|Rate of Fire||12%|
Initial CD (5s)
Level 10 Effect Stun enemies (2.5 unit radius) (4.0s)
Level 10 Cooldown 16 Seconds
UMP9 is a craftable four-star German SMG and the sister of UMP45. She is a part of ‘Squad 404’ along UMP45, HK416, and G11.
UMP9 features a solid stat base that allows her to tank in a fairly efficient manner, but she also features a very potent Skill, the Stun Grenade, that will incapacitate all types of enemies except bosses. UMP9’s ability to control crowds comes at a price, however. Her Skill has an Initial Cooldown of 5 seconds, which is a tad too long to effectively serve its purpose, and her buff tiles, while good in coverage, offer exceptionally mediocre buffs. ARs are innately accurate and usually possess good RoF, so the Accuracy and RoF boost that UMP9 provides is unnecessary for most of them, though some ARs can appreciate UMP9’s RoF buff.
In summary, UMP9 is a decent choice for most AR teams in need of a main tank, even though there are some units that outclass her. She can provide the team with strong crowd control within most Echelon compositions, but her Skill is rendered ineffective against bosses and her tiles are subpar at best. It is worth mentioning that UMP9 is really cute, though, which may be reason enough for some players to use her.
Well Distributed Stats
Toting a total of 880 HP and 76 Evasion, UMP9 overall has no particular weaknesses in this regard.
Strong Crowd Control
UMP9’s Stun Grenade Skill will paralyze enemies within a radius of 2.5 units for 4 seconds.
Skill does not affect Bosses
Stun Grenades sadly unlike Smoke Grenades do not affect Bosses. This decreases their overall effectiveness in comparison to other Skills.
Relatively Long Initial Skill Cooldown
Another issue that plagues Stun Grenades is their long Initial Cooldown of 5 seconds. Compared to the nearly instant 1 second Initial Cooldown of Smoke Grenades, Stun Grenades are simply less useful.
Average (At Best) Tiles
While UMP9’s tile placement is good, her buffs are barely mediocre. She will provide ARs in a vertical line behind her with 12% RoF and 30% Accuracy buffs, which are not what ARs particularly need.
Performing well in a tank position usually requires a good mix of well-balanced stats and a Skill that offers sufficient utility. UMP9, while not the absolute best in either of these areas, still brings enough to the table to garner consideration for use in AR Echelons.
UMP9 is an overall effective tank, toting 880 HP and 76 Evasion. She does not have any glaring deficiency in this regard -- though her kit is not exactly suited for dodge tanking so much as it is suited for controlling the flow of battle, which is mostly due to her Skill.
UMP9’s Stun Grenade skill is what allows her to enact crowd control, as it completely stuns enemies within a 2.5 unit radius for a 4 second duration. UMP9 does, however, suffer from a mismatch in this regard as her Skill has an Initial Cooldown of 5 seconds, which is only added to by the the aiming and travel time of her grenade. UMP9’s Stun Grenade will in most battles be activated too late, and since Stun Grenades do not work on Bosses, she cannot take advantage of it as much as she would like to. It should be noted, though, that Stun Grenades do work on mini-bosses (secondary bosses within an Echelon that are not displayed on the map) and this might prove useful at some point.
UMP9’s buff tiles also carry a dilemma with them. While it is true that 12% RoF is not the strongest buffs for ARs -- given that they naturally feature high RoF -- it is far from useless. Her real problem lies in the fact that the ARs that would make best use of her buff (such as ST AR-15 or Type97) can barely benefit from RoF, if at all, as they are often able to max out their own RoF due to their self-sufficient kit. A 30% Accuracy buff is also something ARs do not need given their high innate Accuracy. When these two factors are taken into account, while UMP9’s tiles can’t be considered to be actively detrimental, they are largely less impactful than Damage or Crit Rate buff tiles.
Overall, though, these factors don’t make UMP9 unable to pull her own weight. She is a decent choice as a Tank, but not without some downsides. While she’s nowhere near bad, she is perhaps not as efficient as she could be.
ARs that can make use of RoF buffs
ARs with strong Damage self-buffs that can take advantage of the RoF given by UMP9’s tile buffs such as G41, Type95 and G36 are a great choice to use with her.
ARs with long Initial Skill Cooldown
If one wishes to capitalize on UMP9’s Stun Grenade, ARs that are slow to activate their Skills due to their high Cooldown such as TAR-21, HK416, and FAL are all good picks, as UMP9’s Stun Grenade will buy them time.
UMP9 is best suited for the Main Tank role and this is arguably her only use -- the offtank role is usually reserved for offensive SMGs that can contribute a good amount of damage and/or great tile buffs for the main DPS. For this reason, she should always be placed in tile 5 in 3 AR 2 SMG compositions.
The H&K UMP was designed in the 1990s and entered service in 1999. It was originally intended to be a cheaper and more effective replacement for the MP5 but it has failed to achieve this goal. The UMP9 variant is exactly the same as the original in all regards except for the fact that it is chambered for 9x19mm Parabellum cartridge.
Heckler & Koch
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