We need TW players to complete the article of the region-locked game Fingertips Breakout.
We're aware of an issue which causes comments to only appear after a long delay and are working on a solution.
You don't need an account to add and correct this Wiki. Learn how to contribute, browse Bounties and join our Discord server.

Jevon

Welcome to IOP Wiki. This website is maintained by the Girls' Frontline community and is free to edit by anyone.
Jump to navigation Jump to search

"So much to do, so much to do..."

This article is a stub. You can help us by expanding it (check our quick editing guide and how to guides).

Jevon Sterling[1]
Information
Full name Jevon Sterling[1]
Affiliation

Antarctic Union, TASA

Birthday
Voice actor Konishi Katsuyuki[1]
Artist Unknown
View page template

Jevon is a playable character in Reverse Collapse: Code Name Bakery. He is the leader of Squad Razor, associated with the Tactical Air Shock Army (TASA) and the Antarctic Union, with his primary goal during Operation Bakery to rally with Squad Fox of the Main Intelligence Directorate (MID) to escort Objective Bakery out of the Caucasus.

In Reverse Collapse: Code Name Bakery

Traits and Skills

Attributes
  • Energy Shield: Start the battle with 1 stack of shields. There is a 10% chance of gaining 1 stack of shield at the start of the allied turn. Each stack of shield negates 1 instance of damage (maximum 2 stacks.)
  • Fortune Favors the Bold: Each critical hit increases on critical rate by 1% (up to a maximum of 10% critical rate).
  • Deterrence: When the skills "Grenade Feast", "Assault Tactics", "Emergency Charge", "Full Focus" and "Limit Break" are activated, hitting a normal attack has a 20% chance of reducing enemy human units accuracy by 10 and inflict "Afraid" to enemy human units for 1 turn. Afraid: There is a 50% chance of being unable to perform normal attacks.
  • Defy Fate: When attributes are decreased or have abnormal status, gain "Agile" (excluding terrain-related attributes decrease). Agile: Reduce movement AP cost by 1 per tile (minimum 1 AP cost).
  • Lucky: Increase traits activation chance by 5%.
Standard Skills
  • Assault Tactics: Gain 2 stacks of "Assault". Assault: The next normal attack costs 1 more AP and is guaranteed to crit.
  • Emergency Charge: Immediately gain 1 stack of shield and the maximum stacks of shield is increased by 1 for 2 turns.
  • Full Focus: Increase accuracy by 10. When attacking the same target, increase damage by 20% for 1 turn.
  • High-Explosive Grenade: Deal damage equal to 120%/80% of own attack from the inside out to enemy units.
  • Last-Ditch Gambit: Remove all shields, each stack of shield deals damage equal to 50% of own attack with 40 armor penetration to enemy units within the area of effect.
  • Hologram of Fear: Inflict "Afraid" to enemy human units within the area for 1 turn. Afraid: There is a 50% chance of being unable to perform normal attacks.
  • Limit Break: Grant "Excited" for 1 turn and get "Tired" in the next turn for 1 turn. Excited: increase AP by 6 and reduce normal attack AP by 1. Tired: reduce AP by 8.
  • Raging Flame: . New effect unlocked in Chapter 4, The Final Battle II: Deal damage that ignores armor equal to 60% of own attack to enemy units with the area of effect and inflict "Scorched" for 1 turn. If the target is a Shrike unit, increase damage by 100%, ignores damage reduction. Scorched: Take damage that ignores armor equal to 20% of Max HP at the end of the action.
Ultimate Skill
  • Grenade Feast: Normal attacks become area attacks. Deal damage to enemies inside the radius equal to 100% of own attack, falling off to 60% the farther away from the center. The effect lasts for 2 turns.

