Dynamite Blue/Best Teams
Dynamite Blue Best Teams
Signet Game
Hard and Extreme chapters. Each chapter's Guardian Stones break only to the matching element, so these teams are built around stone coverage first.
Signet GameSignet Core: Five ElementsSignet Game Hard/Extreme · Chapters 1, 3, 5, 6, 7Built around Hyde
Drax
F1
Rem
F2
Lilly
B3
Hyde
B4
Muro
B5





One line-up that carries every Guardian Stone element except Plasma, so it covers five of the seven chapters on Hard and Extreme. Four of the five hit every enemy, and that matters here: normal enemies take only 40% damage on Hard (80% on Extreme) until their stones break, and a hit on all of them breaks a stone on each at once.
Formation
Guardian Stone coverage
| Ch. 1 HDT | |||
|---|---|---|---|
| Ch. 2 MGPD | |||
| Ch. 3 Navii | |||
| Ch. 4 AG | |||
| Ch. 5 AMATEC | |||
| Ch. 6 Q&B | |||
| Ch. 7 Iron |
Play order
- Hyde's 160% hit on every enemy comes back every second turn and breaks the Electrical stones.
- Lilly (Speed 120) puts Poison on every enemy, which turns on Hyde's +30% against targets with a status from skill Lv 30.
- Drax taunts for 3 turns and, from skill Lv 30, cuts the damage the whole team takes by 40%.
- Rem's heal (30% of Max HP plus 30% less damage taken) works from skill Lv 1, so this is the cheapest team on the list to get going.
Skill levels
Drax 30, Hyde 30, Lilly 20 (for DEF -12% on all enemies), Muro 10, Rem 1. That is character Lv 60 and three Skill Cores each for Drax and Hyde. Formation: Offensive (ATK +15%, back row Crit DMG +20%) unless the chapter says otherwise below.
Chapter by chapter
Ch1 (Electrical, Chemical, Network; no elites): as listed. Ch3 (Power, Bio, Chemical; Poison elites): Tsuki in for Hyde, since Lilly's Poison sets up Tsuki's +100% bonus, and Tyra in for Muro to clear a debuff from every ally; play Defensive. Ch5 (Chemical, Bio, Power; Network and Electrical enemies): as listed, with Hyde and Muro as the favoured elements, though those enemies hit them back just as hard. Ch6 (Network, Electrical, Power; Chemical and Plasma enemies): as listed, with Rem and Lilly favoured; Defensive Balance keeps the back row ahead of the party Slow. Ch7 (Electrical, Network, Bio; front-row Heal Block): Tyra in for Lilly, because a dispel clears Heal Block; play Defensive.
Substitutes
Verdorman or Zero-P for Rem keep the Bio stone but lose the big heal, and Mou or Nataliya can take Rem's slot on ch1 and ch6, which have no Bio stone. Iron or Lin Qiang for Drax. Hyki or Coo&Beak Head Chef for Lilly (Hyki's cooldown is 5 turns). Kirill, Calis or Hugo for Hyde. Andrew, Tyra or Hayden (limited) for Muro.
What beats it
Muro is the only Network unit and hits one target at a time, so on a crowded ch1 or ch7 wave the Network stones break slowly. Rem is the only Bio source and the only real heal, so losing Rem costs the Bio stone on ch3, ch5 and ch7 and the sustain in the same turn. As listed, nothing on the team clears a debuff.
Signet GameSignet Plasma Chapters: Drax and RuSignet Game Hard/Extreme · Chapters 2 and 4Built around Lain
Drax
F1
Ru
F2
Hyde
B3
Muro
B4
Lain
B5





