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Atena

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Atena Bryan[1]
Information
Full name Atena Bryan[1]
Affiliation

Antarctic Union, TASA

Birthday
Voice actor Itou Shizuka[1]
Artist Unknown
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Atena is a playable character in Reverse Collapse: Code Name Bakery. She is a member of the Antarctic Union, operating under TASA Squad Razor. She is the older sister of Elanor, and holds a grudge against Sugar.

In Reverse Collapse: Code Name Bakery

Traits and Skills

Attributes
  • Tactical Shield: Possesses the "Armor" stat, which reduces damage taken. The amount of armor increases with skill level.
  • Extreme Distance: Increase item effective range by 1.
  • Return To Sender: When using the OSK pistol, permanently gain "Counterattack". Counterattack: Counterattack when targeted by an enemy unit's normal range within range.
  • Resistance: Cannot suffer critical hits from enemy units. Cannot take more than 70% of Max HP in damage from a single hit. This status does not protect against attacks which do more than 100% of Max HP.
  • Steady Spirit: When current HP is above 70% of Max HP, grant "Steady" to the unit. Steady: Immune to attributes decrease.
Standard Skills
  • Tenacity: Gain 1 stack of "Tenacity". Tenacity: reduce damage taken from the next hit by 40%. Effective Range: Self/Range: Self/Cooldown: 3 turns/SP Cost: 5
  • Fire Support: Increase range by 1 for 1 turn. Effective Range: Self/Range: Self/Cooldown: 3 turns/SP Cost: 10
  • Mad Bomber: Gain 1 stack of "Mad Bomber" for 1 turn. Mad Bomber: Increase direct damage dealt to targets when using damage-type items by 25%. Effective Range: Self/Range: Self/Cooldown: 3 turns/SP Cost: 12
  • Draw Fire: Gain "Taunt" for 1 turn. Taunt: Become the priority target of individual attacks if within the enemy's movement range. Effective Range: Self/Range: Self/Cooldown: 4 turns/SP Cost: 8
  • Electromagnetic Shield Bash: Enemy units within the area of effect take damage equal to 100% of own armor, are knocked back by 1 tile, and lose 5 AP. When the target is knocked back, any units it hits will be knocked back as well. Knockback is ineffective against certain heavy or fixed units. Effective Range: Self/Range: 1x3/Cooldown: 5 turns/SP Cost: 20
  • Iron Wall: Increase armor by 50% while reducing evasion by 10 for 1 turn. Effective Range: Self/Range: Self/Cooldown: 3 turns/SP Cost: 12
  • Leap Passage: Plants a Reverse Collapse device with the "Hidden" status that lasts for 2 turns. This device projects an item deployment field within a range of 4 tiles. Only 1 Reverse Collapse device can be on the field at any one time, and deploying a new device will recover the old one. (While this skill is active, items deployed by the device are not affected by skills or traits.) Hidden: Can only be seen by adjacent unit (effective even without fog). Effective Range: 4/Range: 4/Cooldown: 4 turns/SP Cost: 15
  • Chain Shot: Grant "Burst Fire" to the unit for 1 turn. Burst Fire: Normal attacks fire twice, reduce evasion by 20. Effective Range: Self/Range: Self/Cooldown: 5 turns/SP Cost: 15
Ultimate Skill
  • Magnetic Field: Deploy a magnetic barrier for 2 turns. Damage taken by allied units within the barrier is reduced by 35%. Effective Range: Self/Range: 3/Cooldown: 6 turns/SP Cost: 30

