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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.

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.

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.

GradeCrit RateCrit DMGCharacters
A12%150%12
S15%160%11
X18%170%12
XA20%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.

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.

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.

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 chanceMain targetNearbyFarther
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.

GradeRate
XA2%
X6%
S18%
A74%
Limited pick-up (XA)1%

Pity and mileage

Pity counts from the client's own gacha settings.

RulePulls
Standard banner pity80
Limited banner pity180
Dual pick-up pity200
Soft pity starts at pull175
New-player banner pity200
Mileage per pull10

Duplicate shards

A duplicate pull turns into shards of that character; the amount depends on grade.

GradeShards
XA50
X40
S30
A20

When each mode opens

Stage you must clear to open each mode and difficulty.

ModeDifficultyClearAccount level
FirewallEasyChapter 3-5–
Code DungeonRedChapter 2-10–
Code DungeonRedPlusChapter 7-10–
Code DungeonCrimsonChapter 1-1–
Infinity CircuitGeneralChapter 5-5–
Infinity CircuitBlackChapter 5-5–
Infinity CircuitBlueChapter 5-5–
Infinity CircuitPrismChapter 5-5–
Infinity CircuitGeneralExtChapter 0-0–
Code TrialBronzeChapter 3-9–
Code TrialSilverChapter 7-9–
Code TrialGoldChapter 7-9–
Packet DungeonDefaultChapter 5-10–

Pet breeds

Every breed the pet system ships with.

BreedTierSize
Poodle10
Dachshund10
Border Collie10
German Shepherd11
Great Dane22
Dalmatian21
Siberian Husky20
Doberman30
Golden Retriever42

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.

GradeMax levelGrade-up cost (Packets / Exodium)
Common+57,500 / 100
Uncommon+1060,000 / 480
Rare+15150,000 / 1,200
Epic+20845,000 / 3,400
Legendary+25–

Gear stat modifiers by class

Multipliers applied to gear stats for each class.

ClassATKDEFHP
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.

SlotStatUnlocks atCommonUncommonRareEpicLegendary
W-GearCrit DMG+5+1%+1.5%+2%+2.5%+3%
T-jetHit Rate+5+1%+1.5%+2%+2.5%+3%
CaskNot named in the client yet+5+2%+3%+4%+5%+6%
NetculusNot 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.

ChapterDifficultyStagesEnemy level
Chapter 1Easy101
Chapter 1Normal1022–50
Chapter 1Hard1052–74
Chapter 1Extreme10130–146
Chapter 2Easy108
Chapter 2Normal1025–61
Chapter 2Hard1055–94
Chapter 2Extreme10140–156
Chapter 3Easy1015
Chapter 3Normal1025–66
Chapter 3Hard1065–102
Chapter 3Extreme10150–166
Chapter 4Easy1021
Chapter 4Normal1010–71
Chapter 4Hard1037–111
Chapter 4Extreme10160–176
Chapter 5Easy1027
Chapter 5Normal1055–76
Chapter 5Hard10103–119
Chapter 5Extreme10170–186
Chapter 6Easy1031
Chapter 6Normal1050–78
Chapter 6Hard1087–128
Chapter 6Extreme10180–196
Chapter 7Easy1040
Chapter 7Normal1055–86
Chapter 7Hard10100–136
Chapter 7Extreme10190–206

Firewall

Firewall difficulties.

StageEnemiesEnemy levelRecommended power
Firewall Easy313–
Firewall Normal531–
Firewall Hard548–
Firewall Extreme588–

Code Dungeon

The three Code Dungeon tiers.

StageEnemiesEnemy levelRecommended power
Code Red11–
Code Red Plus11–
Code Crimson188–

Jukebox Raid

Raid stages and the power the game recommends for each.

StageEnemiesEnemy levelRecommended power
Jukebox Raid 1160600,000
Jukebox Raid 211003,600,000
Jukebox Raid 311509,000,000

Infinity Circuit

A General track of 80 floors plus one track per License (the License tracks take only characters of that License).

TrackFloorsEnemy level
General8022–192
Black5020–173
Blue5020–173
Prism5020–173

Formations

Each formation gives a team bonus; front and back rows take the classes listed.