The two chapters with Plasma stones are also the two whose elites use hard crowd control: Stun on MGPD (chapter 2) and Petrify on AG (chapter 4). Ru answers both. From skill Lv 20 the heal also dispels 2 debuffs from every ally, and from skill Lv 30 it makes the whole team immune to crowd control for 2 turns. Drax holds the front and covers Power.
Formation
Guardian Stone coverage
| Ch. 1 HDT | |||
|---|---|---|---|
| Ch. 2 MGPD | |||
| Ch. 3 Navii | |||
| Ch. 4 AG | |||
| Ch. 5 AMATEC | |||
| Ch. 6 Q&B | |||
| Ch. 7 Iron |
Chapter 2
Chapter 2 (Plasma, Power, Network; Stun on stages 3 and 8, front-row Stun on 7): Tsuki in for Hyde. Lain's Burn lands on each enemy at 63% (70% listed, less the 10% resist), and from skill Lv 30 Tsuki hits a target with a status for +100%. Tsuki is faster (Speed 126 against Lain's 121), so the bonus pays from round 2.
Chapter 4
Chapter 4 (Electrical, Network, Plasma; Chemical and Bio enemies; Petrify elites): as listed. Hyde's hit on every enemy breaks the first stone, and Drax's Power is one of the two elements favoured against this chapter's enemies. Ru's cooldown is 5 turns and the immunity lasts 2, so cast it the turn before an elite acts, not on cooldown.
Skill levels
Drax, Ru, Hyde and Tsuki at 30 (character Lv 60, three Skill Cores each), Lain 10, Muro needs none. Drax's revive also opens at skill Lv 30. Formation: Offensive.
Substitutes
Persa or Sol (limited) for Lain, both Plasma on a 3-turn cooldown, though Persa hits one target. Mother for Ru keeps Plasma and a heal but loses the cleanse; AG Grand Pontiff clears 1 debuff instead of 2. Iron or Lin Qiang for Drax. Andrew or Hayden (limited) for Muro.
What beats it
Lain is the only unit dealing Plasma damage, on a 5-turn cooldown, and Plasma is the last stone on chapter 4, so a long wave waits on Lain. Ru is the only heal and the only cleanse; an elite that acts while Ru's skill is cooling down lands its Stun or Petrify with nothing to clear it.
Signet GameSignet X-Grade: Hyde and Four XSignet Game Hard/Extreme · Chapters 1, 6, 7Built around Hyde
Zero-P
F1
Nataliya
F2
Lilly
B3
Hyde
B4
Tyra
B5





For an account whose only XA is the free Hyde. Everyone else here is X grade, and between them they cover Electrical, Chemical, Network and Bio, which is the whole stone list for chapters 1 and 7. One swap adds chapter 6. Tyra's heal also clears a debuff from every ally, the answer to chapter 7's front-row Heal Block.
Formation
Guardian Stone coverage
| Ch. 1 HDT | |||
|---|---|---|---|
| Ch. 2 MGPD | |||
| Ch. 3 Navii | |||
| Ch. 4 AG | |||
| Ch. 5 AMATEC | |||
| Ch. 6 Q&B | |||
| Ch. 7 Iron |
Play order
- Hyde (Speed 121) and Lilly (120) open, and Lilly's Poison on every enemy turns on Hyde's +30% against targets with a status from skill Lv 30.
- Tyra (115) follows with 200% on all enemies, heals the team for 12% and, from skill Lv 20, clears a debuff from every ally.
- Nataliya raises the team's ATK by 15% from skill Lv 10 and adds a 20% shield from skill Lv 30.
Skill levels
Hyde 30, Tyra 20, Lilly 20, Nataliya 30, Zero-P 10. Formation: Offensive on chapter 1, Defensive on chapter 7. For chapter 6 (Network, Electrical, Power) put Lin Qiang in for Zero-P: an S-grade Power Vanguard that taunts from skill Lv 10 and shields itself for 25% from skill Lv 20; switch to Defensive Balance against that chapter's party Slow.
Substitutes
Verdorman for Zero-P (Bio, taunts from skill Lv 30). Mou for Nataliya. Coo&Beak Head Chef for Lilly. Andrew for Tyra keeps Network and hits harder (230% on all) but has no cleanse and a 6-turn cooldown. Kirill for Hyde.
What beats it
Tyra is the only Network hitter and the only cleanse, on a 5-turn cooldown, so an elite that acts in the gap goes unanswered. The heals are small (Zero-P 8%, Tyra 12%) next to Rem's 30% on the core team, which shows on Extreme.
Firewall
The skill-material dungeon: DJ Madu and four boss stones.
Firewall
vs DJ MaduFirewall: Double ElectricalFirewall · DJ MaduBuilt around Hugo
Drax
F1
Rem
F2
Hyde
B3
Hugo
B4
Persa
B5





