Table of Contents
- Overview
- Should You Pull?
- Newbie/Incomplete Box Section
- Basic Information
- Normal Attack Information
- How does Charge Speed work with Neon: Vision Eye?
- Skill 1: Healthy Body
- Skill 2: Firepower Charge
- Burst: Super Firepower
- Campaign
- Arena
- Special Interception | Union Raid | Solo Raid
- Strengths
- Weaknesses
- Rating
- Recommended Cubes
- Doll Priority
- Expected Skill Priority
- Overload Gear Priority

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?
Yes. You should try to pull for at least one copy of Neon: Vision Eye for sure. She has the highest potential DPS against bosses in the game currently, and while her S1 activation against bosses isn’t present against normal enemies, her Burst still does wonders in clearing waves in normal stages, even at a deficit, thanks to how big her self buffs are.
Even though Neon: Vision Eye is an Electric unit, she is not necessarily bound to only show up for Electric content. Her S1 effect hits so hard, that she can see worthwhile use in other Element neutral content, making her valuable for new players that need a unit that will dominate any element in Raid content, similar to how Cinderella did over a year ago.
Even though we have a lot more strong options for every element now, making this aspect not as useful for veteran players, it is worth considering for players with a low roster count or players that don’t necessarily want to dedicate spreading out all their resources for Solo Raid, or lack resources: a unit so strong that she can carry a team composition in a game mode where 5 teams are required through her sheer firepower alone.
Even in regular stages that don’t have a boss until waves are progressed through, she can be relied upon to assassinate a boss as soon as they appear; even at the highest of deficits, her damage remains relevant thanks to how high her self-buffing is, especially in Super Firepower mode. In Defense stages that lack bosses, while her damage output will not be the best, she still retains high self buffing and AoE to assist in clearing waves.
Now the question is, should one prioritize Anis: Star, or Neon: Vision Eye? Even though both are great, Anis: Star is undoubtedly the priority. She will have greater presence in all contents, PvE, PvP, she will be the strongest B1 for the strongest team in raids. Neon is excellent, but she will mostly excel at boss killing primarily, whereas Anis: Star is more versatile.
Both units are definitely must-gets, though, and should be obtained if possible, whether through pulls or mileage. Securing one copy of each will make your game a lot easier. Both of them, especially Anis: Star, are examples of vertical powercreep, which is not very common within the game for the time being.
Excuse the late review… I finally have a lot of things sorted.
Newbie/Incomplete Box Section
Neon: Vision Eye (NeonVE, NeoNeon, Neon [because her other two versions haven’t been relevant, ever]) is a B3 Electric Attacker Missilis Overspec RL that primarily excels at dealing devastating DPS against bosses, with supplemental wave clear capability and durability to help her excel at this role. Her job is simple, but she is the best at it: just hit bosses, hard. She currently has the highest bossing DPS in the game, assuming optimal team comps are set up for the comparison units.
Even though she is an Electric DPS unit, NeonVE doesn’t necessarily have to stick to Electric-weak enemies only: her DPS is high enough to warrant use against most bosses in story mode, and has great potential in Raid content for users that lack the resources or don’t want to use the resources to raise up many units.
Her Rocket Launcher is unique in that it can only fire while fully charged and she doesn’t attempt to reload after every shot, similar to Liberalio, but unlike Liberalio, she still maintains a 1.0s base charge time and can still gain charge speed buffs from non-Overload sources. This gives her the best scaling with Charge Speed currently, which gives her future DPS potential if more Charge Speed buffers are introduced.
Aside from her powerful bossing potential, NeonVE has good potential in regular stages; while her firepower is lessened against stages that don’t have a boss to hit, she still has some of the best self-buffing in the game alongside expanded blast radius which allows her to wave clear with the best of them. When the boss does show up? She just destroys them thanks to her S1.
She also has good durability compared to other DPS units thanks to her Healthy Body passive. While its invulnerability duration is only 3 seconds, with a 20 second activation time before it can bail her out again, sometimes, that is all you need to survive a devastating hit while she can still output DPS. It can especially come in handy against bosses and enemies that are known to specifically target Nikkes in certain positions or ATK requirements, if it can be accounted for.
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 has a unique Rocket Launcher; it can only fire fully charged shots and does not attempt to reload after every shot, similar to Liberalio from the 3rd Anniversary. Unlike Liberalio, NeonVE’s Rocket Launcher has a weaker than average 61.3% ATK ratio, but to compensate for it, she can benefit from any sort of Charge Speed bonus, not just from Overloads, unlike Liberalio.
