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Contents

  • Changelog
    • Updates
  • Now Approaching Planet Mira
    • Foreword
    • See You in 40 Years
    • What Is Xenoblade Chronicles X?
    • Info for Veterans of Xenoblade Chronicles
  • A Primer for Prospective Citizens of Mira
    • Main Menu and Basic Functions
    • Who Are You?
    • Welcome to Blade
    • Seeing the World
    • Dressing the Part
    • Battle Meta
    • Combat Flow
    • Skells: Take It Up a Notch
  • The World of Mira
    • Introduction
    • New Los Angeles
    • Mira
  • Characters
    • The Player Character
      • The Player Character
      • Player Character Soul Voices
    • Party Members
      • Party Members
      • Alexa
      • Bozé Lowes
      • Celica
      • Doug
      • Elma
      • Frye
      • Gwin
      • H.B.
      • Hope Alanzi
      • Irina
      • L
      • Lao
      • Lin
      • Mia
      • Murderess
      • Nagi
      • Phog Christoph
      • Yelv
  • The Miran Unification Quest
    • The Miran Unification Quest
    • Prologue: Awakening
    • Chapter 1: New Los Angeles
    • Chapter 2: The New Frontier
    • Chapter 3: Builders of a Legacy
    • Chapter 4: The Ganglion Menace
    • Chapter 5: Ma-non Maneuvers
    • Chapter 6: Dark Matters
    • Chapter 7: Treachery
    • Chapter 8: The Gathering Storm
    • Chapter 9: Warriors of Wroth
    • Chapter 10: The Zu Pharg Menace
    • Chapter 11: Consequences
    • Chapter 12: Into the Core
    • Affinity Missions
      • Affinity Missions
      • A New Rival?
      • We Were Soldiers
      • Foggy Dilemma
      • The Repair Job
      • Meeting Yelv
      • Renewed Will
      • The Ties That Bind
      • A Day in the Life
      • Weaponized
      • A Friend in Need
      • Bottoms Up
      • The Mad Monk
      • Close Comrades
      • Nine Lives
      • Hope Springs Eternal
      • BFFs
      • My Dream
      • A False Hope
      • The Matchmaker
      • Arms and the Man
      • Spy Games
      • Bozé's Way
      • A Great Divide
      • Soldier of the Harriers
      • Nagis Time
      • The King of Fear
      • A Girls Wings
      • Blitzkrieg
      • Manhunt
      • Prospective Partners
      • What the Skell?!
      • Bozé's Ignorance
      • Climbing the Ladder
      • Ls Conundrum
      • The Little Rich Girl
      • Boot Camp
      • Reporting for Duty
      • A Challenger Approaches
      • A Present for Hope
      • New in New LA
      • Brotherly Love
      • Fitting In
      • Two Peas in a Pod
      • The Nopon Heir
      • Fathers and Sons
      • Rapid Misfire
      • Yelvs Partner
      • Lionhearted
      • To Serve Nopon
      • Mia Grows Up
      • Serial Thriller
      • Then and Now
    • Normal Missions
      • Normal and Basic Mission Index
      • Normal Missions
    • Basic Missions
      • Basic Missions
  • Data
    • Secret Files
      • Character-Yielding Missions At A Glance
      • Arms Manufacturer-Yielding Missions At A Glance
      • Exclusive Art-Yielding Missions At A Glance
      • Branching Missions
      • About Definian Downfall
      • Off The Record
      • The Skell License Exam
      • Rise of the Blood Lobster
      • Trade Agreement
    • Missions at a Glance
      • Story Missions
      • Affinity Missions
      • Normal Missions
      • Basic Missions: Bounty
      • Basic Missions: Gathering
      • Basic Missions: Social
    • Map Segment Contents
      • New Los Angeles
      • Primordia
      • Noctilum
      • Oblivia
      • Sylvalum
      • Cauldros
    • FrontierNav Connections and Data
      • Rare Resources
      • FrontierNav Site Data
    • Collectotopedia
      • Primordia
      • Noctilum
      • Oblivia
      • Sylvalum
      • Cauldros
    • Collectopedia Locations
      • Primordia
      • Noctilum
      • Oblivia
      • Sylvalum
      • Cauldros
    • Achievements
      • Story Achievements
      • World Achievements
      • Combat Achievements
    • Enemy Index
      • Enemy Categories
        • Theroids
        • Insectoids
        • Piscinoids
        • Humanoids
        • Mechanoids
        • Chmeroids
        • Ultrafauna
      • Enemies (Alphabetical)
        • A
        • B
        • C
        • D
        • E
        • F
        • G
        • H
        • I
        • J
        • K
        • L
        • M
        • N
        • O
        • P
        • Q
        • R
        • S
        • T
        • U
        • V
        • W
        • X
        • Y
        • Z
  • Social Functions
    • Overview
    • Squads
    • Scouting BLADEs
  • Shop Terminal Listings
    • Ground Gear: Weaponry
      • Assault Rifles
      • Longsword
      • Sniper Rifles
      • Javelins
      • Dual Guns
      • Dual Swords
      • Gatling Guns
      • Shields
      • Rayguns
      • Knives
      • Psycho Launchers
      • Photo Sabers
    • Ground Gear: Armor
      • Head Armor
      • Torso Armor
      • Left Arm
      • Right Arm
      • Leg Armor
    • Skell Gear: Armor
      • Head Armor
      • Torso Armor
      • Arm Armor
      • Leg Armor
    • Shop Terminal Listing
      • Skell Frames
    • Skell Gear: Weaponry
      • Sidearms
      • Back Weapons
      • Shoulder Weapons
      • Arm Weapons
      • Spare Weapons
  • AM Terminal Listings
    • Weapon Augments
      • Stat Increase
      • Weapon Customization
      • Critical Hits
      • Enemy Category
      • Attack Increase
      • Art Mods
      • Soul Voice
      • Special
    • AM Terminal Listings
      • Corporations
    • Skell Armor Augments
      • Stat Increase
      • Attribute Resistance
      • Debuff Resistance
      • Antidamage Measures
      • Special
      • Anticlimate Measures
    • Armor Augments
      • Stat Increase
      • Skell Enhancement
      • Attribute Resistance
      • Debuff Resistance
      • Antidamage Measures
      • Overdrive
      • Art Mods
      • Soul Voice
      • Special
      • Anticlimate Measures
    • Skell Weapon Augments
      • Stat Increase
      • Weapon Customization
      • Critical Hits
      • Enemy Category
      • Attack Increase
      • Art Mods
      • Special
    • Skell Frame Augments
      • Stat Increase
      • Fuel
      • Debuff Resistance
      • Attack Increase
      • Antidamage Measures
      • Overdrive
      • Special

