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Generation 1
13 Sentinels: Aegis Rim

Generation 1

Master Generation 1 units in 13 Sentinels: Aegis Rim. Learn about Rush Attack, Demolisher Blade, and Anti-Air Defensive Flares for effective offense.

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Master Generation 1 units in 13 Sentinels: Aegis Rim. Learn about Rush Attack, Demolisher Blade, and Anti-Air Defensive Flares for effective offense.

G1s are powerful, fast, and versatile units that can often complete missions on their own, particularly later in the game. While the game's objective typically involves defending a point, efficient play in 13 Sentinels: Aegis Rim requires an offensive approach, which G1s excel at. They should patrol the map, intercepting kaiju at their spawn points and eliminating large threats before they become problematic. For defense, G1s have access to Anti-Air Defensive Flares, a unique passive defensive option unmatched by other generations.

Abilities:

Rush Attack

  • Cost: 0 EP
  • Effect: 800 POW for 4 attacks.
  • Wait Time (WT): 3 seconds (fastest in the game).
  • Enhancements: The first enhancement adds an additional punch for 500 meta-chips. Upgrading to +4 adds setup movement and another punch.
  • Mechanics: Displays as a cone, but all punches hit one target at a time, selecting from targets within the cone, usually starting with the initial target and not changing until a target dies. Gains more setup movement from enhancements. Useful for recharging EP on G1s.

Leap Attack

  • Type: Mobility tool and area attack.
  • Area Attack Definition: Deals POW damage to every kaiju in the radius, unlike single-target attacks.
  • Enhancements: Address weaknesses in short jump range and area at lower levels.
  • Wait Time (WT): 3 seconds, allowing for quick repositioning even without hitting targets.
  • Limitations: Does not hit air targets. Power does not increase with enhancements. Often outclassed by other abilities.

Tackle

  • Type: Mobility tool.
  • Mechanics: Select a destination, and the Sentinel moves there with setup movement if enhanced. Movement time is required.
  • Effect While Moving: Knocks away and damages small or medium kaiju on contact.
  • Enhancements: Raise the power of the ability, unlike Leap Attack. +8 Tackle can kill medium kaiju under certain circumstances.
  • Wait Time (WT): Begins as soon as the move starts. A long path may allow the unit to accept new commands before Tackle finishes, canceling the remainder.
  • Limitations: Less versatile than Leap Attack for areas. Kaiju rarely cooperate with its street-based area of effect. Can be difficult to use effectively. Enhancements do not add setup movement as claimed.

Demolisher Blade

  • Type: Armor-piercing damage in a cone.
  • Mechanics: Can attack all enemies within or touching the cone, though only one shows the

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