TronyInformation and Guide

Character
Introduction

Trony is a SSR rarity Burst
3
character from the Attacker class, who wields a Sniper Rifle
Sniper Rifle
weapon and belongs to the Fire
Fire
element. She's part of the Missilis
Missilis
faction.

A Nikke from the Electric Shock squad. She's the pioneer of the electrical engineering field. Due to her lack of social skills, it's difficult for her to communicate with other Nikkes.

To learn more about Trony check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Trony check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Investment tips

Teams

Profile

Skills
Normal Attack

Normal Attack

Sniper Rifle

Mode: Charge

Ammo: 6

Reload: 2s

■ Affects Target(s).

Deals 69.04% of ATK as damage.

Charge Time: 1 sec.

Full Charge Damage: 250% of damage.

Deals 200% damage when attacking core.

Skill 1

T.Rony Bomber

Passive

Cooldown: -

Activates when hitting the target with Full Charge. Affects the target if there are no enemies in T.Rony Bomber status.

Cumulative Damage Skill for 5 sec.

Function: Accumulates part of damage inflicted by the caster. Upon reaching the maximum accumulated damage, deal damage to enemies before ending.

Effect 1: Maximum Accumulated Damage is 1536% of the caster's final ATK.

Effect 2: Accumulates 50% of damage dealt by self.

Effect 3: Deals distributed damage to all nearby enemies upon reaching the maximum accumulated damage.

Skill 2

Efficiency Increase

Passive

Cooldown: -

Activates when attacking with Full Charge for 5 time(s). Affects self.

Distributed Damage ▲ 51.84% for 10 sec.

Activates when hitting the target with Full Charge for 5 time(s). Affects the target.

DEF ▼ 9.59% for 10 sec.

Burst

Mega T.Rony

Active

Cooldown: 40s

■ Affects Self.

ATK ▲ 101.37% for 10 sec.

Accumulated damage ratio of the Cumulative Damage Skill ▲ 62.83% for 10 sec.

Specialties
Debuffer
Voice Actors
ENG
Aria Saltini
JPN
Akane Fujita
KR
Yu Hye-ji
Gallery

Review

Review

Trony is a Fire B3 Attacker designed for feet lovers. Period. But, whether you agree with that subjective claim, it is unquestionable that Trony's enticing appearance has indeed sparked joy. She attacks enemies with the help of her special Cumulative Damage debuff, which acts as her source of bonus damage. By converting some of her damage dealt, she can conveniently multiply her output, inflicting distributed damage and also gaining a personal ATK buff from time to time.

Summary

What do you think about her?

Her cost-effectiveness has much left to be desired. While she can compete Scarlet (against Fire Element Weak Bosses) when heavily invested, she has a high skill ceiling and costs thousands more burst manuals to be usable. Even Scarlet is barely in meta right now, and her unsupported DPS is already outclassed by many. Trony's damage also does not scale with the number of enemies and is stagnant, unlike Scarlet with her legendary AoE wipe. Unless Elemental Type is a major issue, or ShiftUp creates a situation that favors her Cumulative Damage playstyle, her presence in the meta will be limited.

Should I pull her?

Nope. Her DPS is just disappointing seeing the level of investments needed to develop her. We recommend SKIPPING this unit, unless you like feet, in which case we wholeheartedly recommend getting MLB for that spicy lobby screen. Disclaimer: We are not responsible for any poor financial decisions that you make to satisfy your carnal desires.

Tier List & Analysis

Campaign (LD) - C

As we mentioned earlier, initial shot(s) are RAW and do not benefit from the conversion TDM boost. Since campaign involves a lot of mob killing, you will have a lot of initial shot(s) and fewer TDM utilizations, making her no better than Eunhwa or Yulha DPS wise outside Burst.