FormationBonusRows
OffensiveATK +15% · Back row CriDmg +20%Front: Vanguard·Rewinder · Back: Slaughter·Jacker
DefensiveDEF +20% · MaxHP +10%Front: Vanguard·Rewinder · Back: Slaughter·Jacker
Offensive BalanceFront DEF +15% · Back ATK +15%Front: Vanguard·Rewinder · Back: Slaughter·Jacker
Defensive BalanceFront DEF +20% · Back Speed +15%Front: Vanguard·Rewinder · Back: Slaughter·Jacker

Attack range bonuses

Every character's range type carries a built-in bonus.

RangeBonus
MeleeCrit DMG +15%
RangedCrit Rate +10%
AllRangeignores 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 levelLevel cap
040
170
2100
3130
4160
5200

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.

StarShardsLevel 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 levelCommon LicenseColour License
1100–
2400–
31,100120
41,900240
54,000400

Skill level caps

Skill levels unlock with character level. The passive opens at level 20.

Character levelActive skill maxPassive skill max
110
1050
20105
301510
402015
502520
603025
703530
804035
904540
1005050

Account level

Account level runs to 100. Experience needed per level grows in bands.

LevelsEXP at band startEXP added per level
1–10100100
11–201,000200
21–303,000300
31–506,000400
51–7514,000600
76–10029,000800

Currencies

Packet is the everyday currency and Oracle the premium one; the rest belong to one mode each.

CurrencyWhat it is
PacketA common currency used throughout Vierhaven.
OracleA precious currency used throughout Vierhaven.
GFC PointA currency you can obtain in the Arena.
GAO PointPersonal points used in the GAO Shop.
Sync PointA currency you can exchange with friends.
JukeBox CoinCurrency 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 rankOracleGFC Points
110200
2–108160
11–306120
31–505100
51–100380
0140

Arena daily rules

The arena rotates one rule a day.

RuleApplies toEffect
Stone Festivalyour team and the enemy2 Guardian Stones
Pride of Tier XX-grade characters on your team and the enemyATK +20%
Critical Rushyour team and the enemyCrit Rate +25%
Blue FortressBlue License characters on your team and the enemyDEF +25%, Shield +10%
Power OverloadPower characters on your team and the enemyATK +25%
Slaughter HourSlaughter characters on your team and the enemyATK +25%
No Gimmickyour team and the enemy–
Sudden Deathyour team and the enemyMax HP +-30%
Underdog UprisingA-grade characters on your team and the enemyATK +35%, Max HP +35%
Plasma SurgePlasma characters on your team and the enemyCrit Rate +20%
Vanguard WallVanguard characters on your team and the enemyDEF +30%, Max HP +20%
Defender's Wardyour team and the enemy3 Guardian Stones
Black ProtocolBlack License characters on your team and the enemyATK +20%
Spark Showdownyour team and the enemyskill cooldowns -1
Bio ProliferationBio characters on your team and the enemyMax HP +30%
Tier S RenaissanceS-grade characters on your team and the enemyATK +25%, Max HP +15%
Jacker's SchemeJacker characters on your team and the enemyATK +20%, Crit Rate +15%
Berserker Nightyour team and the enemyATK +30%, DEF +-20%
Single Breakyour team and the enemy1 Guardian Stones
Electric ChargeElectrical characters on your team and the enemyskill cooldowns -1
Prism OverclockPrism License characters on your team and the enemyCrit Rate +15%, Crit DMG +20%
Rewinder's BlessingRewinder characters on your team and the enemyMax HP +30%, Shield +15%
Trench Warfareyour team and the enemyATK +-10%, DEF +30%
XA SupremacyXA-grade characters on your team and the enemyATK +15%, DEF +15%
Chemical ErosionChemical characters on your team and the enemyCrit DMG +35%
Iron Curtainyour team and the enemy4 Guardian Stones
Frontline CounterattackVanguard,Rewinder characters on your team and the enemyATK +20%
Elite ProtocolX,XA-grade Slaughter characters on your team and the enemyATK +25%, Crit Rate +20%
BlackoutNetwork characters on your team and the enemyATK +20%, Crit DMG +20%
Power Crystal Dayyour team and the enemy2 Guardian Stones (Power)
Impregnable Fortressyour team and the enemyDEF +20%

Guild raid (GAO)

Guild raid difficulties, boss HP and the power the game recommends.

DifficultyBoss HPRecommended powerAttempts per member per dayRuns for (days)
Normal50,000,00080,00037
Hard150,000,000120,00037
Extreme500,000,000180,00037

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.

RarityPrefixesSuffixesDrop weight
10070
21020
3118
4111.8
5210.2

Bosses

The bosses whose names the game already ships in English. Stats are base values before stage scaling.

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