Genetic Upgrade and Nucleobase Completion

  • Attributes
    • Energy Shield
      • At Level 1, costs 0: Start the battle with 1 stack of shields. There is a 10% chance of gaining 1 stack of shield at the start of the allied turn. Each stack of shield negates 1 instance of damage (maximum 2 stacks.)
      • At Level 10, costs 20: Start the battle with 1 stack of shields. There is a 20% chance of gaining 1 stack of shield at the start of the allied turn. Each stack of shield negates 1 instance of damage (maximum 2 stacks.)
      • At Level 30, costs 30: Start the battle with 2 stack of shields. There is a 25% chance of gaining 1 stack of shield at the start of the allied turn. Each stack of shield negates 1 instance of damage (maximum 3 stacks.)
    • Fortune Favors the Bold
      • At Level 5, costs 0: Each critical hit increases on critical rate by 1% (up to a maximum of 10% critical rate).
      • At Level 10, costs 20: Each critical hit increases own critical rate by 2% (up to a maximum of 10% critical rate).
      • At Level 30, costs 30: Each critical hit increases own critical rate by 2% (up to a maximum of 10% critical rate). Additionally, there is a 10% chance to deal an extra 300% critical damage when landing a critical hit.
    • Deterrence
      • At Level 12, costs 0: When the skills "Grenade Feast", "Assault Tactics", "Emergency Charge", "Full Focus" and "Limit Break" are activated, hitting a normal attack has a 20% chance of reducing enemy human units accuracy by 10 and inflict "Afraid" to enemy human units for 1 turn. Afraid: There is a 50% chance of being unable to perform normal attacks.
      • At Level 12, costs 20: When the skills "Grenade Feast", "Assault Tactics", "Emergency Charge", "Full Focus" and "Limit Break" are activated, hitting a normal attack has a 25% chance of reducing enemy human units accuracy by 20 and inflict "Afraid" to enemy human units for 2 turns. Afraid: There is a 50% chance of being unable to perform normal attacks.
      • At Level 30, costs 30: When the skills "Grenade Feast", "Assault Tactics", "Emergency Charge", "Full Focus" and "Limit Break" are activated, hitting a normal attack has a 30% chance of reducing enemy human units accuracy by 10 and inflict "Afraid" to enemy human units for 2 turns. Afraid: There is a 50% chance of being unable to perform normal attacks.
    • Defy Fate
      • At Level 20, costs 0: When attributes are decreased or have abnormal status, gain "Agile" (excluding terrain-related attributes decrease). Agile: Reduce movement AP cost by 1 per tile (minimum 1 AP cost).
      • At Level 20, costs 20: When attributes are decreased or have abnormal status, gain "Agile" (excluding terrain-related attributes decrease). Agile: Reduce movement AP cost by 1 per tile (minimum 1 AP cost, maximum 3 AP cost).
      • At Level 30, costs 30: When attributes are decreased or have abnormal status, gain "Agile" (excluding terrain-related attributes decrease). Agile: Reduce movement AP cost by 1 per tile (minimum 1 AP cost, maximum 3 AP cost) When performing a normal attack, there is a 20% chance to gain 1 SP.
    • Lucky
      • At Level 30, costs 0: Increase traits activation chance by 5%.
      • At Level 30, costs 20: Increase traits activation chance by 10%.
      • At Level 30, costs 30: Increase traits activation chance by 15%.
  • Skills
    • Assault Tactics
      • At Level 1, costs 0: Gain 2 stacks of "Assault". Assault: The next normal attack costs 1 more AP and is guaranteed to crit.
      • At Level 3, costs 10: Gain 2 stacks of "Assault". Assault: The next normal attack costs 1 more AP, accuracy is increased by 10, and is guaranteed to crit.
      • At Level 14, costs 15: Gain 3 stacks of "Assault". Assault: The next normal attack costs 1 more AP, accuracy is increased by 10, and is guaranteed to crit.
      • At Level 25, costs 20: Gain 3 stacks of "Assault". Assault: The next normal attack costs 1 more AP, accuracy is increased by 20, and is guaranteed to crit.
      • At Level 35, costs 25: Gain 3 stacks of "Assault". Assault: The next normal attack's accuracy is increased by 20, and is guaranteed to crit.
    • Emergency Charge
      • At Level 3, costs 0: Immediately gain 1 stack of shield and the maximum stacks of shield is increased by 1 for 2 turns.
      • At Level 3, costs 10: Immediately gain 1 stack of shield and the maximum stacks of shield is increased by 1 for 2 turns. During the skill's active duration, the shield reflects 30% damage to the attacker (reflected damage cannot exceed 200% of own attack and cannot reflect if the attacker is more than 4 tiles away).
      • At Level 14, costs 15: Immediately gain 2 stack of shields and the maximum stacks of shield is increased by 2 for 2 turns. During the skill's active duration, the shield reflects 30% damage to the attacker (reflected damage cannot exceed 200% of own attack and cannot reflect if the attacker is more than 4 tiles away).
      • At Level 25, costs 20: Immediately gain 2 stack of shields and the maximum stacks of shield is increased by 2 for 2 turns. During the skill's active duration, the shield reflects 50% damage to the attacker (reflected damage cannot exceed 200% of own attack and cannot reflect if the attacker is more than 5 tiles away).