Campaign (HD) - C

Due to stat penalty, mobs will become tankier, and you can now start utilizing the conversion TDM boost. However, Trony's kit lacks consistent ATK buff that would make this worthwhile. This would make her similar to Alice in playstyle, where she will only pop during Burst. But due to the insane DPS output of Alice as well as her having pierce, these characters are not even comparable. Trony is not an ideal unit to use in Campaign.

Boss (Solo) - B

On Fire Weak Bosses, Trony's DPS can rival that of Scarlet, but she has too many shortcomings. Expensive and requires manual gameplay for maximum damage. Theoretically, she would be a decent temporary replacement if you don't have better units, but do know that you might want to reset her in the future since she is simply not meta enough to fit in. If you do not have 2B, and there are Elemental QTE Shields, she can sub in as decent unit for Fire Weak Bosses in Solo Raids.

Boss (Adds) - B

S1 can only be applied to one enemy at once, which means Trony should not change target for 5s after application, or her DPS would plunge. Unfortunately, against bosses with adds, you may sometimes need to switch target abruptly. Also, she has no AoE to wipe mobs, and in fact, those extra mobs may reduce damage dealt to the boss because of Distributed Damage.

PVP - C

Target switches may make Trony shoot NIKKEs other than the debuffed one, losing damage in the process. No damage outside Burst. No AoE. The 5s window also takes too long to pop. In PvP, she is no better than most SR units.

Kit Analysis & Highlights

Trony's gimmicky skillset is actually very simple once we understand how it works. In fact, it is too simple that her real performance does not in any way justify those lengthy descriptions.

Skill 1 - Dorothy At Home

Remember Brand? Clearly you do, because you couldn't have possibly forgotten our Goddess Doro. Pretty much Trony's S1 is just a weaker version of Brand whose damage pool can only be filled by Trony herself. Similarly, its maximum cap is determined the second this debuff is initialized based on Trony's final ATK at that moment (other DMG buffs and debuffs discounted). However, unlike Brand, its time limit of 5s is not fixed, which means once it reaches its maximum cap, the damage is transferred immediately and a new cycle can begin. If a mob with this debuff dies, the damage is still distributed to nearby mobs.

Only one instance of Cumulative Damage debuff can be applied at a time. If Mob A has that, then you cannot apply it on Mob B, and you must wait till it expires or explodes. Before then, you should ideally keep shooting at Mob A for the damage buff. Otherwise, Trony will also lose all damage buff. Treat it as target lock.

For the mathematically inclined:

- AI can full charge 3 times within 5 seconds.

- On manual, you can full charge 4 times with tight timings @ 1170 + 17ms per shot.

- Influenced by ATK buffs that are provided at the start of Full Burst(s), such as Maxwell's and Privaty's.

- The explosion of S1, when reaching maximum cap or expiring, grants 2.8% burst energy.

Since S1 can be applied repeatedly and instantly explode upon reaching its cap, it can be pretty much viewed as an ordinary damage boost, except for the initial shot that applies the debuff. Thus, we can assume that this translates to 50% TDM (Total Damage Multiplier) on average. This value is taken from the base conversion ratio.

Since the initial shot is not counted toward accumulated damage, the perceived TDM is actually slightly less than 50%. This will be worse when the cycles are shorter, since there will be more initial shots.

In short, Trony's S1 is her primary source of damage, which means that she will be dealing virtually no damage without it. Thus, instead of explaining S2 and Burst Skill separately, we will describe their relationship with S1 and how they affect each other.

Skill 2- Anti-Feet Gang

Let's start with her S2. Her S2 is not awful but useless. S2 grants Trony a buff that enhances her Distributed Damage, but what this basically does is not amplify the explosion damage but increase the maximum cap of S1. The problem is that her S1 can be reapplied as soon as it reaches its cap, so what is the use of a higher cap? To reduce the number of initial shot(s) we mentioned earlier & the occurrences of truncated conversions, but is it worth the skill manuals? Not really.

Truncated Conversion: If the current accumulated damage is 800,000, and the cap is 1,000,000, and you deal 500,000 (× 50% = 250,000), then the last 50,000 damage will go to waste.