Genetic Upgrade and Nucleobase Completion

  • Attributes
    • Tactical Shield
      • At Level 1, costs 0: Possesses the "Armor" stat, which reduces damage taken. The amount of armor increases with skill level.
      • At Level 10, costs 20: Possesses the "Armor" stat, which reduces damage taken. The amount of armor increases with skill level. When there is an allied unit within 4 tiles, armor increases by 10%.
      • At Level 30, costs 30: Possesses the "Armor" stat, which reduces damage taken. The amount of armor increases with skill level. When there is an allied unit within 4 tiles, armor increases by 10%. If an allied unit within that radius has less than 100% HP, armor increases by an additional 10%.
    • Extreme Distance
      • At Level 5, costs 0: Increase item effective range by 1.
      • At Level 10, costs 20: Increase item effective range by 1 and increase the visual range of self-deployed detector-type items by 2.
      • At Level 30, costs 30: Increase item effective range by 1 and increase the visual range of self-deployed detector-type items by 2 and reduce the AP cost of self-deployed items by 1.
    • Return To Sender
      • At Level 12, costs 0: When using the OSK pistol, permanently gain "Counterattack". Counterattack: Counterattack when targeted by an enemy unit's normal attack within range.
      • At Level 12, costs 20: When using the OSK pistol, permanently gain "Preemptive Counterattack". Preemptive Counterattack: Counterattacks when an enemy unit within attack range launches an attack. This attack takes priority over the enemy attack.
      • At Level 30, costs 30: When using the OSK pistol, permanently gain "Preemptive Counterattack". When making counterattacks, increase accuracy by 10. Preemptive Counterattack: Counterattacks when an enemy unit within attack range launches an attack. This attack takes priority over the enemy attack.
    • Resistance
      • At Level 20, costs 0: Cannot suffer critical hits from enemy units. Cannot take more than 70% of Max HP in damage from a single hit. This status does not protect against attacks which do more than 100% of Max HP.
      • At Level 20, costs 20: Cannot suffer critical hits from enemy units. Cannot take more than 60% of Max HP in damage from a single hit. This status does not protect against attacks which do more than 120% of Max HP.
      • At Level 30, costs 30: Cannot suffer critical hits from enemy units. Cannot take more than 50% of Max HP in damage from a single hit. This status does not protect against attacks which do more than 140% of Max HP.
    • Steady Spirit
      • At Level 30, costs 0: When current HP is above 70% of Max HP, grant "Steady" to the unit. Steady: Immune to attributes decrease
      • At Level 30, costs 20: When HP is above 70% of Max HP, grant "Steady" to the unit, when current HP is below 30% of Max HP, grant "Tranquil" to the unit. Steady: Immune to attributes decrease. Tranquil: Increase the healing effects of recovery-type items by 50%.
      • At Level 30, costs 30: When HP is above 50% of Max HP, grant "Steady" to the unit, otherwise, grant "Tranquil to the unit. Steady: Immune to attributes decrease. Tranquil: Increase the healing effects of recovery-type items by 50%.
  • Skills
    • Tenacity
      • At Level 1, costs 0: Obtain 1 Tenacity. Tenacity: Next attack damage -40%.
      • At Level 3, costs 10: Gain 1 stack of "Tenacity". Tenacity: reduce damage taken from the next hit by 60%.
      • At Level 14, costs 15: Gain 1 stack of "Tenacity". Tenacity: reduce damage taken from the next hit by 60% and reflect 25% of the reduced damage (reflected damage cannot exceed 200% of own attack).
      • At Level 25, costs 20: Gain 1 stack of "Tenacity". This skill can be used twice. Tenacity: Reduce damage taken form next hit by 70%, reflect 50% of the reduced damage (reflected damage cannot exceed 200% of own attack) and gain immunity to abnormal status from the attack. Decreases cooldown to 2 turns.
      • At Level 35, costs 25: Gain 1 stack of "Tenacity". This skill can be used twice. Tenacity: Reduce damage taken from next hit by 90%, reflect 100% of the reduced damage (reflected damage cannot exceed 200% of own attack) and gain immunity to abnormal status from the attack.
    • Fire Support
      • At Level 3, costs 10: Increase range by 1 for 1 turn.
      • At Level 3, costs 10: Increase accuracy by 15 and range by 1 for 1 turn.
      • At Level 14, costs 15: Increase accuracy by 15 and range by 1. Optimal/suboptimal range are swapped for 1 turn.
