Trevor is among the most aggressive characters in the Metal Slug Tactics lineup, excelling at offensive strategies. His combination of Bonus Actions, strong weaponry, and unique ability to pit enemies against each other makes him feel like a one-man army. When paired with just two additional allies, the Peregrine Falcons transform into a formidable unit in the Metal Slug universe.
When played correctly, Trevor can zip around the battlefield, leaving havoc in his path. Here’s everything you need to know about maximizing his tactical skills.
Trevor’s Core Skills
Trevor thrives on executing multiple Bonus Moves and Actions in a single turn, allowing him to strike various foes or attack the same target multiple times. He can also inflict a special status effect known as Mind Control on his enemies.
Tactical Retreat
Trevor gains a Bonus Move each time he hits more than one enemy with a single attack. This ability works with area-effect weapons, such as shotguns and the Tatsumaki, as well as specialized moves like Crescent Kick. Regardless of his gear, Trevor has a reliable way to activate Tactical Retreat, helping him reposition when necessary.
Tip: Despite its name, Tactical Retreat is more effective for setting up Sync Attacks. The added mobility usually isn’t enough for dodging danger, so use it strategically to get Trevor into cover before his turn wraps up.
Mind Control
Several abilities Trevor possesses can result in Mind Control for enemies, indicated by a joystick icon above their heads. Affected foes will attack their allies on their next turn instead of targeting your team, after which the effect fades. This is an effective way to divert attention from your squad while dealing extra damage.
Note: If you control multiple foes simultaneously, they’ll generally be clustered together and attack each other. Characters like Fio can be useful to reposition enemies, ensuring they target more dangerous threats rather than each other before getting a chance to fight on your behalf.
Trevor’s Special Techniques
Trevor’s arsenal includes an array of lethal martial arts techniques and advanced skills.
Name | Cost | Range | Effect(s) |
---|---|---|---|
Crescent Moon Kick | 5 | 4 | Moves Trevor to a tile within range, dealing 5 damage to adjacent enemies while ignoring Cover. |
Eclipse | 5 | Self | Grants Trevor 1 Dodge for each attack against him until his next turn, also damaging adjacent units. |
Flying Blade | 2 | 1-5 | Deals 2 damage to a target and pushes them up to three tiles away, earning Trevor a Bonus Action. |
Nanite Cloud | 6 | Self | Creates a 3×3 area around Trevor, inflicting Mind Control on enemies entering or ending their turn there. |
Nano Knives | 5 | 1-2 | Deals 1 damage each to up to three targets in range, inflicting Mind Control. |
Nanoshroud | 4 | 1-4 | Bestows an ally with Nanoshroud, causing their next weapon attack to inflict Mind Control. |
Shinobi | 3 | 1-5 | Damages an enemy for 3, then allows Trevor to move adjacent to them, gaining a Bonus Action if they survive. |
Spacey Kunai | 5 | 1-5 | Trevor rushes a tile within range, dealing 5 damage to any unit he encounters, ignoring Cover. |
Tip: The Flying Blade’s low cost and Bonus Action trigger make it excellent for repeatedly targeting the same enemy!
Trevor’s Classic Loadout
Trevor’s basic setup includes powerful weapons. His five-damage Knife can take down basic enemies, even when they’re in cover. His Laser inflicts four damage but can hit multiple enemies across a line, making it ideal for triggering Tactical Retreat and Sync Attacks.
Though Nano Knives may seem situational, it proves invaluable when Trevor finds himself surrounded. Aim to select high-damage options like Crescent Kick or agility moves like Shinobi to fully exploit Trevor’s strengths.
Recommended Passives
- Parkour significantly enhances Trevor’s movement range, putting him in prime position for melee attacks or deploying Nano Knives.
- Enthusiasm allows Trevor to gain a Bonus Move each time he uses a Special Action, boosting his versatility.
- Hive Mind amplifies the effectiveness of Nano Knives, enabling Mind Controlled foes to deal increased damage and apply Slow to targets.
Ninja Loadout
Surprisingly, this loadout lacks any swords. Instead, Trevor wields the Double Flick Handgun, which fires additional rounds in the opposite direction, hitting enemies both in front and behind. Additionally, the Spill Shotgun offers a similar benefit, damaging foes directly behind Trevor.
Tip: Both weapons simplify triggering Tactical Retreat in this build.
The Ninja loadout starts with Shinobi, allowing Trevor to teleport across the battlefield while damaging enemies and initiating Synchronizations. This is particularly effective against large bosses, letting Trevor strike multiple areas until he runs out of Adrenaline, finishing with a powerful shotgun blast.
Recommended Passives
- Team Player fuels this build by granting 2 Adrenaline to Trevor and allies during Sync Attacks.
- Deputy Commander enhances Shinobi, boosting the damage of allies collaborating with it. Be mindful that this increases the chance of the target being eliminated, potentially costing Trevor his Bonus Action.
- Thrill Seeker and Parkour synergize well to increase Adrenaline, relying on high Dodge for safer engagements leading to triggering Thrill Seeker.
- Enthusiasm gives a Bonus Move with each Shinobi use, ensuring Trevor always has targets.
Whirlwind Loadout
This loadout focuses on area attacks, making it ideal for activating Tactical Retreat and clearing pathways on the battlefield. Start with Crescent Kick, a strong move that enables Trevor to engage multiple foes simultaneously. Upgrade it whenever possible to enhance its effectiveness.
Recommended Passives
- Oversized is perfect for this approach; hitting three or more targets grants Trevor a Bonus Action.
- Parkour assists in positioning for maximum target engagement.
- Team Player helps accumulate Adrenaline for more Special Actions like Crescent Kick, especially since Trevor can easily join Sync Attacks with Tatsumaki.
- Deputy Commander allows Crescent Kick to trigger Instigator, ensuring enemies are eliminated during Trevor’s coordinated attacks.
Perfect Control Loadout
This loadout is a bit challenging but can allow Trevor to manipulate the Rebel Army to do the fighting for him. Using the Nanosword and Nanoburner, both specialized melee and flame weapons, grants Mind Control to targets as long as the maximum number of enemies are hit.
Note: For the Nanosword, hitting an adjacent enemy plus one directly next to it is essential. The Nanoburner requires hitting three enemies in a row, assuming no adjustments to the area of effect.
Though this loadout lacks Nanobot Special Actions, Trevor starts with Flying Blade, perfect for positioning enemies before capturing them with either weapon.
Recommended Passives
- Toxic Influence is critical for this setup. If a Mind Controlled enemy survives, they take increased damage during their next attack, allowing for a quick finish.
- Killer Bots can be very effective as well, giving Trevor a Bonus Action whenever he partakes in defeating a Mind Controlled enemy—especially if it happens simultaneously.
- Hive Mind empowers your Mind Control, increasing damage and causing enemies to be Slowed upon attack.
With these strategies and loadouts, you can maximize Trevor’s effectiveness in Metal Slug Tactics. Plan your moves carefully, and let Trevor shine as a powerhouse on the battlefield!