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Generation 3
13 Sentinels: Aegis Rim

Generation 3

Analyze Generation 3 units in 13 Sentinels: Aegis Rim. Learn about their long-range role and specific armaments like Main Battery Heavy Railgun and Long-Range Missiles.

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Analyze Generation 3 units in 13 Sentinels: Aegis Rim. Learn about their long-range role and specific armaments like Main Battery Heavy Railgun and Long-Range Missiles.

Walkthrough
  1. 1
    Position G3 units near the terminal and keep them there. Their primary role is long-range offense.
  2. 2
    Focus G3s on softening up targets, eliminating large groups of kaiju, and specifically targeting APSOS units.
  3. 3
    Utilize G3s in tandem with G1 units for proactive kaiju elimination.
  4. 4
    Avoid using G3s for close-range defense; G2 units are better suited for this role.
Tips
  • G3s have weaponized punching arms, but should only use them if they are in an extremely compromised position.
  • G3s have minimum range requirements on some attacks, making them less effective at defending the terminal directly.
  • If a G3 is surrounded, it indicates the terminal is also threatened, a situation best avoided with proper unit positioning and armament choices.

Armaments:

6 Multi-Launching Rapid Cannons

  • Fires cannon shells in a forward-facing cone with small splash damage.
  • Deals the most damage of any multi-bullet attack but fires the fewest shots.
  • This is the only 0 EP (Energy Point) attack available to G3s.
  • While it can damage small kaiju, it does not restore much EP and is not effective against medium or large kaiju.
  • Not considered a worthwhile armament due to its limited effectiveness and low EP restoration.

Main Battery Heavy Railgun

  • A long-range line attack that damages everything in its path, though it does not pierce armor.
  • Deals high damage, capable of defeating up to medium-sized kaiju in one hit.
  • Ideal for kaiju drops with numerous medium kaiju, as its wide area of effect can hit most of them.
  • Primary tool for eliminating APSOS units.
  • Utility decreases against armored medium kaiju.
  • Miura and Minami start with this armament; Kisaragi should also acquire it.
  • Miura should avoid enhancing this armament as he receives a better version.

Long-Range Missiles

  • An area attack effective against small kaiju and somewhat useful against medium kaiju.
  • Do not use on large or armored kaiju as it wastes EP.
  • Enhancing this armament significantly increases its range and area of effect.
  • Primary tool against swarms of small kaiju.
  • Can handle large batteries of Twintails at range, though it may require multiple volleys or G3s working together.
  • Its role has become somewhat outdated compared to newer unique armaments, lacking versatility.
  • Kisaragi gets a better version that unlocks at +4 enhancement; she should not enhance past this level.
  • Miura and Minami may consider higher enhancement levels if a long-range area attack is needed.

Stun Knuckles

  • A short-range melee attack that hits in an arc, knocking back ground kaiju and applying the EMP effect.
  • Only useful when a G3 is surrounded by kaiju, indicating the terminal is also threatened.
  • Other abilities are generally better for escaping dire situations and are useful in other contexts.
  • Not recommended.

EMP Stunner

  • An attack centered on the G3 that deals very minimal damage (single digits) and applies EMP to all enemies in its radius.
  • The low damage is insufficient to kill even small kaiju.
  • Enhancements add significant range; at +8, the radius is comparable to the Phase Plasma EMP meta-skill.
  • Does not apply taunt, which is beneficial as G3s should not be taunting enemies.
  • Due to low damage, it is not a regular-use ability.
  • Acts as an emergency button to stop all kaiju surrounding the terminal, covering a large radius.

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