Ninjutsu: Rise Above Tumbles
[Single Target]Deals Imaginary DMG equal to 140% of Rappa’s ATK to one designated enemy.
“With stars above, everywhere doth evil lurks! Under the witness of the solemn skyscraper, recite your final words… *three gunshots*… The winner has been decided. My Cosmic ninjutsu methods are ever-changing. Better luck next time… in your next life.”
Rappa is an Imaginary Break DPS on the Erudition Path. Her Ultimate puts her into the Sealform state, and from there her Enhanced Basic ATK sweeps across several enemies, dealing both Break DMG and Super Break DMG. If you want a Break DPS built for clearing groups of enemies, she is a sensible pick, but she has a harder time against Elite enemies and bosses.
She suits players who like Break teams and spend a lot of time in Pure Fiction, where there are plenty of enemies for her to break. Keep in mind that Break teams already have two very strong DPS in Boothill and Firefly, and Rappa wants almost the same teammates they do (Ruan Mei, Trailblazer (Harmony), Fugue, Gallagher or Lingsha), so if you already own one of them, think it over before pulling.
Most of Rappa's damage is Break DMG, so you don't need CRIT Rate or CRIT DMG. Focus on Break Effect, SPD and ATK, since ATK also adds to the Break DMG she deals to Weakness Broken enemies.
Ninjutsu Inscription: Dazzling Evilbreaker
Best
After the Charmony Fall
Great
Eternal Calculus
Great
Make the World Clamor
Great
Night on the Milky Way
Good
Go ATK% on Body and Planar Sphere, because ATK adds to the Break DMG Rappa deals to Weakness Broken enemies. Feet take SPD to reach the 145 that Talia: Kingdom of Banditry needs. On the Link Rope, Break Effect comes first. Energy Regeneration Rate also works, but then the Break Effect target becomes hard to reach.
Stack SPD until you hit the breakpoint you picked, then pour everything into Break Effect and take ATK% when it shows up. SPD and Break Effect matter more than ATK.
Her Talent is where most of her damage comes from, since it raises the Break DMG on the 3rd hit of her Enhanced Basic ATK. Max out her Ultimate too, because it raises the Break Effect bonus she gets in the Sealform state. Basic ATK raises the damage of her Enhanced Basic ATK. That is not much compared to her Break DMG, but you use this attack a lot, so it is still worth leveling. Leave her Skill for last, since it only scales with ATK.
Sea Echo lets her Enhanced Basic ATK deal Super Break DMG, a very clear damage boost. Withered Leaf makes Weakness Broken enemies take more Break DMG, and the more ATK she has above 2400, the bigger the bonus. Sky High gives her 1 extra Charge and 10 Energy whenever an Elite-level or higher enemy is Weakness Broken.
Rappa already plays well at E0, so Eidolons are not required. E1 lets her ignore 15% of the enemy's DEF during Sealform and restores 20 Energy when she leaves that state. E2 raises the Toughness Reduction of the first 2 hits of her Enhanced Basic ATK against the main target by 50%, which is very good in Super Break teams. E4 gives all allies 12% SPD while she is in Sealform. E6 gives her 5 Charge at the start of battle, raises the Charge cap by 5, and gives back 5 Charge after each 3rd hit of her Enhanced Basic ATK.
Rappa and Fugue together pile on huge amounts of Super Break DMG, and Fugue's Skill also lets Rappa ignore enemy Weakness Types. The Dahlia adds Weakness Break Efficiency and Break Effect, and lets the team deal Super Break DMG even before enemies are Weakness Broken. Lingsha heals the whole team and makes enemies take more Break DMG. If you are missing one of the supports, use Ruan Mei or Trailblazer (Harmony) instead.
This team gives all three slots to supports. Trailblazer (Harmony) greatly boosts Rappa's Super Break DMG and Break Effect, deals a lot of Imaginary Toughness damage, and uses up the Skill Points Rappa doesn't need. Fugue lets enemies be broken twice, so Rappa gets double the Charge and Energy. The Dahlia applies Imaginary Weakness to all enemies, so Rappa deals full Toughness Reduction instead of half.
Whatever the team, Rappa needs Trailblazer (Harmony) to boost her Super Break DMG. Asta raises her ATK and SPD, while Lynx keeps everyone alive with healing and debuff cleansing. Pela can replace Asta, since her DEF reduction makes Super Break DMG hit harder. Gallagher can replace Lynx, because his healing scales with Break Effect.
Rappa needs to break enemies as often as possible to fuel her Energy. Fugue's effect lets enemies be broken twice, so Rappa gets double the Charge and double the Energy, plus some extra Break DMG right when the break happens.
A free character whose Ultimate greatly boosts Rappa's Super Break DMG. Trailblazer (Harmony) also gives a lot of Break Effect, deals Imaginary Toughness damage (the same Type as Rappa) and uses up her spare Skill Points. You will find them in almost every Rappa team.
Her 50% Weakness Break Efficiency gets Rappa more Charge, Energy and damage. She also adds Break Effect, shreds All-Type RES and delays enemies' recovery from Weakness Break. A Rappa team should have at least one Weakness Break Efficiency buffer like her.
