Dynamite Blue/Basics
Dynamite Blue Combat Basics
Everything a Dynamite Blue battle runs on: the six elements and their matchups, the four classes, rarity grades and licenses, the stats on every character sheet, skills and BP, Guardian Stones, status effects and the PvP-only rules. Read this once and every character page and guide on the site will make sense.
Elements
Every character carries one of six elements. Four of them form a loop: Power beats Bio, Bio beats Chemical, Chemical beats Plasma and Plasma beats Power. The other two sit outside the loop as a pair, and Electrical and Network each hold the advantage over the other, so a mirror of that pair cuts both ways.
Elements matter twice in a fight. They decide who deals bonus damage to whom, and they decide who can break an enemy's Guardian Stones, which on the harder Signet stages and in Firewall matters more than raw damage. The roster is uneven: twelve Plasma characters against only five Bio.
- PowerBeats Bio, weak to Plasma. 7 characters.
- BioBeats Chemical, weak to Power. 5 characters, the smallest pool.
- ChemicalBeats Plasma, weak to Bio. 8 characters.
- PlasmaBeats Power, weak to Chemical. 12 characters, the largest pool.
- ElectricalTrades advantage with Network. 8 characters, including the free tutorial lead Hyde.
- NetworkTrades advantage with Electrical. 8 characters.
Classes
The four classes split the jobs in a five-character team. Slaughter is the largest class at 17 characters and Rewinder the smallest at 8, so healers and supports are the scarcer pulls. One class rule is written into the combat system itself: a Slaughter's passive can fire only once per round, however many times its trigger comes up.
- SlaughterBurst damage built to finish enemies quickly. 17 characters.
- JackerSteady main damage that pierces defences over a long fight. 12 characters.
- VanguardHigh HP and DEF, pulls enemy attention onto itself with Taunt. 11 characters.
- RewinderHeals, buffs allies and debuffs enemies. 8 characters.
Rarity grades
Characters come in four grades, A, S, X and XA from lowest to highest. The grade is rarity, not a verdict on strength, and the only fixed stats it moves on the sheet are the critical ones: each step up adds critical rate and critical damage. There are 12 A, 11 S, 12 X and 13 XA characters today.
The X~XA Gacha Ticket, a separate item from normal pulls, gives an XA character 10% of the time. That rate was raised from 2% in August.
| Grade | Crit Rate | Crit DMG | Characters |
|---|---|---|---|
| A | 12% | 150% | 12 |
| S | 15% | 160% | 11 |
| X | 18% | 170% | 12 |
| XA | 20% | 180% | 13 |
Licenses
Each character also belongs to a license colour: Blue (18 characters), Black (15) or Prism (15). The colour is not a combat stat. It decides which characters Firewall's daily deck rule lets you bring on a given day, and it splits the rankings: Hero Growth and Infinity Circuit each run a separate board per license, and Infinity Circuit adds a general board.
Promotion draws on Common Licenses and Advanced Licenses. The launch build merged the three colour-specific Advanced Licenses into one item, converted one for one, so a single stock now serves every character.
Stats and turn order
HP, ATK and DEF are the growing stats: every character page shows the level 1 value and the gain per level, up to the level cap of 225. The rest are fixed on the sheet. Every playable character has Hit 100, Dodge 5, Block 10, Skill Hit 100 and Skill Res 10, with Penetration, Damage Reduction and Tenacity at 0 on the base sheet. Max BP is 3 for everyone.
Speed sets turn order, and the battle timeline along the screen shows who acts when. You can pick a target straight from the timeline, and it shows each skill's cost and cooldown. The three fastest characters, Hyki, Muro and Tsuki at 126, are all XA Jackers. Aggro is the stat behind drawing enemy attention, and every Vanguard sits at the top value of 400.
- JackerSpeed 109 to 126, the fastest class. Aggro 0 to 30.
- SlaughterSpeed 104 to 121. Aggro 0 to 50.
- RewinderSpeed 95 to 110. Aggro 200 or 400.
- VanguardSpeed 90 to 104, the slowest class. Aggro 400 on every Vanguard.
