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No. 17, Natsuno Minami
13 Sentinels: Aegis Rim

No. 17, Natsuno Minami

Explore Natsuno Minami's unique armaments in 13 Sentinels: Aegis Rim, including Precision Machine Cannons, Wide-Range Railgun, and Forced Cooling Device.

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Explore Natsuno Minami's unique armaments in 13 Sentinels: Aegis Rim, including Precision Machine Cannons, Wide-Range Railgun, and Forced Cooling Device.

Natsuno Minami, a G3 pilot in 13 Sentinels: Aegis Rim, possesses a unique armament set that offers a highly diverse playstyle compared to other G3s. While lacking the Super Large Missile, her capabilities and the inclusion of the Forced Cooling Device compensate for her average pilot skills.

Unique Armaments

Forced Cooling Device (G3)

This is a highly recommended ability, offering significant benefits similar to its G1 counterpart.

Precision Machine Cannons

Unlocks from 6 Multi-Launching Rapid Cannons. This armament functions as a multi-bullet attack that deals actual damage, unlike some other multi-bullet attacks. It costs 100 EP and has a fast 3.3 WT recharge. The attack fires a high volume of armor-piercing bullets in a thin cone, allowing for precise targeting. Although the actual bullet spread is wider than the indicated cone, it functions similarly to an armor-piercing Railgun. It targets units in front first, meaning valuable units like APSOS might be missed if multiple kaiju are present, but Natsuno also has a dedicated Railgun for such scenarios. This armament is effective at clearing lines of armored medium kaiju or significantly damaging armored large kaiju. Two uses can defeat large armored blue kaiju, costing 200 EP and 6.6 WT, which is more efficient than other G3s using Railguns. While some argue armored kaiju are not Natsuno's role, this armament allows her to handle situations other G3s cannot, particularly against remaining armored survivors after a kaiju drop.

Wide-Range Railgun

Unlocks from the normal Railgun. This armament has lower power and range but a much wider, rectangular attack area. It typically has a longer WT unless fully enhanced to +8. It reliably eliminates all small kaiju and unarmored medium kaiju. It does not defeat armored kaiju, leaving them standing after a kaiju drop, but it's excellent for thinning out waves of unarmored flying kaiju that fit within its rectangular area as they approach the terminal. It also includes a slight setup movement, unlike the standard Railgun. It does not require full enhancement to be effective, which is beneficial as it is expensive to upgrade to +8.

Recommended Armaments

  • Precision Machine Cannons
  • Main Battery Heavy Railgun
  • Wide-Range Railgun
  • Forced Cooling Device
  • Anything
  • Anything

Natsuno’s Skills

Sprinter

This skill is considered largely useless, as pilots are not frequently ejected or forced to repair, and G3s are not designed for extensive movement.

Warmup Run

Provides a small, temporary attack bonus after using an armament, based on the distance moved since the last armament use. While G3s are slow and not intended for much movement, this skill encourages using downtime to move Natsuno around the terminal for a damage boost.

Research Notebook

Increases all stats on stages that have already been S-ranked. This skill is not particularly useful, even for players not attempting one-run challenges. When replaying stages for BOL or bonus objectives, players likely already have the necessary stats from the initial S-rank clear.

The War of the Worlds

Increases attack when a Hi-Quad is nearby. This skill is ineffective because G3s and Hi-Quads typically maintain distance, with Hi-Quads firing Plasma Cannons from afar rather than engaging in close combat.

Gotta Stay Positive!

Similar to Takatoshi's 'That’s More Like It,' this skill provides a stat boost when triggered.

I Won’t Give Up, BJ

This skill triggers when all pilots have 70% or less total HP, which usually results in a rank loss. While it raises Natsuno's stats, the trigger condition is undesirable and difficult to achieve without compromising performance.

Natsuno’s Defensive Armament

The 6 Multi-Launching Rapid Cannons, when used defensively, only deploy three cannons that deal minimal damage, making them ineffective.

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