DJ Madu carries four stones (Power, Plasma, Bio, Electrical) and is Network, which Electrical has the edge on. This team covers all four stones and puts two Electrical hitters in the back row. Every damage skill here comes back within 2 to 4 turns, which is what the 5-round clear mission asks for, and Rem is there for the no-deaths mission.
Formation
Boss matchup
Three stars
Three stars take two of three missions: no deaths, a clear inside 5 rounds (6 on Hard and up), and every boss stone broken by round 8. Hyde and Persa (Speed 121) move before Hugo (115). Hyde's hit lands Paralyze on one target at 63% from skill Lv 20, and Persa's lands a 3-turn Burn with no roll from skill Lv 10. Either status turns on Hugo's +100% bonus, so by Hugo's turn the boss nearly always has one.
Skill levels
Hugo needs 40 for the bonus (character Lv 80, four Skill Cores). Drax, Rem, Hyde and Persa are fine at 30 or below. Formation: Offensive, since two of the three missions are about speed.
Licenses
this team mixes Black (Drax), Blue (Hyde, Hugo) and Prism (Rem, Persa). Whether the Firewall still limits each day to one License colour is unconfirmed for the launch build; if it does, use the substitutes below to fill the day's colour.
Substitutes
Tsuki for Hugo loses the Electrical edge but has the same +100% status bonus from skill Lv 30 instead of 40. Kirill or Calis for Hugo keep Electrical. Lain or Sol (limited) for Persa. Iron or Lin Qiang for Drax. Verdorman or Zero-P for Rem keep the Bio stone.
What beats it
the edge runs both ways, so DJ Madu also hits Hyde and Hugo harder, and Slaughters carry the lowest HP line of any class. Persa is the only Plasma and Rem the only Bio; lose either and the stone mission fails by round 8.
Firewall
vs DJ MaduFirewall: Steady Three StarsFirewall · DJ MaduBuilt around Tsuki
Verdorman
F1
Mou
F2
Tsuki
B3
Persa
B4
Yasha
B5





Three stars need two of the three missions, and this team goes for no deaths and all stones by round 8 rather than the 5-round clear. It keeps only one Electrical unit, Mou, and Rewinders have a far bigger HP line than Slaughters, so DJ Madu's Network edge lands on the sturdiest target it can find. Yasha, Mou and Verdorman all heal or shield.
Formation
Boss matchup
Play order
- Tsuki (Speed 126) opens, then Persa (121) puts a 3-turn Burn on one target with no roll from skill Lv 10 and Yasha (120) starts a 4-turn heal of 12% a turn on the whole team.
- Mou's hit on all enemies adds Slow from skill Lv 20, so from round 2 most enemies carry a status and Tsuki's +100% (skill Lv 30) and Yasha's +35% (skill Lv 30) are both live.
- Yasha and Persa also raise the team's Crit Rate every turn (10% and 5%).
Skill levels
Tsuki 30, Yasha 30, Mou 30 (team shield 20%), Verdorman 30 (Taunt; 10 for the team shield), Persa 10. Formation: Defensive (DEF +20%, Max HP +10%), since a death costs one of the two missions this team is built for.
Substitutes
Nataliya for Mou keeps Electrical and adds team ATK +15%. Zero-P for Verdorman keeps Bio. Reyna for Yasha keeps Power and adds Bleed, but no healing. Lain for Persa hits every enemy but on a 5-turn cooldown.
What beats it
Tsuki and Persa hit one target each, so on Normal and up, where DJ Madu brings 4 adds, the 5-round clear is out of reach; the run lives on the other two missions. Mou is the only Electrical, so if Mou falls the Electrical stone waits.
Firewall
vs DJ MaduFirewall Starter: Free HydeFirewall Easy/Normal · DJ MaduBuilt around Hyde
Zero-P
F1
Mother
F2
Hyde
B3
Kirill
B4
Ironclad
B5





