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Rapi: Red Hood character portrait

Rapi: Red Hood

cuck rapapi rapipi chair
Fire Fire Iron Iron Machine Gun Machine Gun Attacker Attacker Burst 3 Burst 3 Burst 1 Burst 1 Elysion Over-Spec Elysion Over-Spec Tier 0

Skills

Machine Gun
Weapon

Machine Gun

300 Ammo2.5s Reload

■ Affects target(s).
Deals 5.57% of ATK as damage.
Deals 200% damage when attacking core.

Battlefield Assessment
Skill 1

Battlefield Assessment

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 5.34 sec.
Attack Damage ▲ 5.01% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 59.4% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 30% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 5.58 sec.
Attack Damage ▲ 5.35% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 63.36% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 32% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 5.82 sec.
Attack Damage ▲ 5.68% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 67.32% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 34% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 6.05 sec.
Attack Damage ▲ 6.01% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 71.28% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 36% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 6.29 sec.
Attack Damage ▲ 6.35% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 75.24% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 38% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 6.53 sec.
Attack Damage ▲ 6.68% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 79.2% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 40% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 6.77 sec.
Attack Damage ▲ 7.02% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 83.16% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 42% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 7 sec.
Attack Damage ▲ 7.35% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 87.12% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 44% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 7.24 sec.
Attack Damage ▲ 7.69% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 91.08% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 46% for 10 sec.

■ Activates at the start of battle and when Full Burst ends.
Effect varies according to squad formation. Only one effect is applied.
Activates if there are no standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
Combat Assist: Changes to Burst Stage 1Changes to Burst Stage 1DescriptionThis effect changes the Nikke's Burst stage.For example, if the Burst Stage is changed to Stage 1, her Burst Skill will then transition to Burst Stage 2.. This effect is continuous and cannot be removed.
Activates if there are standard Burst 1 alliesstandard Burst 1 alliesDescriptionRefers to Burst 1 allies that lead to Burst Stage 2, as indicated in the Nikkepedia.For example, Liter, Pepper, and Jackal are Burst 1 Nikkes who lead to Burst Stage 2.Nikkes who re-enter Burst Stage 1, such as Tia and Alice: Wonderland Bunny, are not counted.Nikkes such as Red Hood, whose Burst Skill can be used in all stages, and Rapi: Red Hood, whose Burst stage changes according to her skills, are also not counted.. Affects self.
CancelsCancelsDescriptionCancels the effect specified in the skill description.The effect is immediately canceled regardless of its remaining duration.Effects that cannot be removed can still be canceled.Canceled effects may be reapplied if their activation conditions are met again. Combat Assist.
■ Activates when entering Full Burst while in the Combat Assist state. Affects all allies.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 7.48 sec.
Attack Damage ▲ 8.02% for 10 sec.
■ Activates when entering Full Burst while not in the Combat Assist state. Affects self.
ATK ▲ 95.04% for 10 sec.
Damage to Interruption PartsDamage to Interruption PartsDescriptionDuring battle, a Cancel Ring of enemy will sometimes appear.Firing at the ring and inflicting enough damage will interrupt the enemy's special attack.It indicates the damage dealt to the Cancel Ring of the enemy when fired upon. ▲ 48% for 10 sec.

Attachable Projectiles
Skill 2

Attachable Projectiles

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 94.2% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 59.44% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 49.71% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 49.71% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 100.48% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 64.02% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 53.98% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 53.98% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 106.76% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 68.59% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 58.25% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 58.25% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 113.04% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 73.16% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 62.51% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 62.51% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 119.32% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 77.74% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 66.78% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 66.78% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 125.6% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 82.31% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 71.05% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 71.05% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 131.88% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 86.88% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 75.31% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 75.31% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 138.16% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 91.46% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 79.58% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 79.58% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 144.44% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 96.03% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 83.85% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 83.85% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

■ Activates at the start of battle. Affects self.
Converts damage to Elemental Advantage damageConverts damage to Elemental Advantage damageDescriptionThis effect converts a Nikke's damage to Elemental Advantage damage against enemies of the specified code.If a Fire Code Nikke gains an Elemental Advantage against Electric Code enemies via this effect, that Nikke will deal Elemental Advantage damage to both Electric Code and Wind Code enemies.The effect does not add an additional weakness to the Nikke, as it does not grant her a second code. against Electric Code enemies. This effect is continuous and cannot be removed.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 150.72% continuously.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles. ▲ 100.6% continuously.
■ Activates after performing 120 normal attacks. Affects self.
Attachable Projectiles
Effect: Launches attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. that attach to hit locations. When entering Full Burst, the projectiles explode.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles.: Deals 88.11% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Projectile Explosion DamageProjectile Explosion DamageDescriptionThis effect increases the projectile explosion damage.Projectile explosion damage applies to the explosions caused by Rocket Launchers and attachable projectiles.: Deals 88.11% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as damage.
Max Ammunition Capacity: 1 round(s).

