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Dynamite Blue/Characters

IronS

Iron

SPowerVanguard

A scrapped Manekin from the NAVII standard-issue DT-100J line. It was being stripped for parts by drifters at a junkyard on the outskirts of UG when Andrew happened to pass by and save it by barricading them with furniture. After that, it began calling Andrew, who treated it like a person, "big bro" and followed him into the Bull of Creta. It is left with deep trauma and fear of the Hungry Manekin that devours its own kind.

Verdict

SituationalA Power tank to lean on until Drax arrives. It does little in the arena, where there is no stone to break.

PvEBGFCC
Why this tier

PvE BAn S-grade tank raised to B by Taunt from skill Lv. 10 and an 8% team shield at Lv. 20, in Power. Drax takes the slot once pulled, with more HP and a 40% damage cut.

GFC CPower's stone value doesn't count in the arena, so a Taunt and a small team shield leave Iron at C. Ari and Drax protect the team far more.

Overview

Iron is a Power tank that keeps the seat warm for Drax. Enhancement Guard Formation hits every enemy for 110% every 3 turns, taunts for 2 turns from skill Lv. 10 and shields every ally for 8% from Lv. 20. Aggro 400 draws hits onto the passive: 70% of the time Iron gains a 5% shield, and from Lv. 10 the attacker can be stunned on a 30% roll. It is a cheap, reliable wall for a young account.

S-grade HP sits well under Drax's, and the Taunt covers only 2 turns in 3. In the arena, Power's stone value counts for nothing, so Iron drops to C there, and Ari and Drax protect the whole team far better.

Iron stands in for Drax in the Signet Plasma chapters, Firewall: Double Electrical and the Siren team, and for Lin Qiang in Code Dungeon: Four Power, No XA.

A good stopgap until Drax arrives, with the whole kit open by skill Lv. 20, so it costs no late Skill Cores. When Drax takes the seat, a Migration Core refunds the levels, gear, License and skills.

Exclusive gear

Iron has four gear pieces of their own, one per slot. Each is named anew at every grade; the Legendary piece is shown.

W-GearGame data

By grade: Standard Power W-Gear → Black Power Vanguard W-Gear → Rare Power Vanguard W-Gear → Can Vanguard W-Gear → Mythic Can W-Gear.

T-jetGame data

By grade: Standard Power T-jet → Black-Powered Vanguard T-jet → Rare Powered Vanguard T-jet → Tin Can Vanguard T-jet → Mythic Tin Can T-jet.

CaskGame data

By grade: Standard Powered Cask → Black-Powered Vanguard Cask → Rare Powered Vanguard Cask → Tin Can Vanguard Cask → Mythic Tin Can Cask.

NetculusGame data

By grade: Standard Powered Netculus → Black-Powered Vanguard Netculus → Rare Powered Vanguard Netculus → Tin Can Vanguard Netculus → Mythic Hunk-of-Metal Netculus.

Attributes

HPATKDEFSpeedCrit RateCrit DMG
HP Lv. 22534,192#6 of 49, tied with 3
ATK Lv. 2251,381#43 of 49, tied with 3
DEF Lv. 2251,705#10 of 49, tied with 3
Speed95#42 of 47, tied with 4
Crit Rate15%#27 of 47, tied with 10
Crit DMG160%#27 of 47, tied with 10

Iron Roster median. Each spoke runs from the roster's lowest to highest figure.

  • Aggro400#1 of 47, tied with 11

Roster standard (most characters share these figures)

  • Hit100%
  • Dodge5%
  • Block10%
  • BPMax BP3
  • SHSkill Hit100%
  • SRSkill Res10%

Exclusive gear

  • W-GearMythic Can W-Gear
  • T-jetMythic Tin Can T-jet
  • CaskMythic Tin Can Cask
  • NetculusMythic Hunk-of-Metal Netculus

Skill unlock ladder

Iron's skills gain extra effects at fixed skill levels. The active skill can't go past half the character's level, and the passive opens at character Lv. 20. Spending Infinity in battle raises the skill level for that fight, so a gated effect can switch on early.

  1. Lv. 10Active: character Lv. 20Skill Core
    • Enhancement Guard Formation Active · Self
      for 2 turns, Taunt
    • Counterattack Protocol Passive · To enemy
      30 → 45% chance to apply for 1 turn, Stun
  2. Lv. 20Active: character Lv. 40Skill Core
    • Enhancement Guard Formation Active · To all allies
      grant shield equal to 8 → 12% Max HP

Element matchups and bosses

Iron is Power, part of the main cycle (Power beats Bio, Bio beats Chemical, Chemical beats Plasma, Plasma beats Power). Electrical and Network sit outside it.

Strong against

Bio
Power

Weak against

Plasma

Full element chart →

Awakening and dupes cost

License 5 caps Iron at Lv. 200. Each awakening star lifts that cap by 5 and adds a slice of base stats, up to Lv. 225 at 5★. Stars are paid in Iron's own shards, and as an S-grade character every duplicate pull turns into 30 of them. Awakening is kept if you reset the character with a Migration Core.

StarShardsRunning totalDuplicates' worthLevel cap
★30301Lv. 205
★★50803Lv. 210
★★★901706Lv. 215
★★★★11028010Lv. 220
★★★★★22050017Lv. 225

"Duplicates' worth" is the running total divided by 30 and rounded up. Base stats rise 3% or 5% per star depending on the character's grade.

Ability progression

Further abilities that unlock as this character's evolution line advances.

  1. Enhancement Guard FormationActive

    To all enemies: 110 → 165% damage. Self: for 2 turns, Taunt [skill Lv. 10+]. To all allies: grant shield equal to 8 → 12% Max HP [skill Lv. 20+]. (Spending Infinity in battle raises the skill level and unlocks the extra effects.)

    Cooldown 3 turns · extra effects at skill Lv. 10, 20

  2. Counterattack ProtocolPassive

    [When hit] Self: grant shield equal to 5 → 7.5% Max HP. To enemy: 30 → 45% chance to apply for 1 turn, Stun [skill Lv. 10+].

    70% trigger chance · extra effects at skill Lv. 10

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