Xenoblade Chronicles X Guide › A Primer for Prospective Citizens of Mira

Skells: Take It Up a Notch

Upon completing Chapter 6 of the main story you’ll be able to take the Skell license test. Pass the series of missions, and you’ll receive a Skell of your very own.

Skells are awesome mobile battle mechs with myriad applications—the most obvious of which is to be able to take on the indigens of Mira on a massive scale. You and your party members can even fight side by side with Skells while on the ground.

Vehicle Mode

The Skell’s version of sprinting! Click the left stick to convert from walking mode to vehicle mode. Roll around the countryside at high speed!

Flight Mode

Once you beat Chapter 9 of the main story, a mission opens up. If you complete it, your Skells will be able to fly and reach places on Mira you’ve only dreamed of exploring.

Tatsu’s Tips: Run ’Em Over!

Skells can damage smaller enemies simply by touching them. Usually they’ll get kicked around and take some damage. Be careful with this, because the game counts this as initiating a battle; you’ll have to run away to avoid the fight.

Skell Garage

The Skell Garage is located at the BLADE Barracks. Approach the BLADE Barracks main console and select BLADE Barracks Hangar. Functions of the Hangar include:

Register Skell Associate a Skell with a party member. This is the only way a party member can ride a Skell. Note that the party member must be at least the same level as the Skell; if the Skell frame is level 30 and the party member is level 27, you’ll need to buff the party member up first.
Change Gear Manage the selected Skell’s gear. You can also do this from the Skell Gear menu.
Refuel Skell Use miranium to refuel the selected Skell. It takes 5,000 units of miranium to refuel 3,000 units of Skell fuel. Heavy-type Skells can guzzle miranium like crazy when refueling.
Rename Change the Skell’s name.
Customize Colors Change the color scheme of various parts of the Skell.
Sell Sell the selected Skell and/or its gear.

The Power of the Skell

Skell Stats and Armor

Skells contain some extra stats along with the ones sported by party members on the ground.