Applies Imaginary Weakness to all enemies, so Rappa deals full Toughness Reduction instead of half. The Dahlia does not delay enemy actions, which lets enemies recover from Weakness Break so Rappa can break them again for more Charge and Energy. Rappa cannot apply Weaknesses herself, so she does not get The Dahlia's 30% SPD buff.
Good healing and debuff cleansing, strong AoE Toughness damage, and a debuff that makes enemies take more Break DMG. Lingsha is a bit Skill Point hungry, but Rappa uses almost none, so Lingsha can use her Skill freely.
A 4-star healer whose healing scales with Break Effect. His Ultimate applies Besotted, which makes enemies take more Break DMG.
Applies Imaginary Weakness to an enemy that is missing it and lowers enemy DEF.
Gives Rappa an extra turn while she is in Sealform.
Her Ultimate restores Energy for the whole team and gives Rappa an ATK boost.
A 4-star who lowers enemy DEF, which makes Super Break DMG hit harder.
Her Ultimate, Nindō Supreme: Aishiteru, costs 140 Energy. Using it puts Rappa into the Sealform state: she immediately gets 1 extra turn and 3 points of Chroma Ink, her Weakness Break Efficiency goes up by 50% and her Break Effect goes up too. While in Sealform she cannot use her Skill or Ultimate, only her Enhanced Basic ATK. Each use costs 1 point of Chroma Ink, and once the Chroma Ink runs out she leaves Sealform.
Her Enhanced Basic ATK, Ningu: Demonbane Petalblade, lands 3 hits in one action: the first 2 hit the main target and the enemies next to it, and the 3rd hits every enemy. It does not recover Skill Points, but you can use it up to 3 times without spending any, so Rappa is very easy on Skill Points. Enemies without an Imaginary Weakness still lose Toughness, just at half the usual amount.
With her Talent, Ninja Tech: Endurance Gauge, Rappa gains 1 point of Charge every time an enemy is Weakness Broken, up to 10 points. On the 3rd hit of her Enhanced Basic ATK, she deals extra Break DMG to all enemies, which ignores Weakness Type to reduce Toughness and uses up all her Charge. Each point spent makes this damage bigger and adds 1 more Toughness Reduction. With the Ninjutsu Inscription: Sky High Trace, she gets 1 more Charge and 10 Energy whenever an Elite-level or higher enemy is Weakness Broken.
With Ninjutsu Inscription: Sea Echo, each time her Enhanced Basic ATK hits a Weakness Broken enemy, the Toughness Reduction of that hit turns into 1 instance of 60% Super Break DMG. Ninjutsu Inscription: Withered Leaf makes Weakness Broken enemies take 2% more Break DMG for 2 turns, and for every 100 ATK Rappa has above 2400, that goes up by another 1%, to a max of 8% more. So at 3200 ATK, enemies take 10% more Break DMG.
Deals Imaginary DMG equal to 140% of Rappa’s ATK to one designated enemy.
Deals Imaginary DMG equal to 150% of Rappa’s ATK to all enemies.
Enters the “Sealform” state, immediately gains 1 extra turn, obtains 3 points of “Chroma Ink,” and increases Weakness Break Efficiency by 50% and Break Effect by 40%.
While in the “Sealform” state, Basic ATK is enhanced, and Skill and Ultimate cannot be used. After using Enhanced Basic ATK, consumes 1 point of “Chroma Ink.” When “Chroma Ink” is depleted, exits the “Sealform” state.
Each time the enemy target is Weakness Broken, Rappa gains 1 point of Charge, up to a max of 10 points of Charge. When Rappa next launches the third hit of “Ningu: Demonbane Petalblade,” additionally deals Break DMG equal to 75% of Rappa’s Imaginary Break DMG to all enemies. This DMG can ignore Weakness Type to reduce 2 Toughness, consuming all Charge. Each point of Charge increases the Break DMG multiplier by 63% and increases the Toughness Reduction that can ignore Weakness Type by 1.
When Breaking Weakness, triggers the Imaginary Weakness Break effect.
After using Technique, enters the “Graffiti” state for 20 seconds. While in the “Graffiti” state, moves forward rapidly for a set distance and attacks any enemies touched. During the rapid movement, can block all enemies’ attacks. Using an attack in the “Graffiti” state can end the state’s duration early. After entering combat via attacking enemies, deals 30 Toughness Reduction regardless of Weakness Type and Break DMG equal to 200% of Rappa’s Imaginary Break DMG to each enemy target, and deals Break DMG equal to 180% of Rappa’s Imaginary Break DMG to adjacent targets. At the same time, this unit regenerates 10 Energy.
During the “Sealform” state entered by using Ultimate, DMG dealt by Rappa ignores 15% of the targets’ DEF. After exiting the “Sealform” state, regenerates 20 Energy.
The Enhanced Basic ATK’s first 2 hits have their Toughness Reduction against the one designated enemy increased by 50%.
Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
While in the “Sealform” state, increases all allies’ SPD by 12%.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
When battle starts, Rappa gains 5 point(s) of her Talent’s Charge, and its upper limit increases by 5 point(s). After launching the third hit of “Ningu: Demonbane Petalblade,” gains 5 point(s) of Charge.
Rappa is a damage dealer who specializes in breaking groups of enemies. After using her Ultimate, Rappa immediately gains an extra turn along with new abilities that ignore Weakness Types for Toughness reduction. On top of that, Rappa can increase the Break DMG that enemies take.