She has rockets that are weaker than average and has lower base burst gen compared to other rocket launchers. All of this is generally compensated for by her skills. Thanks to her having no animation between each rocket, alongside the default 1.0s charge time, and the ability to benefit from charge speed from other sources, NeonVE is one of the best units to receive Charge Speed OLs.
How does Charge Speed work with Neon: Vision Eye?
It’s better to think of Charge Speed as Charge Time reduction, rather than a boost in Charge Speed because that is how it actually works. On paper, every 1% reduction in charge speed results in a 1.0s charge time weapon now being fully charged 0.01s faster.
If it were Charge Speed as it claims to be, 1% would result in it charging 1% faster. Getting to 100% charge speed in actuality reduces any charge time to 0.0, rather than charging 100% faster (twice as fast, the equivalent of 50% for how it works in NIKKE).
Neon: Vision Eye saves a lot of time over the course of a boss fight by not having the ‘reload attempt’ animation most other Sniper Rifles and Rocket Launcher units have. Combined with her S1 rewarding her with incredible damage for every full charge attack she can output, Neon: Vision Eye wants to attack as much as possible within a 90/180 second timeframe.
Charge Speed directly and efficiently increases the amount of rockets she can output, giving her some of the best scaling with Charge Speed in the game as of this writing.



Skill 1: Healthy Body
Activates when attacked while not in Healthy Body status. Affects self.
Invulnerable for 3 sec. Activates 5 time(s) per battle.
Gains debuff immunity to ∞ debuffs for 3 sec. Activates 5 time(s) per battle.
Healthy Body: Potency of HP restored ▲ 10.26% for 20 sec.
Activates when landing a Full Charge attack. Affects the enemy if the enemy is the stage target.
Firepower Explosion:
Effect: Deals 437.98% of final ATK as additional damage.
Additional effect of Super Firepower status: Deals 262.79% of final ATK as additional damage.
Whenever NeonVE takes any damage, she becomes invulnerable for 3 seconds and gains immunity to any debuff for 3 seconds. This includes stuff like Ultra or Black Snake’s poison, Chatterbox’s instant kill stacks, the ATK reduction debuff from Crystal Chamber if the left option is selected, and so on. While it doesn’t protect her from damage or the debuffs for a long time, 3 seconds can help her walk away with what would be a lot of damage taken and just completely ignore it.
She will also gain Healthy Body status, which improves heals that are given to NeonVE for 20 seconds. As long as she has this buff, she is unable to become invulnerable to damage or immune to debuffs, effectively giving both major effects a 20 second cooldown. If NeonVE were to somehow be dispelled of positive buffs, such as by Rosanna in PvP, she will lose the Healthy Body buff, and immediately regain it after taking some damage, as it’s not a true cooldown.
If NeonVE has debuffs active on her upon the next instance of Healthy Body activating, she will remove all debuffs from herself and make herself immune to damage and addition debuffs for 3 seconds again. The removed debuffs from the skill activation are not returned. All of these effects give NeonVE incredible durability for a DPS unit.
Now, the thing that sets NeonVE’s bossing DPS apart, her damage activation. Any time a Full Charge attack hits a Target (boss), she will deal a massive 438% of final ATK as bonus damage. It should be noted that the ONLY condition for this bonus damage is to hit a Target. Due to its unconditionality, it is effectively permanently active when a boss is hit.
If Neon has her Super Firepower buff from Burst active, it deals an additional ~263% of final ATK as damage. Both of these occur at the same time, effectively adding up 701% final ATK. Combined with her default rocket launcher full charge ATK, she deals a total of ((61.3% x 2.5) = 153.25 + 437.98) = 591.23% of final ATK per ATK by default, and 854.02% of final ATK while Super Firepower mode is active.
This is basically the power of some Nikke’s burst, but with every single attack. NeonVE outputs all this damage against bosses with every single auto attack; this is why it’s so important to get her charge speed. The more rockets she can output within a given time frame, the better her overall DPS will be.
Note, because this damage activation only affects ‘Targets’, it does not affect non-bosses, nor does it affects opposing Nikkes in PvP content.
Skill 2: Firepower Charge
Activates at the start of battle. Affects self.
Increase the Firepower Gauge’s charge by 100.
Activates when performing an attack while in Firepower Charge status. Affects self.
Increases the Firepower Gauge’s charge by 2.
Activates when Firepower Charge ends. Affects self.
