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Sentinel Upgrades
13 Sentinels: Aegis Rim

Sentinel Upgrades

Learn which Sentinel upgrades are worth investing your chips in for 13 Sentinels: Aegis Rim. Prioritize Generator and Neurolink for the best results!

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Learn which Sentinel upgrades are worth investing your chips in for 13 Sentinels: Aegis Rim. Prioritize Generator and Neurolink for the best results!

Alright, let's talk about upgrading your Sentinels in 13 Sentinels: Aegis Rim. This is where you spend those hard-earned chips to make your mechs even more powerful. Some upgrades are definitely better than others, so let's break down what's actually worth your investment.

Armor: This boosts HP, Defense, and gives a small chance to totally nullify attacks. Honestly, for getting those S-ranks, HP and Defense aren't the best stats. They might shave off a tiny bit of damage taken, but you shouldn't rely on them for your ranking. The nullify chance is also super low – even at max enhancement, it's only a 0.5% chance. So, yeah, don't bother upgrading this one.

Generator: This is where it's at! Upgrading the Generator increases your max EP, Attack, and how much EP you get back when you defeat kaiju. For those tough, required battles on Intense, these are the most valuable stats. More Max EP means more attacks, and since Defend and Heal Team are percentage-based refills, a higher Max EP means you get more EP back from them. Attack is obviously great for taking down enemies faster, which helps with S-ranks. Plus, the EP recovery on kills is a solid +1% per enhancement level, so maxing it out gives you a significant EP boost.

Fire-Control: This is an okay alternative to Generator, but mostly for postgame stuff. It boosts attack, critical chance, and critical damage. Attack is good, like we said, but the critical stats aren't really useful until much later in the game. The critical chance formula is a bit complicated and accuracy doesn't really change it much before postgame. Default critical damage is double, and honestly, with the low critical chances, it doesn't make a big difference. Stick with Generator until it starts costing way more chips.

Actuator: This increases speed, defense, and movement speed, plus a little extra for armament setup movement. Speed is nice, but the boosts here don't really change your overall turn order (WT) in a noticeable way. Defense is still not a great stat. Movement speed and setup movement are mainly useful for G1s and maybe Takamiya, as most others don't need to move around much. You probably won't have enough chips for this during the main story anyway.

Neurolink: This one is pretty important, especially for the one-run challenge. It increases critical chance, earned experience, and speed, but its main draw is reducing Brain Overload (BOL). The critical chance and speed boosts are minor, and the experience gain isn't significant enough to warrant upgrading it. What you really want is the BOL reduction – it's half your enhancement level. At +2 Neurolink, you reduce BOL by 1. This might not sound like much, but it can mean the difference between having to replay old battles to clear BOL or pushing through multiple fights without needing to. If you're aiming for a one-run clear, get this to +2 on everyone as soon as you can. If you don't mind replaying missions, you can skip it. Just know that my one-run strategy assumes you've got this upgrade.

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