Frame Lv. The level of the Skell’s performance. Most analogous to levels of party members. Skells with a higher frame level can wield more powerful weapons.
Skell Insurance How much insurance the Skell has left. See the Skell Insurance section for a rundown on this mechanic.
Armor The sum defensive quotient of all armor, base and equipped.
Fuel The maximum amount of fuel that the Skell can hold.

Skell Types

There are three types of Skells:

Light-type Cheap cost, low HP, low armor, low fuel (but easier to refill with miranium).
Mid-type Average cost, HP, armor, and fuel count.
Heavy-type Expensive, high HP and armor, high fuel. Can take a while to refill fuel with miranium alone.

Light-Type Skells are speedier and more maneuverable both while driving and flying. Heavy-Type Skells are slower on both land and air, while Mid-Type Skells offer average speed and maneuverability. Each type of Skell can be equipped with armor of the same grade or lower, meaning heavy-type Skells can equip all armor but light-type Skells can only equip light-type armor.

Skell Weaponry

Skells have access to a massive number of equipable options, but in the end, they amount to the same number of attack venues as a ground-based character has, minus the Skills.

One Skell can equip:

  • Two auto-attack weapons. These can be any mix of ranged and melee weaponry, meaning you can dual-wield two of the same type if you so wish.
  • Two back weapons, which count as Arts.
  • Two shoulder weapons, which count as Arts.
  • Two arm weapons, which count as Arts.
  • Two spare weapons, which count as Arts.
  • Five pieces of armor.

When managing a Skell’s gear, you can check the Arts available to a given Skell weapon by highlighting that weapon and pressing (R).

Skells in Battle

This is how the battlefield looks to a Skell:

Frame HP Analogous to a person’s HP. If this reaches zero, the Skell is destroyed.
GP (Gear Points) Analogous to a person’s TP. These accumulate as the Skell lands auto-attacks. Once GP reaches 3,000 or higher, Skell Overdrive can be activated.
Skell Defense This is a cool feature of Skells that makes sure ground-based party members aren’t instantly obsolete. When at least one party member is in a Skell, the total defense of characters not currently in Skells increases. This depends on how many characters are and aren’t in Skells. With one Skell in play, the other three characters receive a 20 percent defense boost. With two around, the other two characters receive a 40 percent defense boost, and with three Skells, the lone ground-bound party member will receive a whopping 60 percent extra defense.
Skell Fuel Skells use fuel every time they auto-attack, use an Art, or fly. If fuel reaches zero, the Skell will be unusable until it is refueled. Skells can be refueled at the Skell Garage, or they gradually refuel over time if no one is riding them.

Binding Enemies

The effect of a Skell achieving a Bind on enemies is similar to a ground-bound character’s Topple. A bound enemy can’t move, and it will take extra damage from attack. Binding also restores some fuel to the Skell that pulls it off.

To bind an enemy, get close to a staggered enemy and press (ZL) and (ZR) simultaneously when the prompt appears.

Continuous Soul Challenges will appear. Press (B) when the orange circle either overlaps or is inside the white circle to keep the Bind going until the timer runs out. If you fail a Soul Challenge, the Bind will be broken.

Tatsu’s Tips: The Power of Gravity

The G-Buster weapons from the shop terminal are fantastic at a lot of things, like doing damage. They’re also an almost surefire stagger, allowing you to inflict Bind on even the toughest of bosses. Always have one on your Skell!

Cockpit Time

Cockpit Time has a 10 percent chance of occurring whenever a Skell uses an Art. If this happens, you’re in luck—all cooldown timers on your Arts are reset, and you become temporarily invincible! GP will also increase when this takes place—usually by 500.

Also, when you’re in Skell Overdrive, if Cockpit Time is activated, the chance of Overdrive being extended raises as well.

Skell Overdrive

Here’s where the ultra-fun starts. When you have 3,000 GP or more, you can initiate Skell Overdrive, which enhances the base capabilities and performance of the Skell along with its fighting capacity. The types of enhancements vary depending on the Skell, as can be seen by this table.

