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Dynamite Blue/Characters

RuX

Ru

XPlasmaRewinder

A NAVII-manufactured AI, found by the Boss at an Underground scrapyard. Has a habit of rushing to repair any broken machine it sees, and excels at hacking.

Verdict

SituationalBuild Ru for Signet chapters 2 and 4 and for arena openers that Stun; Rem is the better everyday healer.

PvEAGFCA
Why this tier

PvE ATeam crowd-control immunity at skill Lv. 30 and a 2-debuff cleanse make Ru the healer for Signet chapters 2 and 4, where enemies Stun and Petrify. With no damage and a 5-turn cooldown, Rem is the better everyday healer.

GFC ATwo turns of team crowd-control immunity and a 2-debuff cleanse blank the Stun and Paralyze that arena teams open with. The 5-turn cooldown leaves 3 open turns in 5, where Rem heals every 4.

In our teams1 of 12

Overview

Ru does no damage at all and is still worth a seat in the right chapters. Revive Refresh heals every ally for 28% from skill Lv. 1, adds DEF +15% from Lv. 10, clears 2 debuffs from every ally at Lv. 20, and at Lv. 30 makes the whole team immune to crowd control for 2 turns. Each turn start also cuts the team's damage taken by 5%. The immunity is the reason to invest.

The cooldown is 5 turns and the immunity lasts 2, so the team is open for 3 turns in 5. Rem heals 30% with a 30% damage cut every 4 turns; Ru's edge is only the cleanse and the immunity. Pick Ru for the chapters that need a cleanse, not as a general healer.

Ru is built for the Signet Plasma chapters, where chapter 2's stronger enemies Stun and chapter 4's Petrify; cast the skill the turn before they act. Ru can also replace Mother in Code Red Plus, and in the arena the immunity blanks control teams like GFC: First Move.

Build to skill Lv. 30 (character Lv. 60, three Skill Cores) for the immunity; below Lv. 20 Ru is a plain healer. Spend the X Selector on Ru only if chapters 2 and 4 are the wall. Stopping at Lv. 20 is a poor trade.

Exclusive gear

Ru 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 → Byte W-Gear → Debugger W-Gear → Overclock W-Gear → Root Access W-Gear.

T-jetGame data

By grade: Worn T-jet → Byte T-jet → Debugger T-jet → Overclock T-jet → Root Access T-jet.

CaskGame data

By grade: Worn Cask → Byte Cask → Debugger Cask → Overclock Cask → Root Access Cask.

NetculusGame data

By grade: Worn Netculus → Byte Netculus → Debugger Netculus → Overclock Netculus → Root Access Netculus.

Attributes

HPATKDEFSpeedCrit RateCrit DMG
HP Lv. 22528,576#14 of 49, tied with 2
ATK Lv. 2251,924#30 of 49, tied with 4
DEF Lv. 2251,612#14 of 49, tied with 2
Speed105#29 of 47, tied with 2
Crit Rate18%#15 of 47, tied with 11
Crit DMG170%#15 of 47, tied with 11

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

  • Aggro200#13 of 47, tied with 6

Roster standard (most characters share these figures)

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

Exclusive gear

  • W-GearRoot Access W-Gear
  • T-jetRoot Access T-jet
  • CaskRoot Access Cask
  • NetculusRoot Access Netculus

Skill unlock ladder

Ru'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
    • Revive Refresh Active · To all allies
      for 2 turns, DEF +15 → 22.5%
    • Heal Insight Passive · Self
      restore 5 → 7.5% HP
  2. Lv. 20Active: character Lv. 40Skill Core
    • Revive Refresh Active · To all allies
      dispel 2 debuff(s)
  3. Lv. 30Active: character Lv. 60Skill Core
    • Revive Refresh Active · To all allies
      etc.)

Teams that use Ru

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

All Dynamite Blue teams →

Element matchups and bosses

Ru 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 Ru 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 Ru's own shards, and as an X-grade character every duplicate pull turns into 40 of them. Awakening is kept if you reset the character with a Migration Core.

StarShardsRunning totalDuplicates' worthLevel cap
★30301Lv. 205
★★50802Lv. 210
★★★901705Lv. 215
★★★★1102807Lv. 220
★★★★★22050013Lv. 225

"Duplicates' worth" is the running total divided by 40 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. Revive RefreshActive

    To all allies: restore 28 → 42% HP, for 2 turns, DEF +15 → 22.5% [skill Lv. 10+], dispel 2 debuff(s) [skill Lv. 20+], for 2 turns, immune to crowd control (stun, silence, freeze, etc.) [skill Lv. 30+]. (Spending Infinity in battle raises the skill level and unlocks the extra effects.)

    Cooldown 5 turns · extra effects at skill Lv. 10, 20, 30

  2. Heal InsightPassive

    [Turn start] To all allies: for 2 turns, reduce damage taken by 5 → 7.5%. Self: restore 5 → 7.5% HP [skill Lv. 10+].

    extra effects at skill Lv. 10

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