Table of Contents
- Overview
- Should You Pull?
- Newbie/Incomplete Box Section
- Basic Information
- Skill 1: Combat Support
- Skill 2: Battlefield Control
- Burst: Suppression Initiated
- Campaign
- Arena
- Special Interception | Union Raid | Solo Raid
- Strengths
- Weaknesses
- Rating
- Recommended Cubes
- Doll Priority
- Expected Skill Priority
- Overload Gear Priority

Overview
- B2 Iron SR Supporter with DPS capabilities and big buffs for True Damage allies.
- While she is capable of being the main DPS on a team, since she provides buffs without being selfish about it, it’s recommended to play her with other True Damage DPS units.
- S2 will require a bit of timing for optimal play, as it goes off on its own.
- Ability to buff True Damage by a lot, as well as stun the entire screen, gives her use in Campaign Deficit.
Should You Pull?
Out of the two collab units, Takina is the one most likely to have future potential. While she is a supporter with relevant DPS, and Iron isn’t exactly lacking in DPS units, her S2 True Damage buff will make her relevant in the future for any present and future True Damage DPS units.
If Shift Up decides to add more True Damage down the line in other elements, since most of them are currently Iron or Electric, missing out on Takina could be a huge deal for future team composition. The fact that her True Damage buff is so big and can even be given away completely off-burst gives Takina a degree of support flexibility other units don’t necessarily have, if the DPS units she is supporting are capable of dealing True Damage.
For this reason, while both of them are definitely great units in their own right, Takina will most likely retain relevance in the far future as more True Damage DPS units are added; it is an inevitability that should be prepared for. Takina should therefore be the one to focus on getting first before trying to obtain Chisato.
Newbie/Incomplete Box Section
Takina is a B2 Iron SR Supporter unit that has some incredible team buffs exclusive to True Damage allies, and has a very powerful weapon on Burst, giving her serious sub-DPS or even primary DPS potential, if given a team comp that supports her damage, though due to how her biggest buff isn’t selfish, this may not always be optimal.
While Takina’s main buff to allies does necessitate some timing to line it up with Full Burst, one will soon see that it’s not that hard to remember when to activate Burst in order make the most of her buff. Note that for campaign deficit, this can be mostly disregarded, as timing your buffs optimally isn’t always possible where getting rid of comparatively low HP threats quickly is the priority over maximizing damage dealt against a boss.
Basic Information
- Skill 1: Combat Support
- Skill 2: Battlefield Control
- Burst: Suppression Initiated
- Cooldown: 20s
- Rarity: SSR
- Burst: II
- Weapon: SR
- Class: Supporter
- Element: Iron
- Manufacturer: Abnormal
- Squad: Café LycoReco
- Weapon Name: Tactical Sniper Rifle


Skill 1: Combat Support
Activates at the start of battle and when Full Burst ends. Affects self.
ATK ▲ 80.04% for 5 sec.
Activates when entering Full Burst. Affects self.
True Damage ▲ 35.05% for 15 sec.
Whenever Takina starts battle or whenever Full Burst ends, Takina gives herself a really big ATK boost. It should be noted that its 5 second duration make it too short to really make use of during Full Burst, thanks to average optimal Burst Generation taking around 2.5 seconds. Considering how as the battle progresses, timing Full Burst with Takina’s S2 becomes more important, it makes the ATK buff much less important, in spite of how big it is.
Conversely, if you can maintain proper Burst Gen, the second part of Takina’s S1 is active all the time after the first burst time, thanks to its 15 second duration stretching into the next Full Burst. It should be noted that Takina herself doesn’t deal True Damage outside of using her Burst, and thanks to how her S2 works, it is better for Takina and the team to prepare to buff with S2’s activation, so the extended duration is not as useful as it looks. Nevertheless, it’s still a good DPS up for Takina.
It should be noted that while the ATK seems like a waste, it could troll certain compositions if you aren’t careful. This will be explored in the Bossing section further below.
Skill 2: Battlefield Control
Cooldown: 15 seconds
Affects all enemies.
Damage Taken ▲ 10.09% for 5 sec.
Stuns for 2 sec.
Affects all allies.
True Damage ▲ 140.49% for 10 sec.
Due to its 15 second cooldown, this buff isn’t available for the first 15 seconds of combat. After the timer hits 2:44 (164.999 seconds left) against bosses, or 1:14 (74.999 seconds left) against normal stages, the buff will constantly activate in 15 second intervals for the remainder of combat, as long as Takina is alive.
First, she debuffs every enemy with a damage taken debuff, alongside a 2 second stun. This can be useful in campaign, especially with how unconditional its activation is, but the fact that it’s on a timer means that it may not necessarily line up when you need it most. It should be noted that bosses can’t be affected by Stun, but they’ll still take the Damage Taken debuff.
Second, she provides everyone in the team with a huge True Damage buff. 140% is an incredible amount of buffing for a single slot; it takes both Absolute Units to give out a 62% buff to the whole team continuously alongside their other buffs, Frima (Treasure) gives an 88% True Damage buff with S2 and Burst Active, and only provides a True Damage buff, while Ada provides a 50% True Damage buff alongside her other buffs, but only for the B3 unit that used their Burst.
Due to how ridiculous this amount of True Damage buffing is, and the fact that it has to be timed, it is highly recommended to line up Takina’s buff with the rest of the team’s buffs when entering Full Burst to maximize DPS for all True Damage DPS units in every Burst time after the first one.