Overdrive Types
Skell Frame(s)Overdrive DesignateBonus Effects
Formula (Light-type) Type 1: JINRAI Zero Fuel Use Accuracy & Evasion Up Critical Chance Up Cooldown Boost
Lailah (Mid-type) Type 2: NAGI Zero Fuel Use Timed Regen Appendage RegenTake Less Damage Debuff Immunity
Verus (Light-type) Type 3: HAGANE Zero Fuel Use Melee Weapon Attack Up Appendage Regen2x Damage Reflect: Physical
Mastema (Heavy-type) Type 4: GEKITETU Zero Fuel Use Ranged Weapon Attack Up 2x Damage Reflect: Beam Take Less Damage
Urban (Light-type) US0232 Police Type 5: OBORO Zero Fuel Use Deal More Damage Take Less Ranged Damage Appendage Regen
Amdusias (Heavy-type) Type 6: KURENAI Zero Fuel Use Absorb Fuel with Melee Double Crush (2x damage to appendages) Melee Weapon Attack Up
Inferno (Mid-type) Type 7: HIBANA Zero Fuel Use Appendage Regen Ranged Weapon Attack Up 2x Damage Reflect: Thermal
Urban (Heavy-type) US0860 Excavator US0830 Dozer Type 8: KAMIKAZE Zero Fuel Use Accuracy & Evasion Up Deal More Damage Reverse Damage
Ares Type 9: LEGION Zero Fuel Use Accuracy & Evasion Up Cooldown Boost Deal More Damage Appendage Regen
Extending Skell Overdrive

Once the Skell Overdrive timer expires, there’s a chance for it to be reset so you can keep the pain going.

Set 1: 15 seconds, 100 percent chance to extend to Set 2, 30 percent chance of activating Cockpit Time with each Art used.

Set 2: 13 seconds, 100 percent chance to extend to Set 3, 20 percent chance of activating Cockpit Time with each Art used.

Set 3: 13 seconds, (50 + 20 per Cockpit Time activation) percent chance to extend to Set 4, 30 percent chance of activating Cockpit Time with each Art used.

Set 4: 13 seconds, (0 + 20 per Cockpit Time activation) percent chance to extend to Set 5, 20 percent chance of activating Cockpit Time with each Art used.

Set 5: 13 seconds, (0 + 20 per Cockpit Time activation) percent chance to extend to Set 6, 30 percent chance of activating Cockpit Time with each Art used.

Set 6: 13 seconds, 20 percent chance of activating Cockpit Time with each Art used.

Skell Overdrive can be extended up to five times—after six rounds, that’s all she wrote.

Skell Battle Damage

While Skell HP and fuel can be recovered using consumable items obtained as division rewards (see the Social section for details), they have other hazards to worry about.

Appendage Loss

If a Skell takes too much damage, it will lose appendages. A loss of an appendage means the loss of any weapons or arts attached to it, as well as a reduction in GP. It will be fixed once the battle ends, however.

Wrecking a Skell

If a Skell’s frame HP drops to zero, it will be destroyed. Just before the fated explosion, however, a Soul Challenge will appear. Try to get a perfect rating for this Challenge! It decides what happens next.

Perfect Rating You will evacuate the Skell safely, with no loss of HP. Meanwhile, your Skell will be towed in for repairs absolutely for free—no Skell insurance will be used. Finally, you’ll automatically have secondary cooldown reached on all of your personal Arts, so you can come out swinging.
Good Rating You will evacuate the Skell safely, with no loss of HP. However, you lose one unit of Skell insurance as a Skell repair fee.
Failed You just barely make it out of the wreck alive, with 1 HP. You also lose two units of Skell insurance as a Skell repair fee.

Tatsu’s Tips: Your Friends Have All the Luck

If a party member’s Skell is destroyed, their evacuation will automatically receive a perfect rating, and the Skell will be repaired free of charge. This means that if you have a Skell that’s running low on insurance or a powerful Skell that you don’t want to risk using insurance on, you might be better off giving it to someone else rather than piloting it yourself. The choice is yours.

Skell Insurance

So you just wrecked your Skell! First off, don’t fret, it happens to everyone. Second, you have three options from here:

Get a Perfect rating on the Soul Challenge that happens when your Skell explodes. If you do, there’s nothing to do but to go to the Skell Garage and grab it back, free of charge.

If you’re out of Skell insurance units, you can use a salvage ticket—one of the consumable items that are given out as division rewards. See the Social chapter for more info on this.

If you have no more insurance and no salvage tickets, then you can spend your own money to repair your Skell. Use this only as a last resort because the expenses for repairing a giant robot can come to 70 percent of the original cost of the Skell plus its equipment!

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