      • At Level 35, costs 25: Immediately gain 2 stack of shields and the maximum stacks of shield is increased by 3 for 2 turns. During the skill's active duration, the shield reflects 1000% damage to the attacker (reflected damage cannot exceed 200% of own attack and cannot reflect if the attacker is more than 5 tiles away).
    • Full Focus
      • At Level 8, costs 0: Increase accuracy by 10. When attacking the same target, increase damage by 20% for 1 turn.
      • At Level 8, costs 10: Increase accuracy by 15. When attacking the same target, increase damage by 30% for 1 turn.
      • At Level 14, costs 15: Increase accuracy by 20. When attacking the same target, increase damage by 40% for 1 turn.
      • At Level 25, costs 20: Increase accuracy by 25. When attacking the same target, increase damage by 50% for 1 turn.
      • At Level 35, costs 25: Increase accuracy by 30. When attacking the same target, increase damage by 60% for 1 turn.
    • High-Explosive Grenade
      • At Level 8, costs 0: Deal damage equal to 120%/80% of own attack from the inside out to enemy units.
      • At Level 8, costs 10: Deal damage equal to 120%/80% of own attack from the inside out to enemy units. Gain 1 stack of shield if this skill defeats an enemy unit.
      • At Level 14, costs 15: Deal damage equal to 120%/80%/40% of own attack from the inside out to enemy units. Gain 1 stack of shield if this skill defeats an enemy unit. Range increases from 2 to 3 in any cardinal direction.
      • At Level 25, costs 20: Deal damage equal to 120%/80%/40% of own attack from the inside out to enemy units, and inflict "Slow" for 1 turn. Gain 1 stack of shield if this skill defeats an enemy unit. Slow: Increase movement AP cost by 2 per tile.
      • At Level 35, costs 25: Deal damage equal to 150%/120%/80% of own attack from the inside out to enemy units, and inflict "Slow" for 1 turn. Gain 1 stack of shield if this skill defeats an enemy unit. Slow: Increase movement AP cost by 2 per tile.
    • Last-Ditch Gambit
      • At Level 16, costs 0: Remove all shields, each stack of shield deals damage equal to 50% of own attack with 40 armor penetration to enemy units within the area of effect.
      • At Level 16, costs 10: Remove all shields, each stack of shield deals damage equal to 50% of own attack with 40 armor penetration to enemy units within the area of effect and inflict "Short Circuit" to enemy mechanical units for 1 turn. Short Circuit: When performing a normal attack, 50% chance to fail and deal 100% Attack damage to self.
      • At Level 16, costs 15: Remove all shields, each stack of shield deals damage equal to 65% of own attack with 60 armor penetration to enemy units within the area of effect and inflict "Short Circuit" to enemy mechanical units for 1 turn. Short Circuit: When performing a normal attack, 50% chance to fail and deal 100% Attack damage to self.
      • At Level 25, costs 20: Remove all shields, each stack of shield deals damage equal to 65% of own attack with 60 armor penetration to enemy units within the area of effect and inflict "Short Circuit" to enemy mechanical units for 1 turn. Short Circuit: When performing a normal attack, 50% chance to fail and deal 100% Attack damage to self. Range is increased from 3 to 4 in any cardinal direction.
      • At Level 35, costs 25: Remove all shields, each stack of shield deals damage equal to 85% of own attack with 100 armor penetration to enemy units within the area of effect and inflict "Short Circuit" to enemy mechanical units for 1 turn. Short Circuit: When performing a normal attack, 50% chance to fail and deal 100% Attack damage to self.
    • Hologram of Fear
      • At Level 16, costs 0: Inflict "Afraid" to enemy human units within the area for 1 turn. Afraid: There is a 50% chance of being unable to perform normal attacks.
      • At Level 16, costs 10: Inflict "Afraid" and "Weakened" to enemy human units within the area for 1 turn. Afraid: There is a 50% chance of being unable to perform normal attacks. Weakened: Increase the chance to receive a critical hit by 10%.
      • At Level 16, costs 15: Inflict "Afraid" and "Weakened" to enemy human units within the area for 1 turn. Afraid: There is a 50% chance of being unable to perform normal attacks. Weakened: Increase the chance to receive a critical hit by 10%, increases damage taken by 10%.
      • At Level 25, costs 20: Inflict "Afraid", "Weakened" and "Disoriented" to enemy human units within the area for 1 turn. Afraid: There is a 50% chance of being unable to perform normal attacks. Weakened: Increase the chance to receive a critical hit by 10%, increases damage taken by 10%. Disoriented: Unable to use skills.
      • At Level 35, costs 25: Inflict "Afraid", "Weakened" and "Disoriented" to enemy human units within the area for 1 turn. Afraid: There is a 50% chance of being unable to perform normal attacks. Weakened: Increase the chance to receive a critical hit by 25%, increases damage taken by 25%. Disoriented: Unable to use skills.
    • Limit Break