Power of Inheritance
Burst

Power of Inheritance

40 sec Cooldown

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 62.88% for 10 sec.
■ Affects all allies.
ATK ▲ 11.16% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 1512% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 62.88% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 216% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 67.08% for 10 sec.
■ Affects all allies.
ATK ▲ 11.92% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 1656% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 67.08% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 238.8% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 71.27% for 10 sec.
■ Affects all allies.
ATK ▲ 12.68% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 1800% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 71.27% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 261.6% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 75.46% for 10 sec.
■ Affects all allies.
ATK ▲ 13.44% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 1944% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 75.46% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 284.4% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 79.65% for 10 sec.
■ Affects all allies.
ATK ▲ 14.2% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 2088% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 79.65% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 307.2% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 83.85% for 10 sec.
■ Affects all allies.
ATK ▲ 14.96% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 2232% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 83.85% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 330% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 88.04% for 10 sec.
■ Affects all allies.
ATK ▲ 15.72% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 2376% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 88.04% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 352.8% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 92.23% for 10 sec.
■ Affects all allies.
ATK ▲ 16.48% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 2520% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 92.23% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 375.6% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 96.42% for 10 sec.
■ Affects all allies.
ATK ▲ 17.24% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 2664% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 96.42% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 398.4% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

When used in Burst Stage 1: Squad Support Action Style
■ Affects self.
CooldownCooldownDescriptionRefers to the cooldown time of active skills.If there is no duration, the remaining cooldown time of the active skill will increase or decrease according to the displayed value.If there is a duration, the actual cooldown time of the active skill will increase or decrease. After the duration ends, the current remaining cooldown time will not increase. After the skill is used once, it will return to the initial cooldown time. of Burst Skill ▼ 20 sec.
Explosion Radius ▲ 100.62% for 10 sec.
■ Affects all allies.
ATK ▲ 18.01% of the skill user's ATK for 10 sec.
When used in Burst Stage 3: High-Mobility Close-Range Combat Weapon
■ Affects the enemy nearest to the crosshair.
Deals 2808% of finalfinalDescriptionDamage of skills with the word "final" is calculated based on Nikke's stats, equipment stats, equipment modification effects, and effects triggered during the battle.Damage of skills without the word "final" is calculated based on Nikke's stats and equipment stats. ATK as additional damage.
■ Affects self.
Explosion Radius ▲ 100.62% for 10 sec.
Projectile Attachment DamageProjectile Attachment DamageDescriptionThis effect increases the damage dealt when the projectiles are attached.This effect is only applicable to attachable projectiles. ▲ 421.2% for 10 sec.
Skill 2's requirement for triggering attachable projectilesattachable projectilesDescriptionA projectile that attaches to the target location before exploding at a specific time. Attachable to: - Raptures (including parts) - Shields - Nikkes - Cover - DecoyIf unable to attach to the target or object it hits, it will immediately explode upon collision and deal damage. Unattachable to: - Cancel Ring (interruption part) - Indestructible background objects - ProjectilesThe code barrier, which can only be pierced through by Nikkes of a certain code, does not obstruct the projectile from attaching to its target location.Attachable projectiles explode all at once and deal damage when the attached target disappears, the subject who fired them disappears, or when the phase switches.A squad can use up to 50 attachable projectiles. If this limit is exceeded, the earliest attached ones will explode first and inflict damage. ▼ 60 for 10 sec.

Skill recommendations

Skill 1

8+

Skill 2

10

Burst

10

Build

CUBES

NIKKE cubeNIKKE cube

Bastion if you have enough max ammo lines (at least 2-3), you can run Resilience otherwise.

OL GEAR

ATK, Elemental and Max Ammo Capacity take priority like most DPS units. After that, you can get some crit as filler lines.

Pros & Cons

  • Can be used on both Pilgrim and Elysion towers, making progression a lot easier for new players
  • Can be used on both Fire and Iron content thanks to her passive that gives her double elemental advantage
  • Outside her elements she can be used as a burst 1, having the best cooldown reduction at the time of her release
  • Huge nuke burst skill with almost 3000% final ATK as additional damage
  • Skill 2 attachable projectiles provide consistent (and amazing) damage through the whole fight
  • Over-Spec is a stupid idea just for Shift Up to put more 1% banners

Made by Sefhi sefhi