As soon as you see the clock hitting those 15 second intervals, or see the above pop up on your side of the screen, immediately activate all your skills to enter Full Burst. Since the buff duration of the most important buff is 10 seconds, it should (mostly) line up with the entire Full Burst timer if you can activate Burst fast enough.
Even though doing this will result in one fewer Burst over the course of the fight (14 vs 15), as time will have to be spent to wait for Takina’s buff to line it up with Full Burst, the damage increase is very much worth it, especially if the team is composed of True Damage units; having the buff affects more units makes it far more efficient. Even though the Burst button may be ready, you have to resist pressing it until you see that Takina buff activate for a True Damage team composition.
Burst: Suppression Initiated
Cooldown: 20 seconds
Affects self.
Change the weapon in use.
Damage: 200.64% of final ATK
Duration: 10 sec
Additional Effects
Affects self: Normal attacks deal true damage for 10 sec.
Affexts targets hit: Damage Taken ▲ 6.04% for 5 sec.
Upon using Burst, Takina will change her weapon into a unique shotgun-like weapon: it fires at a fixed 2.4/s fire rate (60% higher than a shotgun’s 1.5/s) and instead of firing 10 pellets like other shotguns, she shoots singular ‘slugs’ which, while far more accurate than the average shotgun, is not as accurate as the indicator would suggest: it appears to have a spread closer to an AR.
NOTE: While Takina is programmed to fire at 2.5/s, due to a delay between Burst Activation and when she begins to fire, she will only fire off 24 shots per Full Burst activation, giving her an effective Fire Rate of 2.4/s.
Since she is not an actual shotgun, she is not affected by shotgun-based buffs, similar to other weapon transformations that change away from what their base weapon is. This is hardly a detriment for Takina, however, as her weapon is powerful enough as is: 200.64% final ATK per shot, firing at 2.4/s puts it further ahead than every base weapon in the game besides Modernia’s.
Alongside using a very powerful weapon for Full Burst, she will deal True Damage and any enemy that is struck by her attacks gets a Damage Taken debuff, which refreshes with every hit. The former allows Takina to take advantage of her huge True Damage buffs, especially S1 stacking up with S2. The latter is an additional damage bonus for True Damage allies to take advantage of, since it comes alongside such a huge buff.
Campaign
Takina could come in handy in campaign deficits thanks to her huge True Damage buff for all the True Damage DPS units used at the top and stun on S2 activation occasionally coming through to save the team. However, it should be noted that the True Damage buff won’t be available for the first Burst of a round, since S2 begins on a 15 second cooldown.
Even though the stun could come in handy whenever it activates, the fact that it’s on a timer also means it may not necessarily activate when you need it, like if it happens after you just cleared out a wave of enemies, effectively wasting it.
In spite of this, the fact that her S2 can activate fully off-burst also means it doesn’t necessarily interfere with the rest of your team. If the tertiary support unit on the team composition for campaign deficit isn’t mandatory to have (such as Anchor: Innocent Maid or Helm (Treasure) for a huge burst of healing), then Takina could be a valid tertiary support unit for team compositions using True Damage units in campaign, such as Vesti: Tactical Upgrade, Ein or Ada.
Arena
Since S2 is on a 15 second cooldown at the start of the match, it may not ever necessarily occur in PvP. Even with how strong Takina’s weapon is, she still suffers from the general issues of a Sniper Rifle without Pierce before being able to use Burst: low burst gen, too single target, middling damage.
Even then, her Burst is mostly just for herself, instead of providing some sort of utility for the team. One could try to make Takina work in a stall comp, but it will mostly serve to be annoying than actually good, since the majority of arena matches do not go past the first Burst.
Special Interception | Union Raid | Solo Raid
Takina will definitely see most of her relevance in Raid and Bossing content. Against bosses with high DEF stats, True Damage units will shine through. Outside of that, with how much True Damage Takina gives to the team, she can just be a general True Damage buffer to other units outside of Iron-weak to boost up their DPS, even if True Damage isn’t as mandatory against bosses with average DEF.
It should be noted that the vast majority of True Damage units are currently just within two elements: Iron and Electric. Shift Up could potentially add more True Damage units as time progresses to other elements, allowing Takina to be an excellent buffer in such hypothetical teams. With how big her team buff is to True Damage units, it would be too much to pass up if this does come true.
Speaking of outside of Iron Weak, there is something to look out for in a potential Electric True Damage DPS composition in the future: Electric teams using both Ein and Ada are usually set up to have both of them take advantage of Miranda (Treasure)’s Critical Rate buff. This buff allows them to constantly fire off critical hits passively.