A first Firewall team from the free Hyde, two S-grade units from the Standard banner and two X grades, aimed at the early tiers (recommended power 200k on Easy, 456k on Normal). It covers all four boss stones, and every damage skill is on a 2- or 3-turn cooldown, which suits the 5-round clear mission. Most of the kit opens by skill Lv 10 to 20, so it runs on low-level characters.
Formation
Boss matchup
Play order
- Hyde (Speed 121) hits every enemy for 160% every second turn.
- Kirill and Ironclad (both 110) are on 2-turn cooldowns: Kirill hits one enemy for 185% and, from skill Lv 10, its neighbours for 90%; Ironclad hits for 160% and heals itself for 70% of the damage from skill Lv 10.
- Mother heals the team for 15% from skill Lv 10 and Zero-P for 8%.
Skill levels
Hyde 20 (Paralyze), Kirill 10, Ironclad 10, Mother 20 (team shield 8%), Zero-P 10. That is character Lv 20 to 40 for everyone. Formation: Offensive.
Substitutes
Verdorman for Zero-P keeps Bio and adds a team shield. Junpei for Mother keeps Plasma and heals the team every turn. Calis for Kirill keeps Electrical. Reyna or Yasha for Ironclad keep Power.
What beats it
nobody here taunts, so DJ Madu picks its own targets, and Hyde and Kirill take its Network edge back. Sustain is two small heals (15% and 8%). On Hard and up this team runs short, which is where Firewall: Double Electrical takes over.
Code Dungeon
One boss, graded by the HP it has left: single-target damage and the boss's element.
Code Dungeon
vs SirenCode Dungeon: Power into SirenCode Dungeon · SirenBuilt around Tsuki
Drax
F1
Nataliya
F2
Tsuki
B3
Reyna
B4
Muro
B5





The Code Dungeon is a single boss, graded S to D by how much HP it has left, so this team is built for single-target damage. Siren is Bio, and Power has the edge on Bio. Tsuki and Reyna bring that edge, Muro brings the best single-target skill rate on the roster, and Drax and Nataliya push the boss's DEF down and the team's ATK up.
Formation
Boss matchup
Play order
- Muro and Tsuki move first (Speed 126).
- Muro's 230% hit adds 90% true damage and lands Silence at 63%, which can give Tsuki the +100% status bonus (skill Lv 30) in round 1.
- Reyna (120) puts a 3-turn Bleed on the boss with no roll from skill Lv 10, so from round 2 Tsuki always has a status to hit.
- Drax lowers the boss's DEF by 15% for the first 2 turns from skill Lv 10.
Skill levels
Tsuki 30, Reyna 10, Nataliya 10 (40 adds Crit Rate +15% for the team), Drax 10, Muro needs none. Formation: Offensive (ATK +15%, back row Crit DMG +20%). Each grade pays out more Injectors and Advanced Licenses, so a team that lifts a C clear to a B is worth rerunning.
Substitutes
Yasha for Reyna keeps Power and adds team Crit Rate +10% every turn, though the skill is split across all enemies and there is only one here. Ironclad (Power) for Reyna. Iron or Lin Qiang for Drax lose the DEF -15%. Mou for Nataliya trades the ATK buff for a 20% team shield at skill Lv 30.
What beats it
nothing here heals, so a long fight wears the front row down. If Reyna falls, Tsuki's bonus rests on Muro's 63% Silence.
Code Dungeon
vs DueoksiniCode Red Plus: Plasma into DueoksiniCode Dungeon Red Plus · DueoksiniBuilt around Tsuki
Terry
F1
Mother
F2
Persa
B3
Lain
B4
Tsuki
B5