Skills, BP and Infinity
Every character has two skills. The active skill is used by choice, costs BP and then goes on cooldown for 2 to 6 turns; most sit at 2 or 3. The passive fires on its own when its trigger comes up, at a listed chance between 30% and 100%. Attacking, starting a turn and being hit are the common triggers, with evading, landing a crit, ending a turn, starting a battle and blocking on a few kits.
BP is a pool the whole team builds and spends together, so one character's big skill competes with the rest of the squad's. Skill numbers on this site run from skill Lv. 1 to Lv. 100; every value grows by half again across that range. Effect chances climb with skill level, but a chance past 100% still lands 90% of the time, because every character resists 10%. The active skill's cap is half the character's level, and the passive opens at character Lv. 20.
Most kits open extra effects at skill Lv. 10, 20, 30 and 40 (Hayden also at 50). Muro and Rem have no gates: the whole kit works from Lv. 1. Every kit can spend a battle resource called Infinity, which raises the skill's level mid-fight and opens the effects above it. How much Infinity a battle gives is not shown yet. Two other kit mechanics, Tag and Harvest, are explained in the game's own Battle Help screen; some skills inject a Power Tag or Network Tag onto a target.
- MuroXA Network Jacker, no skill gates
- RemXA Bio Rewinder, no skill gates
Guardian Stones
Enemies can carry Guardian Stones, each tied to an element. A hit from a character of the same element breaks the stone, and breaking every stone on an enemy applies three rewards at once: lower DEF, a guaranteed critical hit and an action lock.
On Signet Hard and Extreme, ordinary enemies take reduced damage until all their stones are gone, and there the game states that a team matching the stone elements is required. Baeksa is the one exception to matching: her passive can break a random stone of any element. The list below shows where each element's stones turn up.
- PowerSignet chapters 2, 3, 5 and 6; Firewall's boss.
- BioSignet chapters 3, 5 and 7; Firewall's boss.
- ChemicalSignet chapters 1, 3 and 5.
- PlasmaSignet chapters 2 and 4; Firewall's boss.
- ElectricalSignet chapters 1, 4, 6 and 7; Firewall's boss.
- NetworkSignet chapters 1, 2, 4, 6 and 7.
Status effects and resist
Kits and enemies use a long list of effects: Stun, Freeze, Silence, Weaken, Paralyze, Burn, Sleep, Slow, Blind, Bleed, Poison, Petrify, Bind, Suppress and Heal Block on the harmful side, and Taunt, Undying and Revive among the helpful ones. Bleed deals 5% of ATK each turn. Curse turns the target's healing against it.
Every harmful effect first rolls against Resist, which is 10% for every character and every monster, so even a 100% effect misses about one time in ten. Buffs and stealth never roll. Lifesteal returns 50% of damage dealt, with Amatech Ironclad at 70% and Coo&Beak Head Chef at 60%. A revived character loses every buff and debuff it had before it fell, and a dispel clears status effects before anything else.
PvP only: area crowd control falls off
In GFC and friendly matches, Stun, Bind, Sleep, Freeze and Petrify lose strength when they hit a whole row or the whole enemy team. The main target takes the full chance, the nearby enemies (usually two) 75% of it, and anyone farther 45%. Single-target control, Poison and Silence are untouched, and none of this applies outside PvP.
| Skill's chance | Main target | Nearby | Farther |
|---|---|---|---|
| 100% | 100% | 75% | 45% |
| 80% | 80% | 60% | 36% |
| 50% | 50% | 37.5% | 22.5% |
Combat Power
Combat Power (CP) is the game's single number for a team's strength, and it is shown in two places that do not agree. The team CP on the deck screen subtracts formation penalties, while the Total CP ranking ignores them, so a badly arranged squad can look stronger on the leaderboard than it plays.
Owning a costume adds 1% CP to that character plus a class stat, whether or not the costume is worn: HP +1% for a Vanguard, ATK +1% for a Slaughter or Jacker, DEF +1% for a Rewinder. Extra costumes for the same character do not stack.
