Three autonomous gun platforms fly your flanks: an Electric striker, a Reflect bodyguard and a Burning arsonist. Behind them sits the game's purest slot machine — a refresh-shop gacha, a 35-star ladder that eats 47 duplicate drones, and a passive-skill recast with a 0.42% jackpot.
Drones are the fourth and newest companion collection (the client still carries the compensation mail from when the old drone system was ripped out: "a brand new drone system is online… your old drones will be removed"). Unlocked at player level 45, they are autonomous units that fight alongside your fighter: each fires a normal attack on its own and cycles an active skill every 3 seconds of charge.
You field three drones at once, one per deploy slot. Their contribution is split evenly — each slot carries 33% of total drone attack weight (atk_weight [0.33, 0.33, 0.33]).
Crucially, drones are not independent stat blocks: the in-game manual says "Drone attacks and HP will give bonus attributes in proportion to the selected fighter", and "the drone's damage type (physical or energy) is always the same as that of the selected fighter." A drone is best read as a multiplier bolted onto your fighter, with its own leveling economy.
drone_conf: drone normal attacks hit for 50% of drone ATK (normal_atk_ratio 0.5), drone crits deal ×2 damage (critDamage 2), and drone HP transfers at full rate (fight_hp_ratio 1).Every drone belongs to one of three types. The types are hard-wired deep into the system: actives, status effects and even which passives a drone is allowed to roll are type-gated ("The skill is exclusive to a different drone type, cannot be selected").
Burst damage. Actives deal electric damage, stack Electric Shock, buff electric damage/crit of all deployed drones.
The bodyguard. Actives raise Recoil (reflects enemy drone skill damage), physical/energy shields, max-HP buffs.
Damage over time. Actives stack Burning (up to 6 stacks), strip enemy shields, cut all drone cooldowns.
Slot names from the UI strings (uav_p_1..3: "Left-flank / Defender / Right-flank"). The one-type-per-slot pairing shown here follows the config ordering and the Reflect kit's obvious bodyguard role.
The drone battle layer runs its own buff system — 11 effects, and note how many only interact with enemy drones. This whole subsystem is largely drones-versus-drones, which is why PvP is where it matters most despite the 0.025 output scalar (drone-vs-drone reflect damage is its own channel).
Nine drones per grade, three per element. In the live game drones grade as N / R / SR (blue / purple / orange) — a deliberately compressed ladder compared to the fighters' N→UR+ scale. Naming has a scheme: SR drones are constellations (Draco, Orion, Aquila…), R drones are monsters (Hydra, Medusa, Cerberus…), N drones are soldiers (Hunter, Sentry, Ninja…).
Each drone owns a unique active skill with 8 levels. The skill's damage multiplier is the real payload: an SR active opens at 200% drone ATK and closes at 300%; R runs 170%→255%; N runs 120%→180%. All actives share the 3-second charge cycle — the differentiation is entirely in the rider effects.
You don't level actives directly: the active gains a level at every 5th star of Evolution (stars 5, 10, 15, 20, 25, 30, 35). A max-level active therefore implies a max-starred drone.
Levels 1→200 buy flat HP/ATK, paid in Batteries (the drone-specific material) plus Stars (the universal upgrade currency). Each grade runs its own curve — an SR drone costs exactly 2× an R and 4× an N to level, but delivers only 1.25× / 1.67× their ATK (1.9× / 2.5× their HP). Higher grades pay superlinearly for their headroom.
Totals to hit level 200: SR 290,530 Batteries + 12.95M Stars · R 145,265 + 6.47M · N 72,635 + 3.24M.
The full 200-level curve for each grade — per-level stats, per-level cost, and the running total:
Evolution ("star-up") is where the system shows its teeth. Every star consumes 1-star duplicate copies of the same drone — 1 copy per star through ★24, then 2, then 3. Reaching ★35 devours 47 duplicates (48 copies of the drone in total). Each star also adds +10% HP & ATK, compounding to +340% at cap.
Stars also drive everything else:
The passive layer is a library of 23 skill families, each existing in four grades — Green Blue Purple Orange — and 7 levels within each grade. When a star-up rolls a passive, the grade odds are published in-game and match the game's weight table exactly:
Three families are type-exclusive (Skill Boost → Electric, Reflect Boost → Reflect, Burning Boost → Burning — each type's library simply zero-weights the other two). The rest are shared: crit, attack rate, extra trajectories, piercing, ricochet, boss damage, an extra-life "Cheating Death", and more. Duplicate-effect rule: only the highest-grade copy of an effect works.
Recast rerolls all unlocked passives on a drone for 30 Modified Chips, preserving each slot's level but rerolling what the skill is. You preview the result and choose keep-or-restore — but the chips are spent either way.
You can lock passives you want to keep before recasting: locking 1/2/3/4 skills escalates the cost (lock-cost tiers 2/3/4/5 from drone_refine_skill) — protecting three good rolls while fishing for the fourth is where the chips really burn.
Two mercy valves exist: every 30 Modified Chips spent mints 1 Universal Modified Chip, which buys a chosen passive (Blue, Purple or Orange — higher grades cost more chips) via the Selection feature. And two drones at ★5+ can Transpose — swap their entire passive loadouts — for 300 Diamonds.
The 27 drones form 9 fixed trios (the three same-grade drones of each element). Owning all three activates the set; the bonus then levels up with the trio's stars — combination level N requires all three drones at ★N, up to level 35. SR and R sets add a third, set-specific stat: Electric sets give damage reduction, Reflect sets give fighter Physical DEF, Burning sets give fighter Energy DEF.
Drones don't use the crate-and-key engine. They get a bespoke storefront: a 3-slot refresh shop. Each refresh deals three random drones; you buy the ones you want at list price — N 100 · R 300 · SR 1,000 Rhenite — and refresh again (10 Rhenite, with 3 free refreshes daily). Sell-back returns a flat 80%.
The published per-slot odds (store table 260) are brutal at the top: SR 1.5% — and a specific SR drone is 0.167%. The pity floor (jackpot_times): a guaranteed R-or-SR every 20 refreshes.
There's even an auto-refresh mode — "Stop when SR drone appears" — the client will happily burn your Rhenite stack for you. Inventory caps at 300 drones.
The side door is shards: every drone can be assembled from 20 / 30 / 40 shards (N/R/SR), which flow from selectable shard chests in events and packs.
Drone materials have a dedicated monetization lane. The weekly rotation sells Rhenite, Batteries and Modified Chips in escalating bundles — plus one-time "drone bean" bundles ($19.99–$49.99) that simply include a specific SR drone. A small drone fund pays 150 Rhenite free at the trigger level, and daily-mission point chests drip Batteries.
drone_base (roster + star ladders), drone_skill (863 skill rows), droneLevelUp (800 level rows), drone_combine (315 set rows), drone_passive_library (draw weights), drone_conf, drone_rarity_def, drone_piece_def, drone_refine_skill, store table 260 + drone packs from cfg_store.drone_rules, uav_*, drone_buff_*, error codes).drone_conf.free_item_count; the type→slot pairing follows config order and the Reflect kit's Defender role; expected-cost math assumes independent slot rolls and ignores pity/shard income (it overstates true cost somewhat).