      • At Level 25, costs 0: Grant "Excited" for 1 turn and get "Tired" in the next turn for 1 turn. Excited: increase AP by 6 and reduce normal attack AP by 1. Tired: reduce AP by 8.
      • At Level 25, costs 10: Grant "Excited" for 1 turn and get "Tired" in the next turn for 1 turn. Excited: increase AP by 6, range by 1, and reduce normal attack AP by 1. Tired: reduce AP by 8.
      • At Level 25, costs 15: Grant "Excited" for 1 turn and get "Tired" in the next turn for 1 turn. Excited: increase AP by 9, range by 1, and reduce normal attack AP by 1. Tired: reduce AP by 8.
      • At Level 25, costs 20: Grant "Excited" for 1 turn and get "Tired" in the next turn for 1 turn. Excited: increase AP by 9, range by 1, damage by 15% and reduce normal attack AP by 1. Tired: reduce AP by 8.
      • At Level 35, costs 25: Grant "Excited" for 1 turn and get "Tired" in the next turn for 1 turn. Excited: increase AP by 12, range by 1, damage by 15% and reduce normal attack AP by 1. Tired: reduce AP by 8.
    • Raging Flame
      • At Level 25, costs 0: Deal damage that ignores armor equal to 60% of own attack to enemy units with the area of effect and inflict "Scorched" for 1 turn. If the target is a Shrike unit, increase damage by 100%, ignores damage reduction. Scorched: Take damage that ignores armor equal to 20% of Max HP at the end of the action.
      • At Level 25, costs 10: Deal damage that ignores armor equal to 60% of own attack to enemy units with the area of effect and inflict "Scorched" for 1 turn. If the target is a Shrike unit, increase damage by 100%, ignores damage reduction. If the target is a mechanical unit, inflict "Fragile" for 1 turn. Scorched: Take damage that ignores armor equal to 20% of Max HP at the end of the action. Fragile: Reduce armor by 50%.
      • At Level 25, costs 15: Deal damage that ignores armor equal to 100% of own attack to enemy units with the area of effect and inflict "Scorched" for 1 turn. If the target is a Shrike unit, increase damage by 100%, ignores damage reduction. If the target is a mechanical unit, inflict "Fragile" for 1 turn. Scorched: Take damage that ignores armor equal to 25% of Max HP at the end of the action. Fragile: Reduce armor by 50%.
      • At Level 25, costs 20: Deal damage that ignores armor equal to 100% of own attack to enemy units with the area of effect and inflict "Scorched" for 1 turn. If the target is a Shrike unit, increase damage by 100%, ignores damage reduction. If the target is a mechanical unit, inflict "Fragile" for 1 turn. Scorched: Take damage that ignores armor equal to 25% of Max HP at the end of the action. Fragile: Reduce armor by 50%. Range increases from 1x4 to 1x5.
      • At Level 35, costs 25: Deal damage that ignores armor equal to 150% of own attack to enemy units with the area of effect and inflict "Scorched" for 1 turn. If the target is a Shrike unit, increase damage by 100%, ignores damage reduction. If the target is a mechanical unit, inflict "Fragile" for 1 turn. Scorched: Take damage that ignores armor equal to 35% of Max HP at the end of the action. Fragile: Reduce armor by 50%.
  • Nucleobase Completion
    • A (50 Potential Keys): Normal attacks become area attacks. Deal damage to enemies inside the radius equal to 100% of own attack, falling off to 60% the farther away from the center. The effect lasts for 2 turns. Restore 1 stack of shield for every enemy defeated while skill is active.
    • T (150 Potential Keys): Normal attacks become area attacks. Deal damage to enemies inside the radius equal to 100% of own attack, falling off to 60% then 20% the farther away from the center, increase accuracy by 10. The effect lasts for 2 turns. Restore 1 stack of shield for every enemy defeated while skill is active.
    • C (300 Potential Keys): Normal attacks become area attacks, can target empty tiles. Deal damage to enemies inside the radius equal to 100% of own attack, falling off to 60% then 20% the farther away from the center, increase accuracy by 10. The effect lasts for 2 turns. Restore 1 stack of shield for every enemy defeated while skill is active.
    • G (500 Potential Keys): Normal attacks become area attacks, can target empty tiles. Deal damage to enemies inside the radius equal to 120% of own attack, falling off to 80% then 40% the farther away from the center, increase accuracy by 10. The effect lasts for 2 turns. Restore 1 stack of shield for every enemy defeated while skill is active.

Weapons

Orca
Unlock conditions Base weapon
Tier 1
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 2
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 3
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 4
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 5
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Accessories
Pulser, Basic Scope, Stock
Meteor
Unlock conditions Chapter 4
Tier 1
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 2
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 3
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 4
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Tier 5
AP Cost
Attack
Range
Standard Accuracy
Accuracy during stealth
Critical Hit Rate
Critical Hit Damage
Weapon Trait
Accessories
Fire Control Chip, Choke, Pulser

Story


References