To learn more about Makiatto check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Makiatto check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build and teams
Profile
Lone Wolf Territory
Targeted | Heavy Ammo
Range: 9
AoE: Target
Cooldown: 0
Stability damage: 2
Selects 1 enemy target within a radius of 9 tiles and deals Physical damage equal to 80% of your attack to them.
This skill has no special effects or they haven't been added yet.
This skill has no upgrades.
Cold Precision Shot
Targeted, Debuff | Heavy Ammo, Freeze
Range: 9
AoE: Target
Confectance Cons.: 2
Stability damage: 1
Selects 1 enemy target within 9 tiles and deals Freeze damage equal to 160% of attack. Increases the critical damage of this attack by 30%. Gains 1 stack of Cold Conviction for each instance of damage dealt.
Cold Conviction: Attack is increased by 10%, maximum of 3 stacks. This effect will be nullified when using skills other than the active skill Cold Precision Shot. Cannot be cleansed.
Fortification Segment 1 (V1): Perform two attacks. Critical damage will no longer increase, and damage dealt is decreased to 100% of attack. If the first attack crits, increase the critical rate of the second attack by 100%, and the critical damage by 80%.
Professional Tactics
Targeted, Buff | Heavy Ammo
Range: 9
AoE: Target
Cooldown: 3
Stability damage: 2
Select 1 enemy target within 9 tiles of self, deal Physical damage equal to 130% of attack ,gain 4 points of Confectance Index, and gain 2 stacks of Standard Approach.
Standard Approach: Reduce AoE damage taken by 25%. Each instance of AoE damage taken consumes 1 stack. Maximum of 3 stacks. This is considered a buff.
Emergency Plan: AoE damage taken is reduced by the current stack count x 25%. Each instance of AoE damage consumes 1 stack, with a stacking maximum of 3 stacks. This is considered a buff.
Fortification Segment 4 (V4): Change Standard Approach to Emergency Plan.
Absolute Mental Defense
Buff, Interception, Debuff
Range: 9
AoE: Target
Cooldown: 3
Stability damage: -
Gain Frost Barrier and Alert for 2 turns. The absorption amount of Frost Barrier is equal to 65% of the initial attack, but cannot exceed 60% of max HP.
Alert: When an enemy within 9 tiles attempts to attack with Frost Barrier, Interception that enemy, dealing Freeze damage equal to 90% of attack, 2 Stability damage and applies Frozen for 1 turn. Activates 2 times per turn. When Interception crits, gain Rapture for 1 turn. This effect cannot be cleansed.
Alert (Maxed): When an enemy within 9 tiles attempts to attack with Frost Barrier, Interception that enemy, dealing Freeze damage equal to 90% of attack, 2 Stability damage and applies Frozen for 1 turn. Activates 4 times per turn. When Interception crits, gain Rapture for 1 turn. This effect cannot be cleansed.
Interception: Performs an attack; cannot be triggered by Interceptions, Counterattacks or Action Supports.
Rapture: Damage dealt is increased by 7.5%, stacking up to 4 times. Cannot be cleansed.
Frozen: Movement is decreased by 1 tile. If Frozen has reached 2 stacks at the end of the action, it is converted into Frigid, which lasts for 1 turn. Maximum of 2 stacks. This is considered a Freeze movement debuff.
Frost Barrier: When Shield or Frost Barrier is destroyed, apply Frigid for 1 turn to the unit that destroyed it. This is considered a Freeze buff and cannot be cleansed.
Shield: Absorbs a certain amount of damage. Shields do not stack, but they can overlap. When the most recently-applied shield expires or takes more damage than the previous one(s), they overlap. Shields include Frost Barrier and other effects.
Frigid: Unable to move and cannot be actively displaced. Considered a Freeze movement debuff.
Fortification Segment 2 (V2): Increase the absorption amount of Frost Barrier to 80% of the initial attack, but cannot exceed80% of max HP. Increase the number of times Interception can activate by 1 each turn.
Fortification Segment 6 (V6): After using Absolute Mental Defense, gains 2 points of Confectance Index at the end of each action, This can be triggered 2 times.
Increase the number of times Interception can activate by 1 each turn. After Interception triggers a critical hit, gain Rapture for 1 turn.
Battlefield Insight
Buff
Range: Self
AoE: Target
Cooldown: 0
Stability damage: -
Increases critical rate by 40% and reduces critical damage by 10%. At the start of the turn, if this unit's HP exceeds 80%, gains Insight and Steady Progress until the next turn.
