shield.

Why is this strategy so AFK? We are taking advantage of how low the Uhlan’s firepower is and abusing how shotguns can soak up a lot of the split damage that Uhlans have due to their skills and attacks. 

You can kite the SGs out of the tanks' ram AoE if you want to. 

The only thing you need to watch out for are to use a HOC (BGM recommended) is to activate whichever shield ability you have in time with the tank's forward ram (which will reduce damage taken significantly), or move out of the way.

Uhlans have Evasion now, so bring a handgun that gives FP and ACC if possible or use sure-hit rifles such as M200 (wink-wink).

Taunt fairy + 2RF 3HG also works, provided your DPS is sufficient.

EN Theater Core 8 Clear Video by Kyazuki (Theatre 1)

115094 Strelet+Doppelsoldner

Another easy formation. Just don’t forget your HOC (these things have 100% shield so if you don’t bring a HOC you will die).

The HOC must be able to deal with at least a 2689 shield value (so don’t bring 2B14 here - use your BGM-71 if she's available).

With enough HOC pierce, you do not need anything special for this node; a classic RFHG is able to deal with it. Make sure that you buff your RFs' FP adequately. Of course, Grape is cheating so if can’t find anything to use, she will handle this node for you (provided you bring HOC to reduce Force Shields below 100%).

Do NOT bring your Uhlan team which has M200/SGs, and do NOT activate Taunt Fairy

Forward-positioned T-Dolls and Taunt Fairy will reduce the distance between you and the Doppelsoldners, causing them to fire off their Missile Barrage sooner! 

If you are not sure what to do, please consult the included Core 8 clear example videos and find one with a team that works for you. 

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About the Author(s)

Host of the Theater Betting :OhImEn: Panel :5head:

EN Theater Chart manager

Theater I

Theater II

(AKA Nonotan, Discord Cleista#7481)

Guide writer and editor for Girls' Frontline, and one of the few people who like its gameplay more than the gacha. Got MICA to pay me 8000 gems once. 

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