However, this buff has the condition that it is only given to the unit with the highest ATK in the team upon entering Full Burst. This check is done as soon as the words Full Burst appear on the screen. Since Takina gives herself a sizeable 80% ATK buff as soon as Full Burst ends, you must absolutely make sure that Takina’s ATK buff from S1 is no longer active on herself when entering FB to ensure either Ein or Ada get the buff.
Even though both of them are Attackers with innately higher ATK than Takina and they grant themselves big ATK buffs when using Burst, the buff Takina gives herself could still interfere with it if you aren’t careful with their OLs. For that reason, it’s recommended to leave her S1 at a lower level if needed.

Strengths
- Huge True Damage buff to the whole team on occasion.
- For a supportive unit, she has very high DPS, especially if hitting Iron-weak enemies.
- Has future potential as more True Damage DPS units are introduced.
- Can deal DPS without being selfish, so it’s not necessary to build a team around her.
- Can provide her big True Damage buff off-burst, giving her flexibility in campaign content.
Weaknesses
- S2 timing means less Bursts occur over the course of combat for optimal play; even if it does result in more damage to time Bursts correctly, it could take some getting used to.
- Is just a pure DPS buffer with little utility. While she does have great DPS in her own right, buffs may not be as important as needing to live, depending on the team comp.
- S1 could potentially mess up team setups where the highest ATK of a team is checked to receive buffs. Level Takina S1 accordingly.
Rating
| Category | Rating |
|---|---|
| Overall | S |
| Story | S |
| Bosses | SS |
| Arena | B |
Recommended Cubes
As a unit with a transform weapon, Takina doesn’t necessarily need ammo management cubes like Bastion or Resilience to maintain DPS. For that reason, either Destruction or the new Rupture Cube end up being her best cubes. Destruction is the best when used against bosses with Parts, while Rupture should be used against bosses without Parts to hit.
However, it’s more than likely that since Rupture Cube isn’t leveled as it is brand new as of this writing; in context where Destruction isn’t good, she should use the highest leveled cube to maintain her DPS, usually one of the ammo management cubes.
In settings where she is used completely off-burst, to stack her buff with another B2 unit, something like Resilience or even Quantum is recommended, as she won’t be dealing DPS without her Burst active.
Doll Priority
Since she’s a very capable DPS unit in spite of her Supporter label, and she has future potential as a True Damage buffer in other non-Iron team compositions, her Doll priority is Medium-High to High, depending on how many True Damage units you’re planning on using.
It should be noted that leveling up the doll too much could potentially give her too much base ATK, which multiplies with her S1 and can interfere with skills that check for allied units with the highest ATK, such as Miranda (Treasure) S2’s Critical Rate, Alice’s S1 or Maxwell’s S1. For those reasons, if you need to, you could leave Takina’s SR doll at level 5 maintenance at most if you need to.
Expected Skill Priority
| Nikke | Budget Skill Investments | Recommended Skill Investments | Skill Priority | Notes | Investment Priority |
|---|---|---|---|---|---|
| Takina | Skill 1: 4 Skill 2: 7 Burst: 7 | Skill 1: 4 Skill 2: 10 Burst: 7 | S1 < S2 | Skill 1 contains an ATK buff that does little for Takina due to its short duration, and a nice True Damage buff that is completely superceded by her S2 True Damage buff. Skill 2’s True Damage buff is ridiculous. The Damage Taken debuff going up is a nice little bonus. It is what really sets apart her buff compared to other B2 units. Burst gives her strong DPS capabilities. While it can be left at 7 to save on materials, it is recommended to get it to 10 when it is most opportune, to boost her overall DPS in bossing content. | High |
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 | ★☆☆☆☆ | 0 – 1x | As a unit with a weapon transform, she has no need for ammo. Even when used completely off-burst, she doesn’t necessarily need ammo management either. |
| Increase ATK | ★★★★☆ | 3 – 4x | While ATK is very desirable for Takina’s personal DPS, it should also be noted that it could potentially interfere with skills that check for a team’s highest ATK unit. 4 is still recommended, but tread carefully. |
| Increase Charge Damage | ☆☆☆☆☆ | 0x | — |
| Increase Charge Speed | ☆☆☆☆☆ | 0x | — |
| Increase Critical Rate | ★★★★☆ | 2 – 4x | As a unit with no ammo needs, she can instead invest it into either critical lines to boost her overall DPS. |
| Increase Critical Damage | ★★★★☆ | 2 – 4x | Ditto. |
| Increase DEF | ☆☆☆☆☆ | 0x | — |