Red Plus needs 1.2M power and 8 characters to enter and pays the most per grade: an S clear gives 200 Injectors and 16 Advanced Licenses against 145 and 10 on Red. Its boss, Dueoksini, is Power, which Plasma beats, so four of the five here are Plasma. The fifth is Tsuki, who turns their Burns into a +100% bonus.
Formation
Boss matchup
Play order
- Persa and Lain (Speed 121) both put a 3-turn Burn on the boss, Persa's with no roll from skill Lv 10 and Lain's at 63%, and from skill Lv 10 every hit Lain lands adds Bleed.
- With two Burns running, Tsuki's +100% (skill Lv 30) is on from round 2.
- Terry taunts every second turn and gains 35% Penetration from skill Lv 20.
Skill levels
Terry 20, Mother 30 (for Penetration +30%), Persa 10, Lain 10, Tsuki 30. Formation: Offensive.
Substitutes
Baeksa (limited) for Mother stays Plasma and adds DEF -12% (skill Lv 10) and ATK -10% (skill Lv 20) on every hit to all enemies. Sol (limited) or Navii Commander for Lain. Ru or Junpei for Mother. Muro for Tsuki gives a close single-target rate that needs no status.
What beats it
Lain's 5-turn cooldown leaves Persa's Burn as the only sure status between Lain's casts, so if Persa falls, Tsuki's bonus drops out. Mother's 15% heal (skill Lv 10) is the only sustain.
Code Dungeon
vs SirenCode Dungeon: Four Power, No XACode Dungeon · SirenBuilt around Reyna
Lin Qiang
F1
Nataliya
F2
Reyna
B3
Yasha
B4
Ironclad
B5





Four Power units against a Bio boss, with no XA on the team. Every hit Lin Qiang, Reyna, Yasha and Ironclad land comes with Power's edge over Siren, and Nataliya raises the whole team's ATK. It trades the top-end damage of Tsuki and Muro for units from the Standard banner, so it is the team to use while those two are still missing or low level.
Formation
Boss matchup
Play order
- Reyna, Yasha (both Speed 120) and Ironclad (110) move first.
- Reyna's 210% hit leaves a 3-turn Bleed with no roll from skill Lv 10, which turns on Yasha's +35% from skill Lv 30; Yasha also raises the team's Crit Rate by 10% every turn and by 15% more from skill Lv 20.
- Ironclad hits every second turn and cuts the boss's healing received by 15%.
- Lin Qiang also hits every second turn, taunts from skill Lv 10 and slows the boss when hit.
Skill levels
Reyna 10, Yasha 30, Ironclad 10, Lin Qiang 20 (25% shield), Nataliya 10. Formation: Offensive.
Substitutes
Tsuki for Yasha is the biggest upgrade (+100% against a Bleeding target from skill Lv 30). Iron for Lin Qiang. Mou for Nataliya.
What beats it
the skill rates are lower than the core Siren team's (Reyna 210% and Ironclad 160% against Tsuki's 240% plus a +100% bonus), so expect a grade lower on the same power. Only Ironclad's life-steal heals.
GFC
The PvP arena.
GFCGFC: First MoveGFC (PvP arena)Built around Tsuki
Ari
F1
Mou
F2
Muro
B3
Hyde
B4
Tsuki
B5





In the arena the opponent is another player's team from the same roster, and crowd control on all enemies falls off: full chance on the main target, 75% next to it, 45% beyond. This line-up leans on single-target control, which keeps its full chance, and on speed. Muro and Tsuki (126) and Hyde (121) sit at the top of the roster's 90 to 126 Speed range, and Defensive Balance adds 15% more to the back row.
Formation
Elements
Play order
- Muro goes first, and every attack has a 60% chance to strip 2 buffs, so an enemy shield or ATK buff rarely lasts until its owner's turn.
- Hyde's Paralyze (skill Lv 20) and Muro's Silence both stop their target's skill, and either one sets up Tsuki's +100%.
- Ari stuns one target at 63% (skill Lv 10) and from skill Lv 20 shields the whole team for 75% of Max HP.
- Mou's Heal Block (skill Lv 10) goes on the enemy healer.
Skill levels
Ari 20 (40 adds team invincible), Mou 30 for the team shield, Hyde 20, Tsuki 30, Muro 10 for the DEF down. Formation: Defensive Balance, front row DEF +20% and back row Speed +15%.
Three stars
From round 8 both sides take 15% more damage every round and defenders get +15% DEF, so a stalled fight becomes a race. Ari's invincible at skill Lv 40 is worth the Skill Core for that point alone.
Substitutes
Hayden (limited) for Tsuki hits all enemies, adds Sleep at skill Lv 20 and lowers every enemy's ATK and DEF. Drax for Ari taunts for 3 turns and revives once at skill Lv 30. Hyki for Hyde brings an 80% Stun on every enemy, cut by the falloff, on a 5-turn cooldown.
What beats it
crowd-control immunity. Sol and Lilly can make themselves immune for a turn, and Ru gives a whole team 2 turns of it, which blanks Hyde, Muro and Ari at once. Mou is the team's only source of healing, so a Heal Block or healing-received cut on the front row wears it down past round 8.
GFCGFC: OutlastGFC (PvP arena)Built around Drax
Drax
F1
Rem
F2
Hyki
B3
Lilly
B4
Yasha
B5





