















A guide on Sangvis Ferri non-boss enemy units encountered in the game.













Caution:





* The primary goal of this guide is to have players recognize the core differences between enemy types.





* All stats are based on level 100 u nless specific stages are mentioned.

* Early stages will obviously have these with much lower numbers.





* The lower the XP income penalty level of stages, the lower the stat numbers of enemy units.

* No XP penalty until doll level 100 begins at 7-6 (normal), 6-4E (emergency), and 4-3N (night ops).













--- Humanoids -









- Ripper









The most basic cannon fodder in similar position of player's SMG dolls.









- Vespid









Corresponding player's AR dolls, Vespids later become much more dangerous than before with a large increase in firepower, albeit with the cost of less than half of HP.





While they may not have the high accuracy of Jaegers, Vespids can overwhelm your units unless you have SMGs dodging their shots in the front.









- Jaeger









Mirroring player's RF dolls, Jaegers will often be the most dangerous humanoid enemy unit encountered throughout player's career. Armed with deadly accuracy and range, Jaegers can be found taking potshots behind the cover of fellow brethren.





Players are strongly advised to have a back row shooting RF in their squads to counter-snipe them until they obtain enough firepower to punch through all sorts of enemy units standing in front of Jaegers.





Note that their later skyrocketing accuracy is the sole big reason that led to the decline in usage of SMG dolls going all-in and overly relying on dodge stat to tank for friendly squad.









- Guard









Best described as tankers and damage sponges, Guards will absorb enormous amount of damage before being killed.





Since Guards are always paired with other damage dealers, it is vital to either kill tankers quick enough or shoot back row before friendly forces are whacked with impunity.





Some players choose to use MG squads to deal with them on later stages as such setup can cram enough damage in to neutralize Guards fast enough.









- Dragoon









Riding on heavily armed mechs, Dragoons can and will rip apart poorly prepared friendly squads.





While they may not pose much danger early in the game, the late game versions have considerably high accuracy and speed to close in and hurt friendly units. Due to their fast approaching speed players are ill-advised in using slow-firing RFs to kill them.





Tanking against Dragoons is where SGs begin to shine thanks to its armor, as it is surprisingly easy to decrease Dragoon's attacks down to 1 damage.





Dragoons found on 6-4E are special. The ones at there may not have links, but each of them are one man terminators. Caution is advised.









- Brute



