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Dynamite Blue/Characters

SolXA

Sol

XAPlasmaSlaughter

Verdict

SituationalAn arena pick first: crowd-control immunity earns Sol an S in GFC, while in PvE Hyde hits the same targets more often.

PvEAGFCS
Why this tier

PvE ASol cuts DEF across the enemy team from skill Lv. 10 on a 3-turn cooldown, against Lain's 5, which makes Sol the quicker Plasma pick. Hyde hits the same targets every 2 turns, and Sol is limited.

GFC SCrowd-control immunity from skill Lv. 20 shrugs off the Stun and Paralyze that arena teams open with, and Sol keeps hitting every enemy for 160% with DEF cuts on top. The 30% Stun is weak; Hyde locks the main target at 70%.

Overview

Sol hits every enemy and breaks their DEF on a shorter timer than Lain. Lotus Flash hits every enemy for 160% every 3 turns and lowers their DEF by 10% from skill Lv. 10; Lv. 20 adds a 30% Stun, Lv. 30 an extra 50% hit, and Lv. 40 a 50% Weaken. Every attack also lowers the target's DEF by 8%, and from Lv. 20 Sol can shrug off crowd control for a turn. The DEF cuts are strong setup, and useful for every hitter behind them.

Hyde hits the same targets for the same 160% every 2 turns instead of 3. Plasma is the most crowded element and sits on only 3 of 8 stone lists, and the Stun lands 27% of the time after resist. Hyde is the better pick outside Plasma stages.

Sol stands in for Lain in the Signet Plasma chapters and Code Red Plus, on a 3-turn cooldown against Lain's 5, and for Persa in Firewall: Double Electrical. In the arena, the crowd-control immunity is one of the answers to GFC: First Move.

Sol is limited (banner 09-30 to 10-21): Selectors can't pick Sol and the pity is 180 pulls. Pull for Plasma content once Hyde is built; otherwise Hyde does much of the same job for free.

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

Sol 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

Sol'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
    • Lotus Flash Active · To all enemies
      for 2 turns, DEF -10 → 15%
    • Zanshin Passive · Self
      for 2 turns, Penetration +15 → 22.5%
  2. Lv. 20Active: character Lv. 40Skill Core
    • Lotus Flash Active · To enemy
      30 → 45% chance to apply for 1 turn, Stun
    • Zanshin Passive · Self
      etc.)
  3. Lv. 30Active: character Lv. 60Skill Core
    • Lotus Flash Active · To enemy
      extra attack 50 → 75%
  4. Lv. 40Active: character Lv. 80Skill Core
    • Lotus Flash Active · To enemy
      50 → 75% chance to apply for 2 turns, Weaken

Element matchups and bosses

Sol 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 Sol 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 Sol'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. Lotus FlashActive

    To all enemies: 160 → 240% damage, for 2 turns, DEF -10 → 15% [skill Lv. 10+]. To enemy: 30 → 45% chance to apply for 1 turn, Stun [skill Lv. 20+], extra attack 50 → 75% [skill Lv. 30+], 50 → 75% chance to apply for 2 turns, Weaken [skill Lv. 40+]. (Spending Infinity in battle raises the skill level and unlocks the extra effects.)

    Cooldown 3 turns · extra effects at skill Lv. 10, 20, 30, 40

  2. ZanshinPassive

    [On attack] To enemy: for 2 turns, DEF -8 → 12%. Self: for 2 turns, Penetration +15 → 22.5% [skill Lv. 10+], 50 → 75% chance, for 1 turn, immune to crowd control (stun, silence, freeze, etc.) [skill Lv. 20+].

    extra effects at skill Lv. 10, 20

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