From round 8 both sides take 15% more damage every round, so a team that stacks damage cuts gets further into that ramp than one that doesn't. Drax cuts the whole team's damage taken by 40% for 3 turns and revives once, Rem cuts it by 30% more and heals 30%, and Yasha heals 12% a turn. Hyki and Lilly slow the other side down with Stun, Freeze and healing cuts.
Formation
Elements
Play order
- Hyki (Speed 126) goes first.
- The Stun on all enemies (skill Lv 20) is 80% before resist, but in the arena only the main target gets the full chance, with 75% of it next to the target and 45% further out.
- Hyki's attacks also cut healing received by 20% at a 60% chance.
- Lilly (120) poisons every enemy and lowers their DEF by 12% for 3 turns.
- Drax taunts for 3 turns, and at battle start lowers one enemy's DEF by 15% and can stun it.
Skill levels
Drax 30 (team damage cut and revive), Hyki 20, Lilly 20, Yasha 10, Rem 1. Formation: Defensive (DEF +20%, Max HP +10%).
Substitutes
Ari for Drax swaps the damage cut for a 75% team shield (skill Lv 20). Mou for Rem adds Heal Block and a 20% shield. Reyna for Yasha adds damage but no healing.
What beats it
buff strip. Muro has a 60% chance to strip 2 buffs on every attack, which peels off the damage cuts this team lives on. Hyki's cooldown is 5 turns, and the damage is low, so a team that heals through the Poison can run the ramp out alongside it.
GFCGFC: Anti-HealGFC (PvP arena)Built around Mou
Terry
F1
Mou
F2
Hyki
B3
Ironclad
B4
Muro
B5





Built to answer teams that win by healing through damage, such as Rem, Ru or Yasha teams. Mou puts Heal Block on one target, Hyki and Ironclad each cut the healing their targets receive, and Muro strips 2 buffs at a 60% chance on every attack. Most of this works at low skill levels: Ironclad's cut and Muro's strip are on the passive from the start.
Formation
Elements
Play order
- Muro and Hyki (Speed 126) go first.
- Muro's hit has a 63% Silence that stops the target's skill, which is the cleanest answer to an enemy healer.
- Hyki's attacks cut healing received by 20% from skill Lv 10, Ironclad's (110) by 15% on every attack, and Mou (110) adds Heal Block to one target from skill Lv 10.
- Terry taunts all enemies every second turn from skill Lv 10 and counters for 50% whenever hit.
Skill levels
Terry 10 (30 for a 25% self-shield), Mou 10 (30 for the team shield), Hyki 10 (20 for the Stun), Ironclad 10, Muro needs none. Formation: Defensive Balance (front row DEF +20%, back row Speed +15%).
Substitutes
Coo&Beak Head Chef for Ironclad also cuts healing received by 15% from skill Lv 10. Lin Qiang for Terry. Nataliya for Mou trades Heal Block for a team ATK buff.
What beats it
raw damage. The healing cuts do nothing against a team like Hyde, Hayden and Tsuki that wins before healing matters, and this team's own sustain is only Mou's shield and Ironclad's life-steal. Crowd-control immunity from Ru or Lilly also blanks Muro's Silence and Hyki's Stun.
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