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Pod Programs

Pod Programs are Skills in Nier: Automata. They allow your Pods to perform special abilities. You can purchase them from the Maintenance Shops in the Bunker. With all three Pods (or two if you don't have the third yet), Pod Program may be charged but also has greater cool-down time. Charged version generally consist of greater AOE or three of the same attack at once. 

 

Name

Description

How to get

R010: Laser

Fires a powerful laser in the direction that the Pod is facing. Quick to fire, quick to recover from for your POD to start firing its normal weapon again, a decent cooldown rate compared to the others, piercing and can hit a target at the max Lock On range. Eternally useful.

Charged: Additional laser per pod.

Prologue

R020: Mirage

Analyzes all enemies in a fixed radius, allowing combatants to deliver a series of deadly slashes to all who are caught within. It has a very short range and you CAN still be hit by enemies while doing it, likely knocked flying.

Charged: Increases AOE.

Shop

R030: Hammer

Summons a mass of energy that unleashes a devastating blow upon its target. Short-ish range, quite solid damage, a quick recovery and a reasonable cooldown.

Charged: Additional hammer per pod.

Shop

R040: Blade

Spins a Pod around the player at high speed, wreaking havoc on any enemies it touches. YOUR POD CANNOT FIRE ITS NORMAL WEAPON WHILE THIS IS ACTIVE. That combined with the ultra-short range and the somewhat slow DPS rate makes this one a bit questionable.

Charged: Additional rotating blade per pod.

Shop

R050: Spear

Produces a mass of energy that sprouts from the ground in the shape of deadly spears. Reasonable damage if a large enemy can be hit by more than one spear, small enemies might be lifted up/briefly impaled by it. If they aren't destroyed by the damage they'll drop back down and continue fighting. This cannot hit airborn enemies except for ones very close to the ground. Short-ish range, moderate recovery.

Charged: Additional spears left and right, then all four diagonals. 

Shop

A060: P Shield

Deploys a protective barrier that blocks melee attacks.

Charged: Increases duration.

Shop

R070: M Shield

Deploys a protective barrier that blocks projectile attacks.

Charged: Increases duration.

Shop

A080: Wave

Generates a powerful shock wave by slamming a Pod to the ground from an elevated height.

Charged: Increases damage.

Quest reward: The Wandering Couple

A090: Wire

Fires a wire in the direction that the Pod is facing. If it hits a foe, it launches combatant right to the target for an up-close assault.

Charged: Increase range.

Quest reward: Amnesia

A100: Decoy

Creates an image of the user, drawing the attention of foes and firing upon them with the Pod's ranged attack.

Charged: ?

During playthrough C or D, you may find the program in the building in the City Ruins where you land after the prologue.

A110: Slow

Creates a field that distorts time, slowing down all enemies that enter its vicinity. 

Charged: Increases AOE.

Quest reward: Data Analysis Freak 2

A120: Repair

 Emits a temporary beam capable of healing the combatants as long as they remain within its radius

Charged: Increases healing rate and duration.

Quest reward: Sorting Trouble 3

A130: Bomb

Throws a volley of small explosive charges over a set period of time. YOUR POD CANNOT FIRE ITS NORMAL WEAPON WHILE THIS IS ACTIVE. This also has a several-second launching delay before your character can start moving and fighting in melee again, making this one have much less overall DPS than might be expected. Moderate range, moderate cooldown.

Charged: Additional pod launching explosives.

Quest reward: Find a Present

A140: Gravity

Unleashes a blast that sucks in any enemies in the vicinity. Does no damage but can be good for bunching up a group of enemies into one spot in preparation for a strong AOE melee attack.

Charged: Increases AOE.

Quest reward: hand over chips in "Retrieve the Confidential Intel"

A150: Volt

Restrains and shocks one nearby enemy, causing continuous damage over a set period of time.

Charged: Increases damage and duration.

During Route C: It is in the section of the Amusement Park Ruins where you can fight the tank lying next to a dead YoRHa android.

A160: Missile

Allows a combatant to ride atop a Pod - with a certain degree of direction control - as it rushes forward into the fray. 

Charged: Increases damage, knock back, and distance. 

During Route C: It is located nearby the beginning area of the Abandoned Factory where you first fight Marx (Engels' arm) in the Prologue, at the end of the long straight stretched pathway away from Marx on top of the two stacked crates where an android and its beeping pod lie (near the area where you find the corpse of 11B).

A170: Scanner

Emits ultrasonic waves to scan the surroundings in search of hidden items. Acts a bit like a game of Hot and Cold. The POD emits a pulse every 2 seconds or so by default, but when an item is detected within its max range (roughly a bit longer than the Laser POD weapon) it will pulse faster as you get closer and slower as you move further away. Eventually when you get close enough it will directly reveal the item, and they are typically of higher rarity. This is a good one to keep on the POD you use the least often, and periodically switch to it/activate it as you move through areas

Charged: None.

Quest reward: Redheads

 




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