Pull rates
A single pull costs 30 and a ten-pull 300. Every ten-pull guarantees at least one S-grade or better.
| Grade | Rate |
|---|---|
| XA | 2% |
| X | 6% |
| S | 18% |
| A | 74% |
| Limited pick-up (XA) | 1% |
Pity and mileage
Pity counts from the client's own gacha settings.
| Rule | Pulls |
|---|---|
| Standard banner pity | 80 |
| Limited banner pity | 180 |
| Dual pick-up pity | 200 |
| Soft pity starts at pull | 175 |
| New-player banner pity | 200 |
| Mileage per pull | 10 |
Duplicate shards
A duplicate pull turns into shards of that character; the amount depends on grade.
| Grade | Shards |
|---|---|
| XA | 50 |
| X | 40 |
| S | 30 |
| A | 20 |
When each mode opens
Stage you must clear to open each mode and difficulty.
| Mode | Difficulty | Clear | Account level |
|---|---|---|---|
| Firewall | Easy | Chapter 3-5 | – |
| Code Dungeon | Red | Chapter 2-10 | – |
| Code Dungeon | RedPlus | Chapter 7-10 | – |
| Code Dungeon | Crimson | Chapter 1-1 | – |
| Infinity Circuit | General | Chapter 5-5 | – |
| Infinity Circuit | Black | Chapter 5-5 | – |
| Infinity Circuit | Blue | Chapter 5-5 | – |
| Infinity Circuit | Prism | Chapter 5-5 | – |
| Infinity Circuit | GeneralExt | Chapter 0-0 | – |
| Code Trial | Bronze | Chapter 3-9 | – |
| Code Trial | Silver | Chapter 7-9 | – |
| Code Trial | Gold | Chapter 7-9 | – |
| Packet Dungeon | Default | Chapter 5-10 | – |
Pet breeds
Every breed the pet system ships with.
| Breed | Tier | Size |
|---|---|---|
| Poodle | 1 | 0 |
| Dachshund | 1 | 0 |
| Border Collie | 1 | 0 |
| German Shepherd | 1 | 1 |
| Great Dane | 2 | 2 |
| Dalmatian | 2 | 1 |
| Siberian Husky | 2 | 0 |
| Doberman | 3 | 0 |
| Golden Retriever | 4 | 2 |
Pet foods
| Food |
|---|
| Jerky |
| Grain |
| Nut |
| Honey Jar |
| Special Treat |
| Premium Feed |
| {"food": 5, "displayName": "\ud2b9\uc81c |
Gear grades and level caps
Every character has four gear slots of their own. A piece levels up to its grade's cap, then grades up.
| Grade | Max level | Grade-up cost (Packets / Exodium) |
|---|---|---|
| Common | +5 | 7,500 / 100 |
| Uncommon | +10 | 60,000 / 480 |
| Rare | +15 | 150,000 / 1,200 |
| Epic | +20 | 845,000 / 3,400 |
| Legendary | +25 | – |
Gear stat modifiers by class
Multipliers applied to gear stats for each class.
| Class | ATK | DEF | HP |
|---|---|---|---|
| Slaughter | ×1.15 | ×0.90 | ×0.95 |
| Jacker | ×1.05 | ×0.95 | ×1.00 |
| Vanguard | ×0.90 | ×1.15 | ×0.95 |
| Rewinder | ×0.95 | ×0.95 | ×1.10 |
Gear sub-options
Each slot adds one fixed bonus stat once the piece reaches the listed enhancement level. The bonus grows with the piece's grade. Two of the four stats aren't named anywhere in the pre-launch client's text; they'll be filled in from the launch build.
| Slot | Stat | Unlocks at | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|---|---|
| W-Gear | Crit DMG | +5 | +1% | +1.5% | +2% | +2.5% | +3% |
| T-jet | Hit Rate | +5 | +1% | +1.5% | +2% | +2.5% | +3% |
| Cask | Not named in the client yet | +5 | +2% | +3% | +4% | +5% | +6% |
| Netculus | Not named in the client yet | +5 | +1% | +1.5% | +2% | +2.5% | +3% |
Story stages (Signet)
The story runs 7 chapters of 10 stages, each on four difficulties. Enemy level is the range across the chapter's stages, from each stage's own enemy group.
