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Dynamite Blue/Characters

LainXA

Lain

XAPlasmaSlaughter

A member of Dynamite Blue. Claims to have no memory of the past and uses an old-model Jagear. Reckless, but the best fighter on the team. Learned combat from Drax, and there is a secret hidden in the Jagear.

Verdict

SituationalBuild Lain for Plasma chapters and Code Red Plus; in the arena the long cooldown costs too many turns.

PvEAGFCA
Why this tier

PvE AThe only all-enemies Burn in Plasma earns Lain a seat in Plasma chapters and Code Red Plus. The 5-turn cooldown means Hyde deals more per turn, and Plasma sits on only 3 stone lists.

GFC ALain's 220% Burn on every enemy lands hard, but a 5-turn cooldown costs Lain turns once damage climbs from round 8. Hyde hits the same targets every second turn.

In our teams2 of 12

Overview

Lain owns the only Burn on every enemy in Plasma. Fire Slash hits every enemy for 220% and, from skill Lv. 10, burns each one for 3 turns at 70% (63% after resist). Half of Lain's attacks raise ATK by 25%, and from Lv. 10 those also Bleed the target. At Speed 121, the Burn usually lands before enemies act. The Burn is strong setup for Tsuki, but only where Plasma fits the stage.

The 5-turn cooldown is the catch: per turn, Lain deals a bit over half of Hyde's damage, and Plasma matters for stones on just three lists of eight. The Burn lasts 3 turns of every 5, so a Tsuki bonus built on it has to wait for the next cast. Keep Hyde as the everyday pick.

Lain is the only Plasma damage in the Signet Plasma chapters and one of the two Burn sources in Code Red Plus: Plasma into Dueoksini, where Persa covers the gap between casts. Lain can also replace Persa in either Firewall team.

Build Lain for Plasma content: Signet chapters 2 and 4 and Code Red Plus. Skill Lv. 10 already brings the Burn and Bleed; everywhere else, Hyde does the job without a pull. Lain is worth building only if Plasma stages are the wall.

Exclusive gear

Lain 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: Worn W-Gear → Spark W-Gear → Voltrunner W-Gear → Thunderburst W-Gear → Stormbreaker W-Gear.

T-jetGame data

By grade: Worn T-jet → Spark T-jet → Voltrunner T-jet → Thunderburst T-jet → Stormbreaker T-jet.

CaskGame data

By grade: Worn Cask → Spark Cask → Voltrunner Cask → Thunderburst Cask → Stormbreaker Cask.

NetculusGame data

By grade: Worn Netculus → Spark Netculus → Voltrunner Netculus → Thunderburst Netculus → Stormbreaker Netculus.

Attributes

HPATKDEFSpeedCrit RateCrit DMG
HP Lv. 22521,176#26 of 49, tied with 4
ATK Lv. 2253,521#1 of 49, tied with 4
DEF Lv. 2251,263#26 of 49, tied with 4
Speed121#4 of 47, tied with 4
Crit Rate20%#1 of 47, tied with 13
Crit DMG180%#1 of 47, tied with 13

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

  • Aggro50#20 of 47, tied with 12

Roster standard (most characters share these figures)

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

Exclusive gear

  • W-GearStormbreaker W-Gear
  • T-jetStormbreaker T-jet
  • CaskStormbreaker Cask
  • NetculusStormbreaker Netculus

Skill unlock ladder

Lain'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
    • Fire Slash Active · To all enemies
      70% chance to apply for 3 turns, Burn
    • Critical Surge Passive · To enemy
      for 2 turns, Bleed
  2. Lv. 20Active: character Lv. 40Skill Core
    • Fire Slash Active · Self
      for 2 turns, Pierce +50 → 75%

Teams that use Lain

Lain has a slot in 2 of our Best Teams comps. The line under each team is the job that slot does.

All Dynamite Blue teams →

Element matchups and bosses

Lain is Plasma, 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

Power
Plasma

Weak against

Chemical

Full element chart →

Awakening and dupes cost

License 5 caps Lain 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 Lain's own shards, and as an XA-grade character every duplicate pull turns into 50 of them. Awakening is kept if you reset the character with a Migration Core.

StarShardsRunning totalDuplicates' worthLevel cap
★30301Lv. 205
★★50802Lv. 210
★★★901704Lv. 215
★★★★1102806Lv. 220
★★★★★22050010Lv. 225

"Duplicates' worth" is the running total divided by 50 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. Fire SlashActive

    To all enemies: 220 → 330% damage, 70% chance to apply for 3 turns, Burn [skill Lv. 10+]. Self: for 2 turns, Pierce +50 → 75% [skill Lv. 20+]. (Spending Infinity in battle raises the skill level and unlocks the extra effects.)

    Cooldown 5 turns · extra effects at skill Lv. 10, 20

  2. Critical SurgePassive

    [On attack] Self: for 2 turns, ATK +25 → 37.5%. To enemy: for 2 turns, Bleed [skill Lv. 10+].

    50% trigger chance · extra effects at skill Lv. 10

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