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No. 21, Yuki Takamiya
13 Sentinels: Aegis Rim

No. 21, Yuki Takamiya

Learn how to best utilize Yuki Takamiya's unique armaments and skills for assassinating large armored kaiju in 13 Sentinels: Aegis Rim.

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Learn how to best utilize Yuki Takamiya's unique armaments and skills for assassinating large armored kaiju in 13 Sentinels: Aegis Rim.

Walkthrough
  1. 1
    Yuki's primary strength lies in her ability to assassinate large armored kaiju, a valuable role for a non-G1 unit.
  2. 2
    Her mobility allows her to hop obstacles that G1 units might get caught on, enabling immediate engagement with large kaiju.
  3. 3
    She struggles in other situations, making her offensively one-dimensional, similar to Shu.
  4. 4
    When large kaiju are not present, her support skills are more useful than her damage output.
  5. 5
    Yuki, like Shu, is missing Gravity Missiles.

Unique Armaments:

  • Counter (G4): Deals half the damage of Counter (G1). Avoid using this as a primary strategy due to the risk of taking damage and the lack of an EMP ability to attract enemies.
  • Composite Ceramic Armor (G4): Benefits Yuki's Leg Spike playstyle by making her less likely to destroy all targets with area attacks. It competes with Flare Torpedo for Yuki's last armament slot. This armament is best used when trying to avoid damage completely.
  • Quad Leg Spike: Unlocks from Leg Spike. It delivers four kicks to a single target, usually enough to defeat large kaiju immediately. It costs 50 more EP than Leg Spike but is highly recommended for its effectiveness and reliability in eliminating gladiators. It allows for frontal attacks from a distance or close-range back attacks, unlike the standard Leg Spike.
  • Active Cooling Device: Unlocks from Shield Matrix. This support skill reduces the wait time (WT) of affected Sentinels by 50% of their last action's WT. If a Sentinel is already 50% or more towards their next turn, this grants them that turn immediately. It is proportionally more effective with armaments that have long WT. It does not affect Defending units. Consider using one or two if you can generate a net time gain, but more may be excessive. This provides Yuki an option when kaiju don't fit her direct combat strengths by accelerating teammates' turns.

Recommended Armaments:

  • Arm-Mounted Convergent Lasers
  • Quad Leg Spike
  • Shield Matrix
  • Active Cooling Device
  • Composite Ceramic Armor
  • Anything (general utility)

Yuki’s Skills:

  • I Got This: Increases all stats based on the number of non-attack members. Useful in 4-person missions and for soloing 1-1 Casual to clear BOL (Breakthrough Objective Level).
  • Let’s Do This, Nat-chan: Increases WT speed if Minami is on the team. This skill is available early and easy to utilize by pairing Natsuno with Yuki from the start.
  • Brawling Prodigy: Powers up Leg Spike based on distance moved during its setup. To maximize this skill, enhance Leg Spike as much as possible for maximum setup movement and use it from the furthest possible range. Quad Leg Spike counts for this ability.
  • I Can Take You All!: Increases attack and defense when many kaiju are nearby. This skill can justify sending Yuki in first to engage a large kaiju amidst smaller ones, taking advantage of the increased stats, especially since her flight capability prevents path obstruction.
Tips
  • Yuki is best deployed in waves where her strength against large kaiju is relevant.
  • Pairing Natsuno with Yuki from the start is recommended due to the 'Let's Do This, Nat-chan' skill.
  • Maximize Leg Spike enhancements and use it from maximum range to benefit from 'Brawling Prodigy'.
  • Consider sending Yuki in first to engage large kaiju in crowds to utilize the 'I Can Take You All!' skill, as her flight prevents path blocking.

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