| Chapter | Difficulty | Stages | Enemy level |
|---|---|---|---|
| Chapter 1 | Easy | 10 | 1 |
| Chapter 1 | Normal | 10 | 22–50 |
| Chapter 1 | Hard | 10 | 52–74 |
| Chapter 1 | Extreme | 10 | 130–146 |
| Chapter 2 | Easy | 10 | 8 |
| Chapter 2 | Normal | 10 | 25–61 |
| Chapter 2 | Hard | 10 | 55–94 |
| Chapter 2 | Extreme | 10 | 140–156 |
| Chapter 3 | Easy | 10 | 15 |
| Chapter 3 | Normal | 10 | 25–66 |
| Chapter 3 | Hard | 10 | 65–102 |
| Chapter 3 | Extreme | 10 | 150–166 |
| Chapter 4 | Easy | 10 | 21 |
| Chapter 4 | Normal | 10 | 10–71 |
| Chapter 4 | Hard | 10 | 37–111 |
| Chapter 4 | Extreme | 10 | 160–176 |
| Chapter 5 | Easy | 10 | 27 |
| Chapter 5 | Normal | 10 | 55–76 |
| Chapter 5 | Hard | 10 | 103–119 |
| Chapter 5 | Extreme | 10 | 170–186 |
| Chapter 6 | Easy | 10 | 31 |
| Chapter 6 | Normal | 10 | 50–78 |
| Chapter 6 | Hard | 10 | 87–128 |
| Chapter 6 | Extreme | 10 | 180–196 |
| Chapter 7 | Easy | 10 | 40 |
| Chapter 7 | Normal | 10 | 55–86 |
| Chapter 7 | Hard | 10 | 100–136 |
| Chapter 7 | Extreme | 10 | 190–206 |
Firewall
Firewall difficulties.
| Stage | Enemies | Enemy level | Recommended power |
|---|---|---|---|
| Firewall Easy | 3 | 13 | – |
| Firewall Normal | 5 | 31 | – |
| Firewall Hard | 5 | 48 | – |
| Firewall Extreme | 5 | 88 | – |
Code Dungeon
The three Code Dungeon tiers.
| Stage | Enemies | Enemy level | Recommended power |
|---|---|---|---|
| Code Red | 1 | 1 | – |
| Code Red Plus | 1 | 1 | – |
| Code Crimson | 1 | 88 | – |
Jukebox Raid
Raid stages and the power the game recommends for each.
| Stage | Enemies | Enemy level | Recommended power |
|---|---|---|---|
| Jukebox Raid 1 | 1 | 60 | 600,000 |
| Jukebox Raid 2 | 1 | 100 | 3,600,000 |
| Jukebox Raid 3 | 1 | 150 | 9,000,000 |
Infinity Circuit
A General track of 80 floors plus one track per License (the License tracks take only characters of that License).
| Track | Floors | Enemy level |
|---|---|---|
| General | 80 | 22–192 |
| Black | 50 | 20–173 |
| Blue | 50 | 20–173 |
| Prism | 50 | 20–173 |
Formations
Each formation gives a team bonus; front and back rows take the classes listed.
| Formation | Bonus | Rows |
|---|---|---|
| Offensive | ATK +15% · Back row CriDmg +20% | Front: Vanguard·Rewinder · Back: Slaughter·Jacker |
| Defensive | DEF +20% · MaxHP +10% | Front: Vanguard·Rewinder · Back: Slaughter·Jacker |
| Offensive Balance | Front DEF +15% · Back ATK +15% | Front: Vanguard·Rewinder · Back: Slaughter·Jacker |
| Defensive Balance | Front DEF +20% · Back Speed +15% | Front: Vanguard·Rewinder · Back: Slaughter·Jacker |
Attack range bonuses
Every character's range type carries a built-in bonus.
| Range | Bonus |
|---|---|
| Melee | Crit DMG +15% |
| Ranged | Crit Rate +10% |
| AllRange | ignores 20% DEF, target DEF counts ×0.80 |
Level caps by License
Characters top out at level 225. The License level sets the cap; awakening adds to it.
