The game's own help, with the numbers behind it

Dynamite Blue combat mechanics

Every agent has a class, an attribute, a license and an attack range, and each of those changes how a fight plays. The sections below are the help screens the game shows, followed by the bonus tables its balance file holds.

Classes

  • Slaughter
  • Jacker
  • Vanguard
  • Rewinder

Attributes

  • Power
  • Plasma
  • Bio
  • Chemical
  • Electric
  • Network

Licenses

  • Black
  • Blue
  • Prism

Tiers

  • Advance
  • Super
  • Extreme
  • Extreme Advanced

Classes and class passives

Each character belongs to one of 4 classes and activates a class-specific passive effect.

Class-Suited Row (Formation Bonus Gate)

  • Vanguard / Rewinder → must be placed in the front row to trigger the formation bonus
  • Slaughter / Jacker → must be placed in the back row to trigger the formation bonus
  • On a mismatched placement, both the formation bonus and class-row bonus are treated as 0

Passive Common Rules

  • Class passives are limited to OncePerRound (once per round)
  • Monsters don't apply class passives (class is used only for the formation bonus gate)

Roles by Class

  • Slaughter (Offensive), restores team Infinite when killing an enemy
  • Vanguard (Defensive). Counterattacks the attacker on Block
  • Jacker (Special). Counterattacks the attacker on Evade
  • Rewinder (Support). Self-buffs at the start of a round (HP/DEF up)

Class & Passive

Classes and Class Passives

Formation and row bonuses

Auto Formation

  • Team auto-formation prioritizes class-row suitability
  • If there are too many classes suited to the same row, some mismatches are unavoidable

DefensiveBalance

  • Block +10%
  • Speed +15%

Defensive Bonus

  • MaxHP +10%
  • Aggro ×1.5
  • Back: Speed ×0.9

You receive additional bonuses based on your team's formation and slot position (front/back row).

Row-Suitability Gate (Important)

  • Vanguard/Rewinder → formation bonus triggers only in the front row
  • Slaughter/Jacker → formation bonus triggers only in the back row
  • CriRate
  • On mismatched placement, all bonuses are 0

OffensiveBalance

  • Hit +10%p
  • Speed +10%

Offensive Bonus

  • CriRate +10%p
  • Front: DEF -10%
  • Back: CriDmg +20%p

Formation & Row Bonus

Formation and Row Bonuses

Formation Types (Front/Back)

Boss5VS5 / Boss10VS5. Boss battle only

DefensiveBalance (3/2). Defense balance

Defensive (4/1). Defense-focused

OffensiveBalance (2/3). Offense balance

Offensive (1/4). Attack-focused

Attribute matchups

A matchup system made up of 4 primary attributes and 2 secondary attributes. Damage and bonus effects change based on advantage/disadvantage.

Primary 4-Attribute Cycle (×1.25)

  • Power → Bio
  • Bio → Chemical
  • Chemical → Plasma
  • Plasma → Power

Advantage: Damage ×1.25, CriRate +10%p, target's Dodge ×0.7

Disadvantage: Damage -15%, Hit Rate -50%p

Primary↔Secondary cross: ×1.0 (neutral)

Multipliers

Secondary 2-Attribute Mutual (×1.25)

  • Electrical ↔ Network (mutual advantage)

Attribute System

Attribute Matchups

Attack range and BP

Melee (Close)

  • Damage modifier: CriDmg +15%p
  • Target rule: cannot attack the back row while the enemy front row survives (front row forced)

Range (Ranged)

Damage modifiers and target-selection rules differ based on a character's attack range (Melee/Range/Special).

  • Damage modifier: CriRate +10%p
  • Target rule: free choice of front/back row (AI uses 70%/30% probability)

Special

  • Damage modifier: Defense ignore +20%p, enemy DEF ×0.8
  • Target rule: completely free (no restrictions)

Attack System

Target Selection

  • Manual mode: indicators shown on all candidates → confirmed immediately on click
  • AI mode: aggro-based auto-selection (Taunt > Aggro > HP > Slot)

Attack Range & BP System

Attack Type

BP

Basic Attack BP Effects

  • Damage +20% / BP
  • Own skill cooldown -1 / BP (per amount used)

BP is a shared team resource you can spend on basic attacks/skills to strengthen their effects.

BP Basic Rules

  • Shared BP max: 8 (team-shared)
  • Per character per turn: max 3
  • Auto +1 charge each turn (on turns BP wasn't used)

Skill BP Effects

  • Damage +20% / BP
  • CriRate +10%p / BP
  • CriDmg +20%p / BP
  • BP bonus level (probability): +0(50%) / +5(30%) / +10(15%) / +11~20(5%)

BP Strategy

  • Spending full BP right before using a skill lets you aim for bonus levels
  • Basic-attack BP is for preparing next turn's skill (CD reduction)

Guardian Stone, Break and statuses

Status ailments inflicted by skills/Tag bursts restrict actions or accumulate damage.