      • At Level 25, costs 20: Increase accuracy by 30 and range by 1. Optimal/suboptimal range are swapped for 1 turn.
      • At Level 35, costs 25: Increase accuracy by 50 and range by 1. Optimal/suboptimal range are swapped.
    • Mad Bomber
      • At Level 8, costs 0: Gain 1 stack of "Mad Bomber" for 1 turn. Mad Bomber: Increase direct damage dealt to targets when using damage-type items by 25%.
      • At Level 2, costs 10: Gain 1 stack of "Mad Bomber" for 1 turn. Mad Bomber: Increase direct damage dealt to targets when using damage-type items by 25% and increase item effective range by 1.
      • At Level 14, costs 15: Gain 1 stack of "Mad Bomber" for 1 turn. Mad Bomber: Increase direct damage dealt to targets when using damage-type items by 40% and increase item effective range by 1.
      • At Level 25, costs 20: Gain 1 stack of "Mad Bomber" for 1 turn. Mad Bomber: Increase direct damage dealt to targets when using damage-type items by 40% and increase item effective range by 1. Reduce AP cost by 1.
      • At Level 35, costs 25: Gain 1 stack of "Mad Bomber" for 1 turn. Mad Bomber: Increase direct damage dealt to targets when using damage-type items by 60% and increase item effective range by 1. Reduce AP cost by 1.
    • Draw Fire
      • At Level 8, costs 0: Gain "Taunt" for 1 turn. Taunt: Become the priority target of individual attacks if within the enemy's movement range.
      • At Level 8, costs 10: Gain "Taunt" and increase armor by 20% for 1 turn. Taunt: Become the priority target of individual attacks if within the enemy's movement range.
      • At Level 14, costs 15: Instantly recover 100% of Max HP, then gain "Taunt" and increase armor by 20% for 1 turn. Taunt: Become the priority target of individual attacks if within the enemy's movement range.
      • At Level 25, costs 20: Instantly recover 100% of Max HP, then gain "Taunt", increase evasion by 10 and armor by 30% for 1 turn. Taunt: Become the priority target of individual attacks if within the enemy's movement range.
      • At Level 35, costs 25: Instantly recover 100% of Max HP, then gain "Taunt", increase evasion by 20 and armor by 50% for 1 turn. Taunt: Become the priority target of individual attacks if within the enemy's movement range.
    • Electromagnetic Shield Bash
      • At Level 16, costs 0: Enemy units within the area of effect take damage equal to 100% of own armor, are knocked back by 1 tile, and lose 5 AP. When the target is knocked back, any units it hits will be knocked back as well. Knockback is ineffective against certain heavy or fixed units.
      • At Level 16, costs 10: Enemy units within the area of effect take damage equal to 200% of own armor, are knocked back by 1 tile, and lose 5 AP. When the target is knocked back, any units it hits will be knocked back as well. Knockback is ineffective against certain heavy or fixed units.
      • At Level 16, costs 15: Enemy units within the area of effect take damage equal to 200% of own armor, are knocked back by 1 tile, and lose 10 AP. When the target is knocked back, any units it hits will be knocked back as well. Knockback is ineffective against certain heavy or fixed units.
      • At Level 25, costs 20: Enemy units within the area of effect take damage equal to 200% of own armor, are knocked back by 1 tile, and lose 10 AP. When the target is knocked back, any units it hits will be knocked back as well. Knockback is ineffective against certain heavy or fixed units. Range is increased to 1x4.
      • At Level 35, costs 25: Enemy units within the area of effect take damage equal to 300% of own armor, are knocked back by 1 tile, and lose 10 AP. When the target is knocked back, any units it hits will be knocked back as well. Knockback is ineffective against certain heavy or fixed units. Range is increased to 1x4.
    • Iron Wall
      • At Level 16, costs 0: Increase armor by 50% while reducing evasion by 10 for 1 turn.
      • At Level 16, costs 10: Increase armor by 50% while reducing evasion by 10 for 1 turn. At the start of the next turn, increase armor by 25% while reducing evasion by 10 for 1 turn
      • At Level 16, costs 15: Increase armor by 80% while reducing evasion by 10 for 1 turn. At the start of the next turn, increase armor by 40% while reducing evasion by 10 for 1 turn
      • At Level 25, costs 20: Increase armor by 100%. At the start of the next turn, increase armor by 50% for 1 turn.
      • At Level 35, costs 25: Increase armor by 150% for 1 turn. At the start of the next turn, increase armor by 75% for 1 turn.
