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Generation 4
13 Sentinels: Aegis Rim

Generation 4

Learn about Generation 4 units in 13 Sentinels: Aegis Rim. Discover their limited offensive capabilities and support abilities like Flare Torpedo.

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Learn about Generation 4 units in 13 Sentinels: Aegis Rim. Discover their limited offensive capabilities and support abilities like Flare Torpedo.

Walkthrough
  1. 1
    Generation 4 (G4) units are generally best utilized for their support functions due to their extremely limited offensive contribution.
  2. 2
    While they may seem adequate on lower difficulties, their struggle to kill enemies becomes a significant roadblock on later waves, especially on Intense difficulty.
  3. 3
    Unlockable unique armaments can improve the effectiveness of a few G4 pilots, but their basic arsenal's damage capacity is rated from bad to medium at best.
  4. 4
    Despite their inefficiency, you must attempt to use the four G4 units to contribute to killing enemies, focusing on their support abilities for maximum utility.
Tips
  • Focus on the support abilities of G4 units, as these are their most useful functions.
  • Enhancing the basic Arm-Mounted Pulse Lasers is generally a waste of resources, except when unlocking a unique armament.
  • Be aware that Multi-Lock Missiles can be deceptive; it performs acceptably in the early, easier waves but falls off significantly in effectiveness as difficulty increases.
  • Flare Torpedo can be used as an improvised Anti-Air Defensive Flare against missiles near the terminal, though it is less effective than dedicated flares against small kaiju.
  • Leg Spike is a specialized attack for large kaiju due to its single-target nature.

Arm-Mounted Pulse Lasers

This is a 0 EP (Energy Point) multi-bullet attack that fires individual laser shots in a cone in front of the Sentinel, piercing armor. It does not have splash damage and fires a medium amount of shots at medium power. When fully enhanced, its total power is the lowest among multi-bullet attacks by a large margin. This attack is not structured to kill enemies effectively. It performs adequately against swarms of small kaiju but is less effective than proper area attacks. Against medium kaiju, it might kill one or two of the front ones before losing effectiveness. Against a single large kaiju, the damage is insufficient, and the G4 must be uncomfortably close to achieve maximum damage. While it costs no EP, it does not significantly help with EP recharge. All G4s start with this ability, and enhancing it is generally a waste, with the exception of unlocking a unique armament.

Multi-Lock Missiles

This is a high setup movement ability where the G4 moves and then launches missiles with small splash damage in a circle around the Sentinel. This ability is considered poor by many players of 13 Sentinels: Aegis Rim, partly because Tutorial Wave 6 can mislead players into thinking it is effective. The tutorial and the first few waves are very easy, allowing Multi-Lock Missiles to appear acceptable. However, its effectiveness rapidly declines past these initial stages. The cost is not particularly high, but the damage output is incredibly low, sometimes less than 0-EP abilities. The missile targeting favors even distribution, resulting in minimal damage. It struggles to eliminate swarms of small kaiju, often failing to kill all of them, and does not refund a meaningful proportion of its cost. It has just enough power to kill unarmored medium kaiju if a small group is targeted without including extra kaiju, as additional targets can disrupt missile distribution, potentially causing all medium kaiju to survive if small ones draw too many missiles. Focusing on a single large kaiju by ensuring it's the only target within the radius is possible, but since it doesn't pierce armor, it's only effective against unarmored large kaiju, and even then, it doesn't kill in one hit. This ability is ineffective against swarms, medium kaiju, and large kaiju, making it poor against all enemy types. It also thrusts the fragile G4 directly into danger, making it a high-risk, low-return ability. Furthermore, it shares the Sentinel dead zone mechanic with EMP Surrounding, meaning enemies occupying the same space as the Sentinel will not be hit. As G4s fly, this can cause Multi-Lock Missiles to miss ground units directly beneath the G4 and air units in the same space due to the lack of collision for air units.

Flare Torpedo

This ability launches a mine that instantly explodes into an orange “flare zone,” overheating any enemy unit that enters it for 5 seconds. Despite the description suggesting it acts as a proximity mine, the torpedo always explodes upon reaching its target area, regardless of enemy presence. Overheated units take damage over time and move slower, but the damage from Overheat is very small and does not increase. The torpedo projectile itself can hit an enemy before reaching the target zone, dropping the flare zone at the point of impact. This is an area attack that overheats all kaiju within its radius. The damage, while low, is usually sufficient to kill small kaiju over time. It can be used to manage swarms, and enhancements increase its range and area for this role. However, other Sentinel types possess superior swarm-handling attacks. Flare Torpedo can also be used on the terminal as an improvised version of Anti-Air Defensive Flares, by dropping the flare zone directly on top of it. While it won't surround the terminal like Anti-Air Flares, small kaiju entering the zone will likely hit the terminal before dying, unless the Flare Torpedo has been enhanced multiple times. It is equally effective as Anti-Air Flares against missiles.

Leg Spike

This is a high setup movement ability that strikes a target twice at melee range with armor-piercing damage and applies Overheat. Although it displays a cone, Leg Spike only hits a single target, making it almost by default a specialized killer of large kaiju.

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