Increases the Firepower Gauge’s charge by 45.
Activates when Full Burst ends while Firepower Gauge is active. Affects self.
Burst Gauge filling speed ▲ 5% x Firepower Gauge charge amount for 5 sec.
Activates when entering Full Burst. Affects self.
Maximum Firepower:
Effect: ATK ▲ 80.04% for 10 sec.
Additional Effect for Super Firepower: ATK ▲ 35.05% for 10 sec.
At the start of combat, NeonVE maximizes her Firepower meter, giving her a free instance of Super Firepower, which fully unlocks all of her combat capabilities. When Burst is used while it is at 100 charge, it will drain over the course of 10 seconds within Full Burst untill it reaches 0. When NeonVE is not at 100 meter, S2 dedicates itself to refilling it.
Whenever NeonVE uses Burst with a Firepower meter that isn’t at 100, every rocket fired within her Burst will give her +2 charge. When her Burst wears off, she will give herself a big +45 to her meter. This means that it takes at least two uses of NeonVE’s burst when not at 100 Firepower meter to reach 100 Firepower, in order to gain her empowered Burst.
Due to the fact that NeonVE herself HAS to burst for her to start regaining Firepower, she will not be able to recover Firepower when it’s not her turn to burst. Since NeonVE has to burst at minimum twice in order to regain 100 Firepower, assuming 10 rockets fired within her Burst in each (at least 2 minimum, actually), this means she will only be at max power every 3 of her own bursts after the first one.
Unfortunately, this means NeonVE isn’t necessarily at full power in during most of a boss fight; for a regular 90s stage, she will likely only have Super Firepower mode to occur only once, or twice at most. During a 180s boss fight, she will have it up to 3 times at most, at the start, in the middle and near the end, assuming regular burst timings. In spite of this self-imposed setback, NeonVE is still an incredibly powerful unit.
Whenever Neon exits Full Burst after she had used her Burst, she gains bonus Burst Gauge filling speed equal to +5% x whatever the Firepower meter was at when Full Burst ended. On average, this gives her ~+300%+ Burst Gauge filling speed when she’s using the first non-empowered Burst, and +500% Burst Gauge filling speed when using the second non-empowered Burst in a cycle. This allows her get the team to the next Burst time faster.
It should be noted that when she uses Super Firepower burst, her meter will be at 0 when her Burst concludes. This means that she gains no bonus Burst Gauge filling speed after using her empowered Burst.
When entering Full Burst, she gives herself a big 80% ATK buff. If she uses her empowered Burst with max Firepower, she gives herself an additional 35% ATK that stacks additively with the 80% ATK buff and other ATK buffs. This big self buffing allows NeonVE to remain at high power even when it’s not her turn to burst, and especially against non-bosses, similar to Rapi: Red Hood.
Burst: Super Firepower
Cooldown: 40.0 seconds.
Activates when the Firepower Gauge’s charge is lower than 100. Affects self.
Firepower Charge: Charges the Firepower Gauge for 10 sec. This effect cannot be removed.
Increases the Firepower Gauge’s charge by 1.
Activates when the Firepower Gauge’s charge is at 100. Affects self.
Super Firepower: Attack Damage ▲ 45.03% for 10 sec.
Decreases the Firepower Gauge’s charge by 100.
Affects self.
Explosion Radius ▲ 200% for 10 sec.
Attack Damage ▲110.21% for 10 sec.
Since NeonVE begins at 100 meter, let’s start with that first. Whenever NeonVE uses Burst and she has 100 Firepower meter, she enters a state called Super Firepower. Not onlly does she grant herself an Attack Damage buff she would otherwise not have, but she gives herself bonus versions of her existing buffs and S1 skill activation. All of these combine to give NeonVE the highest bossing DPS in the game.
If her meter is not at 100, she will instead refill her meter, as shown in S2, and not use her full buff power. While she is not at max power with her Burst that isn’t used at full meter, her abilities are still powerful enough to make her DPS relevant throughout a fight, especially if a boss is present. It should be noted that her DPS potential drops by a third when not in Super Firepower mode, nonetheless.
Regardless of her current state, she will triple the size of her explosion radius and increase her attack damage by a massive 110%. Tripled explosion radius increases the area of the circle by a factor of 8, allowing NeonVE to hit either lots of parts on a boss to boost her damage substantially, or hit as many enemies as possible. Thanks to her big self buffing, NeonVE’s burst is still valuable even in stages without a boss.