When attacking a target with Frozen, ignores 4 points of Stability Index, and increases damage dealth to them by 20%. When attacking a target with Frigid, ignore 6 points of Stability Index, and increases damage dealt to them by 30%. These effects cannot stack.
Insight: Increases the Range of Ultimate Skills by 1 tile. Considered a buff.
Frozen: Movement is decreased by 1 tile. If Frozen has reached 2 stacks at the end of the action, it is converted into Frigid, which lasts for 1 turn. Maximum of 2 stacks. This is considered a Freeze movement debuff.
Frigid: Unable to move and cannot be actively displaced. Considered a Freeze movement debuff.
Steady Progress: Mobility increased by 1 tile , Immune to displacement effects from enemy units. Cannot be cleansed.
Fortification Segment 3 (V3): When dealing Freeze damage to an enemy target with Frozen, ignore 6 points of Stability Index.
When dealing Freeze damage to an enemy target with Frigid, ignore 10 points of Stability Index
Fortification Segment 5 (V5): When dealing Freeze damage to an enemy target with Frozen or Frigid, ignore 10 points of Stability Index, and increases damage by 30%.
Neural Helix
Fixed Keys:
02-01 - Additional Intelligence: When the active skill Cold Precision Shot results in a kill, gains 1 point of Confectance Index.
02-03 - Iced with Milk Foam: Gains 3 points of Confectance Index at the start of the battle.
04-01 - Indomitable Lone Wolf: After using the active skill Professional Tactics, if there are no other allied units within 3 tiles, gains 1 stack of [Lone Wolf].
04-03 - Time for a Break: When using Lone Wolf Territory, Cold Precision Shot, or Professional Tactics over a Freeze tile, cleanses all Freeze debuffs from self and gains 3 tiles of [Additional Movement].
06-01 - Heated Caramel: At the start of the battle, applies [Murderous Intent] to the enemy unit with the highest HP.
06-03 - Absolute Concentration: Increases attack by 10% at the start of the battle. This effect lasts until HP drops below 100% for the first time.
Common Key Survival Instinct: At the start of the action, if own HP is greater than 80%, reduces stability damage taken from attacks by 2 points. This can trigger at most once per turn.
Interception deals 30% increased Critical Damage. When Absolute Mental Defense is used, gain Extra Action and refund the Confectance Index used by it. When a Support Attack is used against a Boss-type enemy, apply Sugar Overdose to the enemy for 2 turns, increasing damage taken from Makiatto by 15% (can't be dispelled).
Rarity: SSR
Type: Sniper Rifle
Source: Rate-up Gacha
Trait:
Attacks ignore 10% of the target’s defense. If the target has Freeze debuffs, ignore an additional 10% of its defense.
Effect:
Increases Freeze damage dealt by 10/12/14/16/18/20%. For every 4/4/3/3/2/2 instances of damage dealt outside of own turn, increases damage dealt by the next active attack by 10/12/14/16/18/20%.
Makiatto images aren't available yet. They will be added soon!
Review
Makiatto is a single-target damage dealer wielding a Sniper Rifle, meaning she has great range, allowing her to reach enemies hiding behind enemy frontlines.
What makes her stand out from others is her unique Alert state. Her Ultimate grants her a Shield and as long the Shield is active, whenever any ally in range gets attacked, she Intercepts them, dealing damage (up to 2 times per turn at V0). What is very important is that the Intercept happens BEFORE the enemy starts his attack, so she acts as a protector that can eliminate a threat before it can harm her allies. The Intercept also triggers Support Attacks from allies, which opens up some great synergies, but more about it later.
Makiatto's S1 is a simple one-target attack that deals Freeze damage and allows her to stack an ATK buff on herself (up to 3 times, each granting 10% ATK) - it also increases her Crit DMG by 30% when using it. As for S2, it deals Physical damage to one target, refills Makiatto's Confectance Index, and provides her with a stackable buff that decreases AoE damage taken.
Lastly, Makiatto's passive gives her a whopping 40% Crit Rate for free, but at the cost of losing 10% Crit DMG - it's a worthy trade-off. It also provides her with buffs that increase her range and mobility if she's above 80% at the start of the turn. The passive also allows her to deal more damage against Frozen or Frigid targets and ignore some of their Stability.