    • Leap Passage
      • At Level 25, costs 0: Plants a Reverse Collapse device with the "Hidden" status that lasts for 2 turns. This device projects an item deployment field within a range of 4 tiles. Only 1 Reverse Collapse device can be on the field at any one time, and deploying a new device will recover the old one. (While this skill is active, items deployed by the device are not affected by skills or traits.) Hidden: Can only be seen by adjacent unit (effective even without fog).
      • At Level 25, costs 10: Plants a Reverse Collapse device with the "Hidden" status that lasts for 3 turns. This device projects an item deployment field within a range of 4 tiles. Only 1 Reverse Collapse device can be on the field at any one time, and deploying a new device will recover the old one. (While this skill is active, items deployed by the device are not affected by skills or traits.) Hidden: Can only be seen by adjacent unit (effective even without fog).
      • At Level 25, costs 15: Plants a Reverse Collapse device with the "Hidden" status that lasts for 3 turns. This device projects an item deployment field within a range of 5 tiles. Only 1 Reverse Collapse device can be on the field at any one time, and deploying a new device will recover the old one. (While this skill is active, items deployed by the device are not affected by skills or traits.) Hidden: Can only be seen by adjacent unit (effective even without fog). Range increases from 4 to 5.
      • At Level 25, costs 20: Plants a Reverse Collapse device with the "Hidden" status that lasts for 4 turns. This device projects an item deployment field within a range of 5 tiles. Only 1 Reverse Collapse device can be on the field at any one time, and deploying a new device will recover the old one. This skill can be used a total of twice. (While this skill is active, items deployed by the device are not affected by skills or traits.) Hidden: Can only be seen by adjacent unit (effective even without fog).
      • At Level 35, costs 25: Plants a Reverse Collapse device with the "Hidden" status that lasts for 4 turns. This device projects an item deployment field within a range of 6 tiles. Only 1 Reverse Collapse device can be on the field at any one time, and deploying a new device will recover the old one. This skill can be used a total of twice. (While this skill is active, items deployed by the device are not affected by skills or traits.) Hidden: Can only be seen by adjacent unit (effective even without fog). Range increases from 5 to 6.
    • Chain Shot
      • At Level 25, costs 0: Grant "Burst Fire" to the unit for 1 turn. Burst Fire: Normal attacks fire twice, reduce evasion by 20.
      • At Level 25, costs 10: Grant "Burst Fire" to the unit for 1 turn. Burst Fire: Normal attacks fire twice, increases normal attack's range by 40% while evasion is reduced by 20.
      • At Level 25, costs 15: Grant "Burst Fire" to the unit for 1 turn. Burst Fire: Normal attacks fire twice, increases normal attack's range by 40%
      • At Level 25, costs 20: Grant "Burst Fire" and "Double Tap" to the unit for 1 turn. Burst Fire: Normal attacks fire twice, increases normal attack's range by 40%. Double Tape: If the attack from Burst Fire misses the target, perform an additional attack. This additional attack deals 50% damage of own attack and increases accuracy by 10.
      • At Level 35, costs 25: Grant "Burst Fire" and "Double Tap" to the unit for 1 turn. Burst Fire: Normal attacks fire twice, increases normal attack's range by 60%. Double Tape: If the attack from Burst Fire misses the target, perform an additional attack. This additional attack deals 100% damage of own attack and increases accuracy by 20.
  • Nucleobase Completion
    • A (50 Potential Keys): Deploy a magnetic barrier for 2 turns. Damage taken by allied units within the barrier is reduced by 35%. Range is increased from 3 to 4.
    • T (150 Potential Keys): Deploy a magnetic barrier for 2 turns. Damage taken by allied units within the barrier is reduced by 50%.
    • C (300 Potential Keys): Deploy a magnetic barrier for 2 turns. Damage taken by allied units within the barrier is reduced by 50% and 50% of the reduced damage is reflected onto the attacker (reflected damage cannot exceed 200% of own attack).
    • G (500 Potential Keys): Deploy a magnetic barrier for 2 turns. Damage taken by allied units within the barrier is reduced by 50% and 100% of the reduced damage is reflected onto the attacker (reflected damage cannot exceed 200% of own attack).

