rappa

Rappa

EruditionImaginary5★
Last updated: 03/03/2026
The Dazzling Ninja

“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.”

Should You Pull for Rappa?

Main DPS

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.

Memory of Chaos Strong Rappa has a harder time when there are only a few enemies, especially bosses with big Toughness bars, and she needs to break Elite enemies or bosses often to keep her Energy up.
Pure Fiction Strong This is the mode that fits her best: with so many enemies on the field, she breaks several at once and quickly builds up Charge and Energy.
Apocalyptic Shadow Very strong Her Enhanced Basic ATK still reduces the Toughness of enemies without an Imaginary Weakness, though only at half the usual amount, and the extra damage from her Talent ignores Weakness Type.
Pros & Cons

Pros

  • Deals AoE break damage
  • Takes pressure off the sustain unit by breaking Weaknesses constantly
  • Deals both direct break damage and Super Break damage by herself
  • Passively increases the break damage enemies take

Cons

  • Leans heavily on her Ultimate for damage
  • Her Ultimate costs 140 Energy while each enhanced Basic ATK only refunds 20
  • Relies on constantly breaking Elite enemies and bosses to keep her Energy up
  • Weak against small enemy counts, especially bosses with inflated Toughness bars
  • She cannot implant Weaknesses, so her main Toughness damage is halved against enemies that are not weak to her element
  • Imaginary breaking is noticeably weaker than the other elements

Best Rappa Build Guide

Rappa Break Build

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.

Best Light Cones

  • 1 Ninjutsu Inscription: Dazzling Evilbreaker Ninjutsu Inscription: Dazzling Evilbreaker Best
    Rappa's signature Light Cone, and far ahead of everything else. It gives a ton of Break Effect, has enough base ATK to make her Trace's ATK threshold easy to reach, advances her forward after she uses her Ultimate, and helps her get her first Ultimate out early in a fight. The fewer actions you take per Ultimate cycle, the better it gets, ideally 3 actions.
  • 2 After the Charmony Fall After the Charmony Fall Great
    A very solid replacement for her signature. It gives Break Effect and a SPD boost after Rappa uses her Ultimate, the effect triggers reliably, and it has no downsides.
  • 3 Eternal Calculus Eternal Calculus Great
    The best free-to-play option. Its big ATK% boost makes sure Rappa always has enough ATK for her Ninjutsu Inscription: Withered Leaf Trace, and it adds SPD when she hits 3 or more enemies. In Pure Fiction the bonus is almost always active, while in other modes it depends on whether the fight has lots of enemies.
  • 4 Make the World Clamor Make the World Clamor Great
    A good pick if you don't have her signature and want Rappa to use her Ultimate early, since it gives her extra Energy. Beyond that, it lacks the extra perks of the Light Cones above.
  • 5 Night on the Milky Way Night on the Milky Way Good
    Gives ATK based on how many enemies are on the field and increases her DMG when she breaks an enemy's Weakness.

Best Relics

1
The best set for Super Break teams. It lets her Break DMG and Super Break DMG ignore part of the enemy's DEF. Rappa needs 250% Break Effect to get the full 4-piece effect.
2
The second choice. It gives a lot of Break Effect and restores Energy when Rappa breaks an enemy's Weakness. You give up some damage for more Energy, and the more enemies you break, the more it pays off. In Pure Fiction this is her best set.
3
A temporary option while you are still farming Iron Cavalry Against the Scourge. You can also pair 2 pieces of Iron Cavalry Against the Scourge with 2 pieces of Messenger Traversing Hackerspace when those pieces have better substats.

Best Planar Ornaments

1
The best choice, simply because it gives her more Break Effect. It needs Rappa to have at least 145 SPD, which you are already aiming for in her build.
2
Its Break Effect bonus is conditional. Against enemies with a Fire Weakness it edges out Talia: Kingdom of Banditry, and against enemies without one it falls behind, which happens fairly often since Rappa is Imaginary.
3
Only raises Rappa's own ATK, but higher ATK also increases her Break DMG.

Main Stats

  • BodyATK%
  • FeetSPD
  • Planar SphereATK%
  • Link RopeBreak Effect or Energy Regeneration Rate

Substats

  • 1SPD (up to your breakpoint)
  • 2Break Effect
  • 3ATK%
  • 4ATK

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.

Stat Targets

  • SPD145 or more
  • Break Effect (before team buffs)160% to 240% or more
  • Break Effect (in combat)250% or more, to get the full Iron Cavalry Against the Scourge 4-piece effect
  • ATK (in combat)3200, to max out Withered Leaf (optional)
  • HP2800 or more
  • DEF800 or more

Skill Priority

Talent > Ultimate > Basic ATK > Skill

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.

Trace Priority

Ninjutsu Inscription: Sea Echo > Ninjutsu Inscription: Withered Leaf > Ninjutsu Inscription: Sky High

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.

Eidolon Priority

E2 is the best stopping point if you want to spend

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.

Best Rappa Teams

Super Break Team

Replace Lingsha with: Gallagher, Huohuo, Aventurine, Luocha

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.

No-Healer Team

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.

Budget Team (All 4-Stars)

Replace Asta with: Pela Replace Lynx with: Gallagher

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.

Best Teammates for Rappa

Fugue
Fugue

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.

Trailblazer (Harmony)
Trailblazer (Harmony)

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.

Ruan Mei
Ruan Mei

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.

