Fritia - Turbo
If you don't have her yet but want to try her out, she is available as a Trial Operative in Story Mission SP4-9Ā
Fritia - Turbo offers incredible mobility, high damage, the ability to deal AoE damage if needed,
If you don't have her yet but want to try her out, she is available as a Trial Operative in Story Mission SP4-9Ā
Fritia - Turbo offers incredible mobility, high damage, the ability to deal AoE damage if needed,
Role: Main DPS
Chaos Damage
Deals entirely ballistic damage
Mobility:
Whilst actually shooting: Zero
Otherwise: Fantastic
High damage
Incredible mobility [whilst not shooting]
Extreme mobility can give extreme survivability
The 5* sniper you can get for free from lab rewards works really well with her.
Extremely squishy
(The squishiest main DPS in the game by-far.)
Having to stop moving to shoot makes her even more squishy
Can only maintain her damage rotation over long periods if she has her 5* weapon.
Insane mobility makes her hard to use with many PBAoE supports (QQ, Phantasia, etc.)
Her ults forced movement can make aiming difficult
1. Dodge and enter "Celestial Turbo sprinting" to start sprinting and generating Supercharge
2. If your magazine isn't full, then reload
3. Continue to sprint until Supercharge is full
4. If shooting at a cluster of more than three targets, you can use her ult
5. Otherwise, use her standard skill to shoot three shots
Repeat
Dodge
When Turbo dodges, she instead starts "Celestial Turbo sprinting" in the given direction.
This is a very fast burst of movement in that given direction, and then Fritia continues sprinting.
This sprinting is faster than a normal operatives regular movement speed.
You can spam this skill to repeat the initial burst of speed, allowing for truly ungodly movement speed.
When she's Celesital Turbo sprinting, she gains Supercharge - This is used for her standard skill or ult.
(Supercharge = the three boxes/gauge in the middle of her screen)
Increasing Stamina Recovery also boosts Supercharge
Turbo loses all Supercharge if she leaves the field for any reason.
This includes using the Support and ultimate skills of many support operatives - for example using Nightglow's ult will cause Turbo to lose all Supercharge.
Note that the circular devices on Turbo's hips have glowing circles around them when she has Supercharge.
(Note to any devs reading this: Please add an option to remove or reduce the size of these so they get in the way less.)
Maxing her Supercharge takes by-default 2 seconds.
Standard Skill and Ultimate Skill
Turbo can use her Supercharge to fire shots from her Standard Skill or her ult
Turbo is immobile while firing her Standard Skill and her ult.
Turbo's Standard Skill fires one shot per Supercharge charge - for a maximum of 3 shots.
These shots have auto-lock-on, meaning that provided they lock onto something it's impossible to miss.
Although it is possible to lock-onto something you didn't want to shoot and hence not hit what you wanted (In some scenarios this is quite common...)
Each standard skill shot also has a fixed RoF, fixed base Crit Dmg (of 100%), and fixed weapon Compatibility [of 245%].
Whilst using her standard skill, Turbo kneels down to fire. In some rare circumstances, this can allow Turbo to avoid being hit by just having enemy shots go over her head.
Using her ult fires a single shot that deals AoE damage.
The more Supercharge consumed, the more damage it does.
Note that Turbo will slide to one side as she fires her ult, which can throw your aim off by quite a lot.
If in ADS, she will instead slide forwards or backwards, which can make aiming much easier.
Her ult does also knock targets into the air, which can be used to perma-stunlock non-bosses.
Her ult not having a fixed base Crit Dmg and Compatibility means it benefits less from crit mods, which tends to mean it deals quite a lot less damage than her standard skill.
As such, her ult is only worth using against large groups - for three or fewer targets her standard skill will always outperform her ult.
Note that Turbo's standard skill gets such massive buffs that even against groups you're often better off using her standard skill than her ult.
Many of Turbo's Manifestations buff her standard skill only, or buff her standard skill more than her ult, so the more Manifestations Turbo has the better her standard skill becomes relative to her ult.
Turbo has Neuronic that allow her to recover Stamina after shooting with her standard skill and ult.
Even with these, Tubo will eventually run out of Stamina unless she has her 5* weapon.
When Turbo runs out of Stamina, her dps drops off a cliff, as without her stamina to fuel her Supercharge she can only fire completely-unbuffed normal shots.
Support Skill
Turbo leaps towards the target, causing PBAoE Chaos damage.
The damage of this skill is actually good, but it has a 20s cooldown that gives it very poor dps.