Even if S2 is triggered after debuff is already applied, it will still increase the maximum cap. Also, since refresh time < the buff duration, S2 can be considered permanent, unless you do not Full Charge all the time.

In fact, we discovered that she would deal more damage by mixing Full Charge(s) and quick scopes. Perform a Full Charge to apply Cumulative Damage debuff, then follow it up with quick scopes until you reach 100%. Then, repeat the cycle. If you notice, this optimal playstyle is unconcerned about S2's effects!

Last but not least, her S2 also features a DEF reduction that barely has any effect, but it still exists, so we need to bring it up for formality.

Burst - Pro-Feet Gang

In contrast to S2, Trony's Burst Skill plays an indispensable role in boosting her damage. It accelerates the accumulation speed of S1 by additively increasing the conversion ratio, which also boosts the perceived TDM (read "Dorothy At Home"). At max level, it will be 50% + 62.83% = 112.83% (or 2.13x).

Not only that, it also massively boosts Trony's ATK, and since Trony does not have any ATK buff outside Burst Skill, this buff will have a significant impact. ATK OLs will also greatly enhance her overall damage.

Investments

Gear Investments

As per the usual standard, investing in a DPS requires OL-ing and enchanting Helmet and Gloves to Level 5, followed by Body Armor. For the OL, we recommend:

  • 4x ATK - since her kit lacks ATK outside Burst. High priority.

  • 4x ELEMENTAL - because there is nothing else better. High priority since her major use in Meta will be in Fire Weak Raids.

  • 2x AMMO - for burst regen to expedite burst cycles and also to make her S1 easier to accumulate with quick scopes. High priority.

  • 2x MISCELLANOUS - which can be more Ammo, Charge SPD, Charge DMG, CRIT Rate, or CRIT DMG. CRIT is less favorable, but the difference should be insignificant in a real battle. Low priority.

Skill Investments
  • Skill 1: 4

    • Upgrades are trivial because the conversion ratio is invariable, but they help reduce the number of initial shot(s) and truncated conversions. CP padder.

  • Skill 2: 4

    • Trivial in most situations. Helps reduce the number of initial shot(s) and truncated conversions. CP padder.

  • Burst: 7~10

    • Upgrades grant more damage via higher conversion ratio. Ideally, this should be high, as this is the only skill that scales well. Besides that, we only recommend using her if you are planning to reset her skills in the future.

Cube Investments

Resilience or Bastion would do fine. We recommend Bastion Lv 7+ if you have exactly 1x Max Ammo, as the extra 3 shots will help with charging Burst Energy after Full Burst(s). Otherwise, we prefer Resilience because their uptime/downtime balance is more consistent, especially if you're running her with other Reload buffers like Crown or Privaty.

Review
Pros

  • Scales well with ATK OL.

  • Damage conversion as a sole multiplier is a unique mechanic, and a Total Damage Multiplier!

  • Can compete for a spot in Solo Raids against Fire Weak Bosses, especially if incomplete roster.

  • Interesting shooting pose and wallpaper.

  • Feet.

Cons

  • Manual-intensive.

  • Initial shot(s) and truncated conversion(s) are DPS loss and are more rampant against squishy enemies.

  • Debuff can only be applied on one enemy at a time, initiating Target Lock.

  • Lacks consistent ATK buff to pair with her constant S1 activation.

  • Requires invested Burst Skill.

  • Skill 2 is almost useless.

  • Not cost-effective.

  • We have too many Fire DPS as of now.