Bleed/Burn/Poison DoT. Damage each turn

Freeze. Cannot act for 1 turn, incoming damage ×2

Hide. Cannot be single-targeted

Other States

Petrify. Cannot act for 1 turn, damage immune

Resistance / Cleanse

  • Tenacity. Reduces debuff duration
  • SkillResist. Reduces CC hit rate
  • Cleanse. Removes some debuffs. Immune at Network 2 stacks

Action Restriction

Silence. Cannot use skills

Stun. Cannot act for 1 turn

Guardian Stone

Taunt. Only the taunter can be targeted

Guardian Stone, Break

Guardian Stone

Guardian Stone Break Conditions

  • Attacker attribute == Guardian Stone attribute
  • Attacker has the attribute advantage (or secondary 2-attribute mutual advantage)
  • Can hold up to 7

Break State Effects

  • DEF ×0.5
  • All incoming attacks are forced Critical
  • Duration (turns) = number of Guardian Stones held when entering Break

Elite/Boss monsters hold Guardian Stones by attribute and enter the Break state when all are broken.

Guardian Stone Strategy

  • Break them first with a character that has the Guardian Stone's weakness attribute → strike hard during Break
  • Weakness slots are shown in the BattleActorTagUI (highlighted when the attacker's attribute matches)

Counter

Counter Damage

  • Own ATK × 0.7
  • Processed as one of the user's basic attacks (reuses Atk_01 timeline)

Counter Limit

  • Once per turn only (per-defender per-turn)
  • A Counter itself does not trigger another counter (prevents infinite loops)
  • Triggers automatically regardless of Manual/AI

Counter Trigger

  • Vanguard: When Block triggers (successful BlockRate roll)
  • Jacker: When Evade triggers (successful DodgeRate roll)

Tags

Tag Burst. Bio

Note

  • Tags won't break with Skill ATK.
  • When the duration ends, the tag disappears.

Tag Burst. Chemical

Harvest Bonus by Class

Inject attribute tags into enemies with skills, then harvest them with a basic attack using Infinite while at an attribute advantage to trigger burst damage + bonus effects.

  • Some Skills leave Attribute tags on enemies.
  • Tag itself is a mark that does not deal damage.

Tag Burst. Electrical

Detonating Tags

  • Burst tags with basic attacks using BP.
  • Only allies with favorable attributes against the enemy can burst.
  • Explosion damage scales with the Character's ATK who triggered it.

Use 1+ Infinite on a basic attack + attacker has the attribute advantage + the enemy holds the corresponding attribute tag

Tag Burst. Network

Note

  • When the injector (ally) dies, all Tags that character applied to enemies are removed
  • Max 3 stacks, the 4th injection is ignored

Tag Burst. Plasma

Tag Burst. Power

Tag Stack

  • Tags stack up to 3 layers maximum.
  • Explosion damage increases by 20% for each stack.

Tag

Class row bonuses

What a class gains from standing in the front or the back row. Values with a plus are points added to the stat; ×1.2 multiplies it.

  • VanguardRow: FrontBonus: Block rate +15, Aggro = 150, Block power = 60, Tenacity = 20, Damage reduction = 5
  • SlaughterRow: BackBonus: CriRate +5, CriDmg +20, Penetration = 10, Elemental ATK = 5
  • JackerRow: BackBonus: Dodge rate +10, Hit rate = 100, Counter +0.10000000149011612, Penetration = 5, CC enhance = 10
  • RewinderRow: FrontBonus: Skill hit rate +10, Heal power = 25, Elemental ATK = 10, CC enhance = 15, Elemental RES = 10

Formation bonuses

  • OffensiveRow: FrontBonus: Formation ATK buff ×0.949999988079071, Speed ×1.0499999523162842
  • OffensiveRow: BackBonus: CriDmg +20, Speed ×1.2000000476837158
  • DefensiveRow: FrontBonus: Damage reduction +15, Aggro ×1.5, Formation ATK buff ×1.25
  • DefensiveRow: BackBonus: Max HP ×1.149999976158142, Formation ATK buff ×1.100000023841858
  • OffensiveBalanceRow: FrontBonus: Formation ATK buff ×1.149999976158142, Hit rate +10
  • OffensiveBalanceRow: BackBonus: Speed ×1.149999976158142, Formation DEF buff ×1.100000023841858
  • DefensiveBalanceRow: FrontBonus: Formation ATK buff ×1.2000000476837158, Block rate +10
  • DefensiveBalanceRow: BackBonus: Dodge rate +10, Formation DEF buff ×1.149999976158142

Attack range

  • MeleeCriRate: +0%pCriDmg: +15%pDEF ignore: +0%pEnemy DEF: ×1
  • RangedCriRate: +10%pCriDmg: +0%pDEF ignore: +0%pEnemy DEF: ×1
  • SpecialCriRate: +0%pCriDmg: +0%pDEF ignore: +20%pEnemy DEF: ×0.800000011920929

