The game's own help, with the numbers behind it
Dynamite Blue combat mechanics
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
8Team 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