Here are some important Keys for Makiatto:
02-01 - Additional Intelligence: Allows Makiatto to recover Confectance Index whenever her S1 kills an enemy,
02-03 - Iced with Milk Foam: The additional 3 starting Confectance Index allow her to use her S1 skill three times at the start of the battle,
06-03 - Absolute Concentration: Gives Makiatto a 10% ATK boost as long as her HP never drops below 100% during the course of the battle. Her own Shield is usually enough to prevent that from happening, but if you pair her with Suomi you won't have to ever worry about that.
Makiatto’s Mod Key represents a noticeable damage and performance increase compared to her base version.
With the Key, she gains an Extra Command after using her Ultimate, and the skill she uses during the Extra Command will get the Confectance Index refunded. This allows her to use her S1 for free once per rotation, leading to more upfront damage at the start of the battle as now she can use Ultimate, followed by her S1 four times, instead of three times. Also, whenever she performs her Intercept against a boss target, it will inflict a debuff on it that increases the damage taken by Makiatto by 15%. On top of that, every Intercept will benefit from an additional 30% Crit DMG boost.
As of writing, Makiatto’s Mod Key has not yet been introduced to the Global server. Global is expected to receive it at a later, yet undisclosed date.
Makiatto easily slots in any team as a straightforward damage dealer who doesn’t introduce much in the way of additional team-building considerations (no specific enablers needed). Makiatto performs well across all game modes. Naturally, as an exceptional single-target damage dealer, she is good against bosses.
Makiatto’s self-sufficiency makes it so the approach to building around her is pretty relaxed and flexible. Notably, as a standalone unit, Makiatto slots well into 5-unit teams built as a 4-unit core + 1.
Makiatto can function as an enabler for Qiongjiu on the basis that Ambush serves as a proc for Qiongjiu’s Action Support. Ambush functions similarly to how counterattacks work, with the distinctions being that:
Ambush takes effect before the enemy attacks
Beyond serving as a proc for Qiongjiu’s Action Support, Makiatto does significantly more damage than counterattack characters (i.e. Sabrina, Groza)
As a Freeze damage dealer, Makiatto can leverage Dushevnaya's buffs to the damage type. As an aside on teambuilding, mono-element teams in GFL2 are not a requirement to clear content, and will not necessarily function better than a general team of well-invested characters, especially given the limited roster of characters to work with.
SSR characters are reviewed at V0/V1 strength. However, for those especially dedicated players, it is worth noting Makiatto’s significant dupe powerspikes at:
V1 is a massive upgrade for Makiatto - most likely it's one of the strongest V1 upgrades for DPS characters,
The V1 modifies her S1 and splits the attack into two that deal slightly lower damage on their own (160% -> 100% x2 so 200% in total base damage). Furthermore, if the first attack is a Critical Hit, the second will be a guaranteed one AND will deal 80% Crit DMG additionally,
Just keep in mind this doesn't trigger Qiongjiu’s Action Support twice.
V2 increases the number of Intercepts Makiatto can do per turn from 2 to 3, which is a decent damage upgrade on its own, but it also allows Makiatto to trigger all of Qiongjiu Action Supports by herself,
V6 further increases the Intercept per turn to 4 and allows her to just spam her S1 constantly as she will get the CI cost refunded twice after using her Ultimate, turning her into a DPS monster (but it's V6, so we would expect nothing less).
One of the best single-target DPS in the game,
Ambush triggers QiongJiu’s Action Support,
Gets tons of Crit Rate (40%!) for free,
Her Mod Key grants her an extra action after using Ultimate, giving her even more burst damage,
Has a great V1 dupe that makes her even stronger - a lot of characters have their powerspikes locked behind later dupes which makes her stand out and easier to invest in to get good returns,
Maximum tsundere archetype for people who are into that.
If you hate tsundere, her personality will turn you off.
For Global tier list, both SR and SSR characters are rated at V0 (no dupes). For CN tier list, SSR characters are rated at V0 (no dupes) and SR characters are rated at V6 (max dupes).
Global (Early Game)
CN (End game)
Build and teams
This section is still work in progress, so some synergies might be missing! We will update the information as soon as we can.
Default build:
02-01 - Additional Intelligence
02-03 - Iced with Milk Foam
06-03 - Absolute Concentration
Ice Boost
Phase Strike (recommended for most players as it's a generic set)
Crit Damage (Muzzle only) > ATK% > ATK > Crit Rate
Weapons are listed in priority order, but keep in mind that the Signature Weapon is not a must have - the Battle Pass Weapons or Standard Weapons will work well enough. Only Weapons available in Global are included.
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