Ratings
D

Story (low deficit)

D

Story (high deficit)

D

Bossing

E

PVP

Investment Tips

Skill Investment

Here's the explanation for all the numbers and colors used in the guide:

  • 10/5/7 means upgrading Skill 1 to lvl 10, Skill 2 to lvl 5, and Burst Skill to lvl 7,
  • Yellow means the immediate investment when u get the unit. There are 3 reasons for this:
    • If the unit is Meta or High Priority, it will have a starting investment of more than 1/1/1 (such as 4/4/4) depending on what the unit provides.
    • If the unit is Medium or Low Priority, 1/1/1 will be mentioned, meaning no immediate investment is required, and you can invest in this character if you need to use it according to the priority listed.
    • If we deem that a unit does not have usable skills to be meta for any gamemode, no investment will be mentioned.
  • Blue means minimum investment to take advantage of the Nikke's skills. There are 2 reasons for this:
    • Sometimes, minimum investments are breakpoints such as for Noir or SAnis.
    • Sometimes, minimum investments are just the ideal way to progress to upgrade that unit, before moving on to Recommended and High.
  • Red means recommended investment for F2P players,
  • Purple means maximum recommended investment, in order to get the best out of the unit. You should only try to reach these investments if you have a surplus of Skill Books leftover.

More info:

  • The skill investment list below features a lot of Level 4 and 7 because they are easier to understand. Any higher levels will cost a new type of resource.
  • However, you may choose to upgrade to Level 5 if you need a stronger effect instead of 4, as the increase in Blue Manual cost from Level 4 to 5 is still low. The leap only starts from Level 6 onward.
  • There is also a leap from Level 3 to 4, so if you want to save a tiny bit of Blue Manuals, then leave at 3 instead of 4.
Gear Investment

This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.

For OL targets and order of acquisition, we decided to divide the target effects into several categories.

  • Essential: With all gear combined, your unit must have the roll(s) prescribed as a minimum requirement. Example: Charge Speed on Alice. You cannot compromise on these rolls.
  • Ideal: These rolls will improve your unit's performance significantly. Aim for 2 lines of Essential/Ideal per gear for maximum performance and the best Return on Investment (ROI). If you get 3, you are lucky. You can choose to only have 1 as well to save materials. Example: Elemental Damage on Scarlet.
  • Passable: Low-priority line that has either limited value or the impact is not as strong as other rolls. Should this show up as a bonus together with a better line, you can choose to keep them. Example: Charge Speed on Red Hood.

Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.

Additional tips:

  • Priority (PvE/PvP) isn't necessarily lower than Priority (Universal), which has no tag/label. It just indicates that this unit performs only in select types of content.
  • If a suggested effect has the number ×2 next to it, that means you should get the effect on at least 2 gear. The same idea applies to other numbers.
  • Focus on obtaining Essential(s) then you can start worrying about optimizing your rolls. Units require these to function, and the impact is too massive to ignore.
  • If a unit has no Essential(s), that means their performance is not that dependent on OL, but they can still benefit from good effects.
  • Remember that this is just a recommendation list, and attaining perfection is impossible. You will have to make some compromise, pick whichever rolls you desire the most, and conserve as much material as possible.
Cube Investment
PVE
  • Bastion Cube

    Bastion Cube

  • Resilience Cube

    Resilience Cube

  • Destruction Cube

    Destruction Cube

PVP
  • Bastion Cube

    Bastion Cube

  • Resilience Cube

    Resilience Cube

  • Adjutant Cube

    Adjutant Cube

Resilience or Bastion would do fine. We recommend Bastion Lv 7+ if you have exactly 1x Max Ammo, as the extra 3 shots will help with charging Burst Energy after Full Burst(s). Otherwise, we prefer Resilience because their uptime/downtime balance is more consistent, especially if you're running her with other Reload buffers like Crown or Privaty.

Teams

Teams
Team 122

God Comp

Mode: Bossing || Element: All

Characters
Crown
Liter
Trony
B3
Naga
About the team

This one is currently the god team, with insane amount of strongest buff possible, with decent heal. Mostly reserved for 2 best DPS, but you can always ignore meta and put Trony here. The reload buff helps Trony fast tap playstyle to fill as many S1 as possible, and the Core hit buffs help her reach the S1 cap faster, allowing for more nukes during Burst!

Substitutions

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