Dynamite Blue/Characters
XAVerdict
SituationalAn arena pick first: crowd-control immunity earns Sol an S in GFC, while in PvE Hyde hits the same targets more often.
- 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
Sol 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
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.
- 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%
- Lv. 20Active: character Lv. 40Skill Core
Lotus Flash Active · To enemy
30 → 45% chance to apply for 1 turn, Stun
Zanshin Passive · Self
etc.)
- Lv. 30Active: character Lv. 60Skill Core
Lotus Flash Active · To enemy
extra attack 50 → 75%
- 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
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 · PowerSol has the edge
SirenCode Dungeon · BioNo element edge either way
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.
| 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
Slaughter