Campaign
In regular campaign stages, NeonVE isn’t at her maximum capability. She lacks the S1 damage activation against normal enemies. In spite of this, she still has a place in regular campaign stages. Not only does her S2 and Burst combine to give her some of the biggest self-buffing in the game, giving her relevance even at a high deficit, but her massively increased blast radius goes a long way into giving her some powerful wave clear.
Thanks to her Healthy Body passive from S1, she is able to endure hits that other DPS units can’t necessarily survive. While the invulnerability from Healthy Body won’t always be available, it’s nice when Neon can take hits that no other DPS can, especially at a high deficit.
When the boss eventually does show up in a normal stage, NeonVE finally has a target to hit S1 activations against. She can easily save her burst to help assassinate a boss as quickly as possible, which can matter a lot in high deficit settings where if the boss isn’t killed fast enough, the consequences can be fatal.
It should be noted that neither Defense nor Base Defense stages have any targets, and will never have any. In spite of this, she doesn’t necessarily fall off in Defense stages, she still has her huge AoE and big self buffing when using Burst; she will simply not be able to end the map as fast as possible, but she still has great PvE campaign potential, not just against bosses.
Note that as of this current writing, she is the best character to bring to Missilis Tower. Also, even though she was formerly an Elysion unit in past versions, she is no longer eligible as an Elysion unit for the Elysion Tower in this version.
Arena
NeonVE appears to have great potential in PvP. Her burst is strong, and Healthy Body allows her to survive more than most attackers. Yet, she suffers from a fundamental flaw that hampers her viability: Her lower than average Burst generation and weak initial state. NeonVE has around half of the base burst gen of other rocket launchers, meaning you have to have some form of Burst generation elsewhere to compensate.
NeonVE also lacks any sort of self buffing outside of Burst, let alone Burst time, so her initial state is honestly not very good in a meta where there’s units that have access to strong tools right away. There’s also no ‘targets’ for NeonVE to assassinate with her S1 damage activation. While Healthy Body is still valuable within PvP, it suffers from having a short uptime and a long ‘cooldown’.
Overall, while NeonVE can work offensively, and defensively with Healthy Body, it should be noted that she is not as strong as she appears, in a setting where the competition has access to their powers and tools faster. She will need someone to compensate for her lack of Burst generation.
Special Interception | Union Raid | Solo Raid
What NeonVE does best. Thanks to her S1 activation, she wants to primarily be fighting bosses. Regardless of what element a boss is, they’ll be hit really hard, but it’ll be even moreso when they’re Electric. She currently boasts the highest DPS potential against bosses, making her a valuable Nikke to have for content in general. The majority of bosses melt against her damage output.
Even though she is an Electric DPS, she doesn’t necessarily have to be stuck to Electric-weak only. With a high DPS ceiling and greater potential than other DPS units thanks to how well she scales with Charge Speed, NeonVE is valid to raise up as a powerful boss killing unit for other elements in Element neutral raids.
The fact that she can competently keep against some of the strongest units in the game within their own element means she could potentially make weaker units of those elements less relevant, or at the very least, be a serviceable neutral DPS unit to use for people that don’t want to dedicate tons of resources to solo raid teams.
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
Ammo management is incredibly important for Neon: Vision Eye, especially during Burst Time. Bastion Cube or Resilience Cube are mandatory to ensure she can maintain a good ammo count while she outputs DPS.
Resilience Cube in particular, allows her to have an ‘instant reload’ setup with units that buff reload speed, such as the combination of Crown + Privaty, or Mast: Romantic Maid and Anchor: Innocent Maid. This allows her to dedicate more OLs to DPS, though it should be noted that such a setup isn’t available in Missilis Tower, meaning she shouldn’t disregard ammunition lines entirely.
Doll Priority
Thanks to her incredible potential, especially against bosses, her Doll Priority is the highest. The Collection Item helps her a lot compared to other DPS units as well, thanks to its Damage Reduction and DEF Up reducing the damage she takes while she is outputting DPS. Since she doesn’t take cover until she has to reload, she is more vulnerable than usual to taking on enemy damage, which the Collection Item mitigates.
Additionally, the raw ATK it gives contributes to her high scaling S1 boost the power of her attacks against bosses substantially.
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 | — |














You’re single handedly carrying all the “Should you pull?” articles. You have nothing to apologize for, you’re working very hard and we thank you for it.
So grateful for your review n hard work 🙌. Every patch is me waiting to read your article. Glad everything’s sorted up for to. Keep up the good work n thank you very much. ✨