Like most Main DPS-ers, you want Turbo to be used as a main DPS, and she performs very badly as a support.
Sonic Flash
-75% Stamina cost of dodge allows Turbo to maintain her standard damage rotation indefinitely.
It also gives a 3-shot Ballistic DMG bonus, which works for both her standard skill and her ult, but doesn't give her ult more damage to compensate for its lower number of shots.
Sonic Flash is a very strong weapon, but it's primary use is that the -75% Stamina dodge cost means Turbo can actually do her standard rotation indefinitely.
Dream Weaver
Some nice Ballistic DMG buffs.
-25% Stamina cost of dodge is very useful, but it's not enough to allow Turbo to maintain her rotation continuously.
Chocolate Filling
Chocolate Filling is the 5* sniper you get for free from the Paradoxical Lab reward track (reward #30 and #60)
It is a Chaos-damage Semi-Auto Sniper Rifle, and since you can get two copies from the lab rewards you can get it to T2.
Whilst it lacks both of the ballistic damage buffs that Dream Weaver has, it does have significantly higher base damage (798 vs 608) and Compatibility (152.59% vs 136.32%), leading to significantly higher overall damage than Dream Weaver.
The lack of Stamina buffs mean it only really works for shorter fights though - for longer fights Dream Weaver can pull ahead just to to using her skills more often, but Chocolate Filling is a strong weapon.
It's extra damage every 5s means it tends to work better with Fritia's ult than her standard skill, as the 5s cooldown on its effect means only the first shot of her standard skill gets the benefit, and its extra Compatibility is wasted as her standard skill fixes her weapon Compatibility.
For Weapon Parts just go max ATK.
Not that if you don't have either Sonic Flash or Dream Weaver, Turbo can use any Chaos Sniper Rifle, however her Logistics squad gives her a bonus for Semi-Auto Sniper rifles, so avoid using a bolt-action sniper rifle.
You can use the icons next to a snipers type icon to determine if it's bolt-action or semi-auto (see images to the right).
Further note that Turbo's Deiwos gives her extra damage based on Ammo Capacity, so higher magazine capacity is useful to her.
Note that this is the "Ammo Capacity" stat, as in Maximum Magazine Capacity, not the number of shots remaining in the current mag.
I.e. Damage doesn't go down as your magazine empties.
Above: A Bolt-Action Sniper
Below: A Semi-Auto Sniper
Use Insight squad - it was designed specifically for her and is her best choice.
As mentioned in her weapon section - Insight squad gives her a 30% Crit Dmg Amplifier buff if using a semi-auto sniper, so make sure she is using a semi-auto and not a bolt-action
For stats you want +10.0% ATK and +10.6% Crit Damage.
For the Special talent, you want 8.5% Chaos Damage
Since her standard skill fixes her base crit damage at 100%, getting +10.6% Crit Dmg Amplifier from a logistics officer gives +10.6% crit dmg, which is very good.
Turbo's Deiwos gives her 3% extra Chaos Damage per Ammo Capacity, with Alignment Index giving her an extra 0.5% on top of that 3%.
Sonic Flash holds 9 rounds, Dream Weaver holds 9 rounds, and Chocolate Filling holds 8 rounds, so the bonus is largely the same regardless of which weapon you use.
Similarly, 100 Alignment Index gives her an extra (0.5%/round) * (9 rounds) = 4.5% Chaos Damage.
Getting her 3 logistics officers to +106 Alignment Index would therefore give her +1.59% Chaos Damage / round = 14.31% Chaos Damage, which is not as strong as the crit mod, as the crit mod stacks multiplicatively with her other buffs, but the Chaos Damage buff from extra Alignment stacks additively with things like other Chaos or ballistic damage buffs.
100 Alignment Index is very strong for Turbo, it's just not quite as good as Crit Damage Amplifier.
For her Special Talent you want Chaos Damage - it's both very useful to her as well as the only Special Talent that is actually useful to her.
As such, ATK and Crit Dmg Amplifier are Turbo's best logistics stats, with Chaos damage as the Special talent, and Alignment Index as her cope stat.
M1gives shots from her standard skill +30% weapon Compatibility
Sonic Flash and Dream Weaver have 136.43% Compatibility, so +30% Compatibility gives Turbo +21.98% total damage.
Chocolate Filling has 152.59%, so +30% Compatibility gives Turbo +19.66% total damage.
For shots from her standard skill Turbo has 245% weapon Compatibility, meaning +30% Compatibility gives +12.24% total damage.