| License level | Level cap |
|---|---|
| 0 | 40 |
| 1 | 70 |
| 2 | 100 |
| 3 | 130 |
| 4 | 160 |
| 5 | 200 |
Awakening
Awakening costs the character's own shards, up to 5 stars. Each star adds 5% to base stats on lower grades and 3% on higher grades, and raises the level cap.
| Star | Shards | Level cap bonus |
|---|---|---|
| 1★ | 30 | +5 |
| 2★ | 50 | +10 |
| 3★ | 90 | +15 |
| 4★ | 110 | +20 |
| 5★ | 220 | +25 |
License upgrade materials
Common License material for every level; levels 3 to 5 also take the License-colour material (Black, Blue or Prism).
| License level | Common License | Colour License |
|---|---|---|
| 1 | 100 | – |
| 2 | 400 | – |
| 3 | 1,100 | 120 |
| 4 | 1,900 | 240 |
| 5 | 4,000 | 400 |
Skill level caps
Skill levels unlock with character level. The passive opens at level 20.
| Character level | Active skill max | Passive skill max |
|---|---|---|
| 1 | 1 | 0 |
| 10 | 5 | 0 |
| 20 | 10 | 5 |
| 30 | 15 | 10 |
| 40 | 20 | 15 |
| 50 | 25 | 20 |
| 60 | 30 | 25 |
| 70 | 35 | 30 |
| 80 | 40 | 35 |
| 90 | 45 | 40 |
| 100 | 50 | 50 |
Account level
Account level runs to 100. Experience needed per level grows in bands.
| Levels | EXP at band start | EXP added per level |
|---|---|---|
| 1–10 | 100 | 100 |
| 11–20 | 1,000 | 200 |
| 21–30 | 3,000 | 300 |
| 31–50 | 6,000 | 400 |
| 51–75 | 14,000 | 600 |
| 76–100 | 29,000 | 800 |
Currencies
Packet is the everyday currency and Oracle the premium one; the rest belong to one mode each.
| Currency | What it is |
|---|---|
| Packet | A common currency used throughout Vierhaven. |
| Oracle | A precious currency used throughout Vierhaven. |
| GFC Point | A currency you can obtain in the Arena. |
| GAO Point | Personal points used in the GAO Shop. |
| Sync Point | A currency you can exchange with friends. |
| JukeBox Coin | Currency for JukeBox Raid. It expires when the season ends, so use it beforehand. |
Arena (GFC)
Seasons last 14 days. You get 5 tickets a day (up to 10); a win scores 18 points and a loss 5. From round 8 both sides take 15% more damage each round. Defenders get +15% DEF.
| Daily rank | Oracle | GFC Points |
|---|---|---|
| 1 | 10 | 200 |
| 2–10 | 8 | 160 |
| 11–30 | 6 | 120 |
| 31–50 | 5 | 100 |
| 51–100 | 3 | 80 |
| 0 | 1 | 40 |
Arena daily rules
The arena rotates one rule a day.