Statuses

31
  • StunEffect: Cannot act.
  • SilenceEffect: Cannot use skills.
  • TauntEffect: Can only attack the taunting target.
  • FreezeEffect: Cannot act.
  • BurnEffect: Takes Burn damage every turn.
  • PoisonEffect: Takes Poison damage every turn.
  • BleedEffect: Takes Bleed damage every turn.
  • SleepEffect: Cannot act.
  • ConfusionEffect: Cannot use skills.
  • PetrifyEffect: Cannot act.
  • BlindEffect: Accuracy is reduced.
  • SlowEffect: Speed is reduced.
  • WeakenEffect: Stats are reduced.
  • CurseEffect: Cursed; suffers penalties.
  • Persistent BleedEffect: Takes Bleed damage every turn.
  • ParalysisEffect: Cannot use skills.
  • BindEffect: Cannot act.
  • SuppressionEffect: Suppressed; actions are restricted.
  • FearEffect: Cannot use skills.
  • Internal InjuryEffect: Internally injured; takes damage over time.
  • Time StopEffect: Time is stopped; cannot act.
  • System CrashEffect: System crashed; actions are restricted.
  • Buff BlockEffect: Cannot receive buff effects.
  • Skill SealEffect: Cannot use skills.
  • Heal BlockEffect: Cannot receive healing effects.
  • InfectionEffect: Cannot use skills.
  • CorrosionEffect: Corroded; stats are reduced.
  • MarkEffect: Marked; becomes the target of bonus effects.
  • ReviveEffect: Revives once upon death.
  • StealthEffect: Stealthed; cannot be targeted.
  • ImmortalEffect: HP cannot drop below 1.

Affiliation leader skills

8

Team skills the client lists per affiliation, at skill level 1 and at the top.

Dynamite Rampage

To all allies: ATK +6%, CriDmg +5%.

At max: To all allies: ATK +7.5%, CriDmg +6.2%.

Drafter's Ignition

To all allies: ATK +6%, Speed +5%.

At max: To all allies: ATK +7.5%, Speed +6.2%.

Shadow Instinct

To all allies: Dodge +6%, CriRate +5%.

At max: To all allies: Dodge +7.5%, CriRate +6.2%.

Network Synergy

To all allies: ATK +5%, CriDmg +5%.

At max: To all allies: ATK +6.2%, CriDmg +6.2%.

Net Bombardment

To all allies: CriDmg +15%, CriRate +7%.

At max: To all allies: CriDmg +18.7%, CriRate +8.7%.

Blessing of Electricity

To all allies: DEF +15%, Speed +5%.

At max: To all allies: DEF +18.7%, Speed +6.2%.

Bull's Resolve

Self: ATK +30%, DEF +15%.

At max: Self: ATK +37.4%, DEF +18.7%.

Butterfly All-Out Attack

To all allies: DEF +5%.

At max: To all allies: DEF +6.2%.

Currencies

The types and uses of the various currencies used in the game.

Currency Types

Currencies and Resources

Basic currencies

Oracle. Chainlink / premium content

Packet, base cost for all growth

Signet Ticket, dungeon entry cost

Basic Currencies

Battle currencies

BattleChip, character EXP

Exodium, equipment grade-up material

Injector, equipment enhancement material

Packet, equipment enhancement

Battle Currencies

Skill and character currencies

Skill Module, skill level-up material (Basic / Intermediate / Advanced)

Shard, character shards (for Security Level Up)

Skill Core, material to pass skill Lv.10 / 20 / 30 / 40

Skill/Character Currencies

Chainlink (gacha)

Pull characters using Oracle.

On duplicate

  • Already-owned characters → automatically converted into grade-based shards
  • Security Level Up with shards, or recruit directly from Chainlink

A Grade, high

S Grade, moderate

Rates (base)

X Grade, low

XA Grade, very low

Chainlink

Tip

  • A certain grade is guaranteed on a 10-pull
  • Event Chainlink has increased grade rates

Character Gacha

G-Task missions

Complete daily/weekly missions to obtain additional rewards.

Daily, resets at 5 AM daily

Cycle

Weekly, resets Monday at 5 AM

G-Task Missions

Tip

  • Goals/rewards differ by difficulty
  • Bonus reward on full completion

G-Task Missions

Main Mission Types

  • Signet Game (auto-repeat stages)
  • Battle count
  • Material collection
  • Growth (Enhancement/Promotion/Security Level)

Skill

Security Level Up

Equipment Enhancement

Character Level Up

License Promotion

Skill Upgrade

License

License

Each character has a unique license. There are three types: Black, Blue, and Prism.

Entry Requirement

  • Licenses may be required to enter special content such as Firewall.

License Level

  • Raising the license level unlocks the character's level cap.
  • All licenses use the same materials to raise the cap (Common License and Superior License).

Head Knuckle

Craft/enhance component gear with random affixes.

Head Knuckle

Tip

  • Affixes are random, rerollable
  • Top-grade affixes have low rates

Head Knuckle (equipment component)

Costumes

A skin system that changes a character's appearance.

Costume

Tip

  • Gacha shop by costume grade / costume gacha pool provided

Costume

Town multiplayer

Meet and interact with other players in town.

Town Multiplayer

Tip

  • Move around together with other players in real time.
  • Automatic town channel/player distribution

Town Multiplayer