The Dahlia
The Dahlia

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.

Lingsha
Lingsha

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.

Gallagher
Gallagher

A 4-star healer whose healing scales with Break Effect. His Ultimate applies Besotted, which makes enemies take more Break DMG.

Silver Wolf
Silver Wolf

Applies Imaginary Weakness to an enemy that is missing it and lowers enemy DEF.

Bronya
Bronya

Gives Rappa an extra turn while she is in Sealform.

Huohuo
Huohuo

Her Ultimate restores Energy for the whole team and gives Rappa an ATK boost.

Pela
Pela

A 4-star who lowers enemy DEF, which makes Super Break DMG hit harder.

How to Play Rappa

Enter Sealform With Her Ultimate

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.

Enhanced Basic ATK Hits Three Times

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.

Build Up Charge for the 3rd Hit

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.

Super Break DMG and the 3200 ATK Mark

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.

Quick Tips

  • Don't build CRIT Rate or CRIT DMG on Rappa, since most of her damage is Break DMG.
  • Open fights with her Technique, Ninja Dash: By Leaps and Bounds: dash into enemies to deal 30 Toughness Reduction to each of them regardless of Weakness Type plus Break DMG, and Rappa regenerates 10 Energy.
  • If your healer is on the Abundance Path, give them Quid Pro Quo so they share extra Energy toward Rappa's Ultimate.
  • In Pure Fiction, switch to 4-piece Thief of Shooting Meteor, since the large enemy count keeps her Energy flowing.
  • Bring at least one Weakness Break Efficiency buffer, like Ruan Mei or The Dahlia, in any Rappa team.

Rappa Skills

Basic ATK

Ninjutsu: Rise Above Tumbles

[Single Target]
Energy Generated20
Toughness Break Single Target: 10

Deals Imaginary DMG equal to 140% of Rappa’s ATK to one designated enemy.

Lv. 10

Upgrade Materials

Lv. 1 to Lv. 10

Ninja Strike: Rooted Resolute

[AoE]
Energy Generated30
Toughness Break Single Target: 20 / Blast: 10

Deals Imaginary DMG equal to 150% of Rappa’s ATK to all enemies.

Lv. 15

Upgrade Materials

Lv. 1 to Lv. 15

Nindō Supreme: Aishiteru

[Enhance]
Energy Generated5

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.

Lv. 15

Upgrade Materials

Lv. 1 to Lv. 15

Ninja Tech: Endurance Gauge

[Enhance]
Energy Generated5

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.

Lv. 15

Upgrade Materials

Lv. 1 to Lv. 15

Ninja Dash: By Leaps and Bounds

Energy Generated20

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.

Rappa Traces

Total Trace Bonuses
  • ATK % +28%
  • SPD +9
  • Hiệu Suất Toughness Break +13.3%

Rappa Eidolons

Returned Is the Revenant With No Ferry Toll
Eidolon 1

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.

Free Is the Mind Enlightened by Haikus
Eidolon 2

The Enhanced Basic ATK’s first 2 hits have their Toughness Reduction against the one designated enemy increased by 50%.

Many Are the Shrines That Repel No Hell
Eidolon 3

Skill Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.

Lost Is the Nindō Devoured by Time
Eidolon 4

While in the “Sealform” state, increases all allies’ SPD by 12%.

Steady Is The Ranger With Unerring Arrows
Eidolon 5

Ultimate Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.

Righteous Is the Wrath That Spares No Evil
Eidolon 6

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.

Stats Base

Lv. 80
  • HP Base—
  • ATK Base—
  • DEF Base—
  • SPD—
  • Taunt—

Ascension Materials

20304050607080

About Rappa

Other Names
AK-A-3
Species
Human
Path story
The Hunt
World
Cosmic
Signature Light Cone
Ninjutsu Inscription: Dazzling Evilbreaker
Debut Banner
Eyes of a Ninja
Release Date
2024-10-23
Version
introduced=2.4

Faction

  • Galaxy Rangers
EN Kendell Byrd
CN Jin Na (金娜)
JP Han Megumi (潘めぐみ)
KR Kim Yurim (김유림)

Playstyle overview

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.

Rappa FAQ

Is Rappa worth pulling?
Yes, if you need a Break DPS who specializes in clearing groups of enemies, especially for Pure Fiction. She has a harder time against a few enemies or bosses with big Toughness bars, and if you already have Boothill or Firefly, think it over, because they all want almost the same teammates.
Does Rappa need CRIT Rate?
No. Focus on SPD, Break Effect and ATK. ATK still helps because her Withered Leaf Trace raises the Break DMG enemies take once her ATK goes above 2400.
What Light Cone should Rappa use without her signature?
After the Charmony Fall is a very solid replacement. Free-to-play players can use Eternal Calculus, and Make the World Clamor works if you want her Ultimate out early.
Which Eidolon should I stop at?
Rappa plays well without any Eidolons. If you want to spend, E2 is the best stopping point, because the first 2 hits of her Enhanced Basic ATK reduce a lot more Toughness. E1 is also very good thanks to the DEF ignore and Energy refund.
Can Rappa handle enemies without an Imaginary Weakness?
Yes. Her Enhanced Basic ATK still reduces their Toughness, just at half the usual amount, and the extra damage from her Talent ignores Weakness Type. For full Toughness Reduction, pair her with The Dahlia or Silver Wolf to apply Imaginary Weakness to enemies.