| Rule | Applies to | Effect |
|---|---|---|
| Stone Festival | your team and the enemy | 2 Guardian Stones |
| Pride of Tier X | X-grade characters on your team and the enemy | ATK +20% |
| Critical Rush | your team and the enemy | Crit Rate +25% |
| Blue Fortress | Blue License characters on your team and the enemy | DEF +25%, Shield +10% |
| Power Overload | Power characters on your team and the enemy | ATK +25% |
| Slaughter Hour | Slaughter characters on your team and the enemy | ATK +25% |
| No Gimmick | your team and the enemy | – |
| Sudden Death | your team and the enemy | Max HP +-30% |
| Underdog Uprising | A-grade characters on your team and the enemy | ATK +35%, Max HP +35% |
| Plasma Surge | Plasma characters on your team and the enemy | Crit Rate +20% |
| Vanguard Wall | Vanguard characters on your team and the enemy | DEF +30%, Max HP +20% |
| Defender's Ward | your team and the enemy | 3 Guardian Stones |
| Black Protocol | Black License characters on your team and the enemy | ATK +20% |
| Spark Showdown | your team and the enemy | skill cooldowns -1 |
| Bio Proliferation | Bio characters on your team and the enemy | Max HP +30% |
| Tier S Renaissance | S-grade characters on your team and the enemy | ATK +25%, Max HP +15% |
| Jacker's Scheme | Jacker characters on your team and the enemy | ATK +20%, Crit Rate +15% |
| Berserker Night | your team and the enemy | ATK +30%, DEF +-20% |
| Single Break | your team and the enemy | 1 Guardian Stones |
| Electric Charge | Electrical characters on your team and the enemy | skill cooldowns -1 |
| Prism Overclock | Prism License characters on your team and the enemy | Crit Rate +15%, Crit DMG +20% |
| Rewinder's Blessing | Rewinder characters on your team and the enemy | Max HP +30%, Shield +15% |
| Trench Warfare | your team and the enemy | ATK +-10%, DEF +30% |
| XA Supremacy | XA-grade characters on your team and the enemy | ATK +15%, DEF +15% |
| Chemical Erosion | Chemical characters on your team and the enemy | Crit DMG +35% |
| Iron Curtain | your team and the enemy | 4 Guardian Stones |
| Frontline Counterattack | Vanguard,Rewinder characters on your team and the enemy | ATK +20% |
| Elite Protocol | X,XA-grade Slaughter characters on your team and the enemy | ATK +25%, Crit Rate +20% |
| Blackout | Network characters on your team and the enemy | ATK +20%, Crit DMG +20% |
| Power Crystal Day | your team and the enemy | 2 Guardian Stones (Power) |
| Impregnable Fortress | your team and the enemy | DEF +20% |
Guild raid (GAO)
Guild raid difficulties, boss HP and the power the game recommends.
| Difficulty | Boss HP | Recommended power | Attempts per member per day | Runs for (days) |
|---|---|---|---|---|
| Normal | 50,000,000 | 80,000 | 3 | 7 |
| Hard | 150,000,000 | 120,000 | 3 | 7 |
| Extreme | 500,000,000 | 180,000 | 3 | 7 |
Head Knuckle
Crafting a Head Knuckle costs 30 crafting materials and 100,000 Packets. Its base bonus is ATK +3%, DEF +2% and HP +2%; on a Black License character ATK gains another 2%, on Blue DEF another 2%, and on Prism all three 1%. Higher rarities roll extra prefix and suffix affixes.
| Rarity | Prefixes | Suffixes | Drop weight |
|---|---|---|---|
| 1 | 0 | 0 | 70 |
| 2 | 1 | 0 | 20 |
| 3 | 1 | 1 | 8 |
| 4 | 1 | 1 | 1.8 |
| 5 | 2 | 1 | 0.2 |
Bosses
The bosses whose names the game already ships in English. Stats are base values before stage scaling.
- DJ MaduNetwork element. Firewall boss. Base HP 38,000, ATK 240, DEF 52. Guardian Stones: Power, Plasma, Chemical, Bio, Network, Electrical. Skills: Fandom Fortress, Vice Beat, Bass Shuffle, Typhoon - Back Row, Typhoon - Front Row.
- DJ Madu (v2)Network element. Firewall boss, second version. Base HP 16,000, ATK 450, DEF 160. Guardian Stones: Power, Plasma, Bio, Electrical. Skills: Fandom Fortress, Vice Beat, Bass Shuffle, Typhoon - Back Row, Typhoon - Front Row.
- DueoksiniPower element. Code Red Plus boss. Base HP 150,000, ATK 1,600, DEF 317. Skills: Hammering - Left, Hammering - Right, Knuckle Swing - Light Flash, Speaker Swing - Boom, Red Orb - Lightning Burst, Oni's Gaze, Rampage.
- Hungry MannequinPower element. Prologue boss. Base HP 18,000, ATK 300, DEF 0. Guardian Stones: Power, Electrical, Bio, Network, Power. Skills: I'll Eat You Up!!, Strike of Hunger.
- SirenBio element. Code Dungeon boss. Base HP 227,000, ATK 1,000, DEF 150. Skills: Roar, Plasma Wave - Front Row, Plasma Wave - Back Row, Frenzy - Front Row, Frenzy - Back Row, Name of Tears.
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