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Dynamite Blue/Characters

PersaXA

Persa

XAPlasmaSlaughter

At a glance

PvEAGFCA
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

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

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

Persa 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%

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.

  1. 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%
  2. 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.

All Dynamite Blue teams →

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

Power
Plasma

Weak against

Chemical

Full element chart →

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.

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. On-Air Rush-nyaActive

    To enemy: 200 → 300% damage, for 3 turns, Burn [skill Lv. 10+], 30 → 45% chance to apply for 1 turn, Stun [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. Live DonationPassive

    [On turn start] To all allies: for 2 turns, Crit Rate +5 → 7.5%. Self: for 2 turns, ATK +10 → 15% [skill Lv. 10+].

    extra effects at skill Lv. 10

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