Dynamite Blue/Characters
XAAt a glance
- Why this tier
PvE AThe sure Burn from skill Lv. 10 switches on Tsuki's and Hugo's bonuses, which earns Persa an A in Firewall and Code Red Plus teams. Alone, 200% every 3 turns trails Hyde.
GFC ASpeed 121, a sure Burn and team Crit Rate every turn make Persa a setup piece for Tsuki. The 30% Stun is the only control, where Hyde paralyzes at 70% at the same speed.
- In our teams3 of 12
- Firewall: Double ElectricalPlasma stone · Burn
- Code Red Plus: Plasma into DueoksiniPlasma · Burn
- Firewall: Steady Three StarsPlasma stone · Burn
Overview
Persa's value is the setup, not the damage. On-Air Rush-nya hits one enemy for 200% every 3 turns and from skill Lv. 10 leaves a 3-turn Burn with no roll, so the target always carries a status. Lv. 20 adds a 30% Stun. Every turn start raises the whole team's Crit Rate by 5%, and at Speed 121 the Burn is on before slower hitters act. The Burn is the reason to own Persa.
200% every 3 turns is under the output bar, and the Stun lands only 27% of the time after resist. Plasma matters for stones on just three lists of eight. For raw damage, Hyde does more per turn to every enemy. Persa is weak alone and strong in a pair.
Hugo and Tsuki build on Persa's sure Burn: Persa is in Firewall: Double Electrical, Firewall: Steady Three Stars and Code Red Plus: Plasma into Dueoksini, and can replace Lain in the Signet Plasma chapters.
Persa is on the Standard banner but not out yet. Once Persa is out, skill Lv. 10 is the level that matters; save the XA Selector for Drax or Muro, since Persa needs a partner to matter.
Attributes
Persa Roster median. Each spoke runs from the roster's lowest to highest figure.
Roster standard (most characters share these figures)
Hit100%
Dodge5%
Block10%- BPMax BP3
- SHSkill Hit100%
- SRSkill Res10%
Skill unlock ladder
Persa'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.
- Lv. 10Active: character Lv. 20Skill Core
On-Air Rush-nya Active · To enemy
for 3 turns, Burn
Live Donation Passive · Self
for 2 turns, ATK +10 → 15%
- Lv. 20Active: character Lv. 40Skill Core
On-Air Rush-nya Active · To enemy
30 → 45% chance to apply for 1 turn, Stun
Teams that use Persa
Persa has a slot in 3 of our Best Teams comps. The line under each team is the job that slot does.
- Firewall: Double ElectricalFirewall · DJ Madu
Back rowPlasma stone · Burn
- Code Red Plus: Plasma into DueoksiniCode Dungeon Red Plus · Dueoksini
Back rowPlasma · Burn
- Firewall: Steady Three StarsFirewall · DJ Madu
Back rowPlasma stone · Burn
Element matchups and bosses
Persa 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
Weak against
DJ MaduFirewall · NetworkNo element edge either wayDJ Madu carries a Plasma guardian stone (one of four: Power, Plasma, Bio, Electrical).
DueoksiniCode Red Plus · PowerPersa has the edge
SirenCode Dungeon · BioNo element edge either way
Awakening and dupes cost
License 5 caps Persa 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 Persa'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.
| Star | Shards | Running total | Duplicates' worth | Level cap |
|---|---|---|---|---|
| ★ | 30 | 30 | 1 | Lv. 205 |
| ★★ | 50 | 80 | 2 | Lv. 210 |
| ★★★ | 90 | 170 | 4 | Lv. 215 |
| ★★★★ | 110 | 280 | 6 | Lv. 220 |
| ★★★★★ | 220 | 500 | 10 | Lv. 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.
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Plasma
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