Doctrine System

The doctrine system is used to assign specific roles to DOLLS. Each doctrine has its own skill loadout that drastically changes what actions a DOLL is able to perform in combat.

Changing Doctrines


The doctrine menu can be found at the bottom right of a DOLL's information page, under the "Position Skills" (ポジションスキル) tab. Here you can see which doctrine the DOLL is currently assigned to (セット中) and switch between the other available doctrines. The active skill loadout for the currecntly selected doctrine is displayed below. The top row are skills available in mobile/low altitude mode while the bottom row are skills available in stationary/high altitude mode. At the very bottom of the page beneath the active skills is the passive skill listing. All passive skills from any source (equips, retrofit, LB, personality) that are currently active on the DOLL will appear here.

A DOLL will have a special ability available to them on at least one doctrine. These are visually distinct from other skills as their icon is yellow instead of red. Their exact affects and availability vary between each DOLL.

Each doctrine also slightly changes the stats of the DOLL. The small arrow beneath the doctrine list can be expanded to show changes to the DOLL's primary stats. These changes are usually rather minor, as they scale solely on a DOLL's base stats (equipment stats only).[needs confirmation] Of more interest is that each doctrine has an affect on a DOLL's threat level. Threat can be checked by going back to a DOLL's "Status" (ステタス) tab after choosing a doctrine.

Doctrine Overviews
Below is a basic outline of each doctrine's main features. For more specific information on each doctrine, click on any of their icons to jump to their section on the Doctrine Skills page.

Ground Unit doctrines
Vanguard
 * Used to push through through enemy lines
 * Close range attack marks enemies
 * Melee skill has a 1-2 range and moves the DOLL one tile forward, if no obstacles
 * Can hit an enemy behind other enemies if their threat is high enough

Skirmisher
 * Extremely low threat, lets them stay front line with other tanks as support
 * Can mark with either close range attack or 1-2 range AOE mark skill
 * Able to debuff an enemy's accuracy and mobility(dodge) at close range
 * Can melee from any range, but requires enemy to be marked

Striker
 * Buffer/Utility doctrine
 * The only tank doctrine that enables the use of their special ability
 * Melee hits entire enemy line on a tile

Guard
 * True "Tank" doctrine
 * Extremely high threat, most likely to be attacked
 * Can raise threat even further within a turn with stationary close range attack
 * Stationary overwatch is a counter that raises own defense and can trigger up to 99 times in a turn, but must be targeted by an attack

Firepower
 * Long range single target attacker
 * Can attack a marked enemy from any range

Interdiction
 * Long range attacker that relies on others marking enemies
 * Can attack a marked enemy from any range
 * Overwatch attacks all marked enemies during the enemy phase

Long Range
 * Ranged AOE attacker
 * 2-3 single target that reduces enemy threat and accuracy for the turn

Air Defense
 * Ranged attacker that can attack both land and Aerial units
 * Stationary mode attacks all enemy air units in a 0-2 range

Overwatch
 * no available skills when moving
 * can attack a marked aerial unit from any range
 * Overwatch attacks all aerial enemies within its firing range during the enemy phase
 * can also attack ground units at a decent range

Aerial Unit Doctrines
Scout
 * Supports ground units by marking hard to reach ground enemies
 * 3 tile AOE mark skill

Fighter
 * Useful for rushing melee-vulnerable enemies (whales and triangular enemies)
 * Close range attack marks enemy
 * Only way for air units to mark air enemies
 * Melee skill has a 1-2 range and moves the DOLL one tile forward, if no obstacles
 * Can hit an enemy behind other enemies if their threat is high enough

Interceptor
 * Supportive air-to-air attacker
 * No skill that affects ground units

Air Supremacy
 * Primary air-to-air attacker
 * Highest threat among fighter doctrines
 * Can attack at range at high altitude
 * Melee hits entire enemy line on a tile
 * Be wary of skill misfires, transitions between altitudes often
 * No skill that affects ground units

Ground Attack
 * Flexible ground/air attacker
 * Single target ground attack that reduces enemy threat and accuracy
 * Has a single target ground attack skill that targets 2 tiles forward
 * Overwatch at high altitude is a counter that can trigger up to 99 times, does not need to be target of attack to activate

Close Support
 * Single target ground attacks focus
 * No skill that affects air units

Strategic
 * AOE ground attacker that still has air counter options available
 * Has a 3 tile range AOE attack
 * Has a air-to-ground overwatch that can trigger up to 6 times
 * Movement after bombing can be useful for slipping behind ground anti-air range
 * Two options for 99 trigger aerial counters, must be target of attack

Tactical
 * Sacrifices some ground capabilities for better air counter affinity
 * Extremely high threat, most likely to be attacked
 * Two options for 99 trigger aerial counters, must be target of attack