Since Compatibility isn't really affected by anything else, this is essentially a Final Dmg modifier for Turbo
...although since she tends to primarily use her standard skill, it's not a massive buff.
M2 gives +25% Crit Dmg Amplifier for 5s after dodging.
Since her standard skill fixes her base crit dmg at 100%, this is basically +25% damageĀ for her standard skill shots
If you have maxed your logistics officers so all three are giving +10.6% Crit Dmg Amplifier, then Turbo goes from 31.8% Amplifier to 56.8%.
Going from 131.8% crit dmg to 156.8% crit dmg is an increase of 18.9%, which is respectable.
The lower the Crit Dmg Amplifier you're getting from your logistics officers, then the better Turbo's M2 will be.
M3 causes Turbo's standard skill and ultimate shots to ignore 10% of the targets Chaos Res.
Not the strongest ResPen ever, but simple and good.
M4 increases the level of Turbo's standard skill by 1, and increases its weapon Compatibility from 245% to 260%
M5 just gives Turbo +20% ATK if she is equipped with a Chaos Weapon (so... always).
If you want efficiency (good damage with minimal investment), then I'd say M2 is a good stopping point.
With that being said, if you don't have Turbo's 5* weapon (Sonic Flash) then I recommend you don't invest that much into Turbo - without her 5* weapon she just doesn't perform well in endgame content once her stamina runs out (which ... it will).
If you do have Turbo's 5* weapon then you can invest as much as you'd like, as all of her Manifestations do buff her. I'd still recommend getting at least M2 though.
Turbo works well with most of the games strong support operatives:
Vidya - Celestial Swan (and other resistance shredders)
Celestial Swan and other resistance shredders (Acacia - Kaguya, etc.) that reduce the enemies resistance help enemies take more damage.
If using Celestial Swan, make sure the other support isn't off-element to Turbo.
Nightglow
Turbo can make full use of Nightglow's ATK, Ballistic, and crit buffs, and Nightglow is a fantastic support for Turbo.
Turbo's higher base crit dmg from her standard skill means that she gets more out of Nightglow's crit dmg weakness debuff than most other DPS operatives.
Note that Nightglow is off-element to Turbo (Nightglow deals Electrical damage)
Fenny - Starshine
Turbo can reload whilst genearting Supercharge, so Fenny doesn't give any dps bonus by removing the need to reload, and instead just provides ballistic dmg buffs.
Her ballistic dmg buffs are still good, but the need to apply them so often makes Starshine one of the more tedious supports to use with Turbo.
Eatchel - The Cub
A Blitzing Fangs Eatchel provides healing as well as a decent ATK buff.
Not the strongest support, but still good.
Mauxir - Shadow Ka
Turbo has auto-aim, so Mauxir's target utility is worthless to Turbo. The extra damage is still nice though.
Note that Shadow Ka is on-element to Turbo (Shadow Ka deals Chaos damage)
Bubu's best supports are Celestial Swan and Nightglow, although since Nightglow is off-element to Turbo you won't want to use both Celestial Swan and Nightglow together.
Mauxir isn't as strong as Nightglow or Celestial Swan, but is on-element, so Shadow Ka + Celestial Swan is a good pairing for Turbo, as is Nightglow + Kaguya.
Cope Supports like Agave, [Redacted], Quiet Quitter, etc. are still fine.
Turbo's extremely low RoF means that per-shot bonuses like Phantasia and Little Sunshine don't work well with her.
(They're also both off-element, and hence don't work with Celestial Swan.)
Ovearll, Turbo is a mixed bag.
With maximum investment she's very capable, dealing very good damage, has incredible mobility, and potentially has excellent survivability too, but at the same time she needs lots of investment to be capable, for longer-duration content she absolutely needs her 5* weapon to sustain her damage rotation or else her dps drops off a cliff once her Stamina runs out, and her survivability falls to basically zero when she's actually shooting things using her standard skill or ult, which is ideally the only way she'll ever shoot.
Similarly, her ult just doesn't really do enough damage to be able to clear strong groups in a single shot, but enemy groups usually have at least 4 members so even if her standard skill can kill 1 enemy per shot she frequently needs two damage rotations to clear a single group, which can make Turbo feel clunky to use for normal content.
Fritia - Turbo was seemingly designed to show off Fritia's ass, and whilst that's an incredibly noble goal it seems that staring as the sun a bit too much caused the devs to lose sight of what Turbo actually needed to feel good to play with low-to-medium investment, and whilst she's really good at high investment, when not at high investment she can be a clunky and ineffective mess of an operative.