Weapons

OSK
Unlock conditions Base weapon
Tier 1
AP Cost 2
Attack 38
Range 3
Standard Accuracy 93
Accuracy during stealth 63
Critical Hit Rate 3
Critical Hit Damage 120
Weapon Trait
Tier 2
AP Cost 2
Attack 44
Range 3
Standard Accuracy 101
Accuracy during stealth 71
Critical Hit Rate 6
Critical Hit Damage 140
Weapon Trait
Tier 3
AP Cost 2
Attack 50
Range 3
Standard Accuracy 109
Accuracy during stealth 79
Critical Hit Rate 9
Critical Hit Damage 160
Weapon Trait Defensive Counterattack: Increase accuracy by 10 when counterattacking.
Tier 4
AP Cost 2
Attack 56
Range 3
Standard Accuracy 118
Accuracy during stealth 88
Critical Hit Rate 12
Critical Hit Damage 180
Weapon Trait Defensive Counterattack: Increase accuracy by 15 and range by 1 when counterattacking
Tier 5
AP Cost 2
Attack 62
Range 3
Standard Accuracy 128
Accuracy during stealth 98
Critical Hit Rate 15
Critical Hit Damage 200
Weapon Trait Defensive Counterattack: Increase accuracy by 20 and range by 2 when counterattacking.
Accessories
Pulser, Suppressor, Laser
Oryx
Unlock conditions
Tier 1
AP Cost 4
Attack 87
Range 3
Standard Accuracy 110
Accuracy during stealth 80
Critical Hit Rate 2
Critical Hit Damage 180
Weapon Trait Armor Pierce: 25
Tier 2
AP Cost 4
Attack 102
Range 3
Standard Accuracy 118
Accuracy during stealth 88
Critical Hit Rate 4
Critical Hit Damage 190
Weapon Trait Armor Pierce: 30
Tier 3
AP Cost 4
Attack 117
Range 3
Standard Accuracy 126
Accuracy during stealth 96
Critical Hit Rate 6
Critical Hit Damage 200
Weapon Trait Armor Pierce: 40. Armor Break: Reduce armor by 15 for 1 turn if a normal attack hits an enemy mechanical unit.
Tier 4
AP Cost 4
Attack 132
Range 3
Standard Accuracy 134
Accuracy during stealth 104
Critical Hit Rate 8
Critical Hit Damage 210
Weapon Trait Armor Pierce: 45. Armor Break: Reduce armor by 15 for 1 turn if a normal attack hits an enemy mechanical unit.
Tier 5
AP Cost 4
Attack 150
Range 3
Standard Accuracy 142
Accuracy during stealth 112
Critical Hit Rate 10
Critical Hit Damage 220
Weapon Trait Armor Pierce: 50. Armor Break: Reduce armor by 25 for 1 turn if a normal attack hits an enemy armor unit.
Accessories
Laser, Choke, Foregrip

Story


References