Rappa
★★★★★

Rappa Build

Rappa is a 5★ Imaginary character on the Path of Erudition in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 23/10/2024 · v2.6· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Han Megumi Kendell Byrd Jin Na Kim Yurim (김유림)
Community usage · phase 4.4.2
Memory of Chaos0.3%
Pure Fiction0.9%
Apocalyptic Shadow1.0%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Rappa — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Pull if you love Break gameplay and want a top-tier AoE wave-clearer. Skip if you already run Firefly or dislike Break team-building.

1

30-second build

In a hurry? This box is all you need — details below
BodyATK% FeetSPD SphereATK% RopeBreak Effect

Sub-stat priority: ATK% > SPD ≥ Break Effect

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 4/5
Pure Fiction 4.5/5
Apocalyptic Shadow 4.5/5
Imaginary (Rappa's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Rappa has no clear weak point based on current data, but needs the right build (see the Build section below) to reach full potential.

Should you pull Rappa?

Pull if you love Break gameplay and want a top-tier AoE wave-clearer. Skip if you already run Firefly or dislike Break team-building.

Pros
  • Elite AoE Break DPS, shines in Pure Fiction and Apocalyptic Shadow
  • Self-sufficient energy, fast Ultimate uptime
  • No CRIT needed, so relics are easy to farm
  • Strong toughness-break for fast shield removal
Cons
  • Weaker single-target damage than dedicated boss killers
  • Heavily reliant on a Break support core
  • Needs high ATK and Break Effect breakpoints to fully perform

How to play

Build energy with Skill, cast Ultimate to enter her Sealform state, then fire 3 enhanced Basic Attacks to spread Super Break across all enemies. Loop: Skill to recharge, Ult when ready.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Rappa

Recommendation order by current meta — the first is strongest, the rest are alternatives in decreasing priority. (Not a simulated DPS %.)

No signature Light Cone yet? Use this instead
Don't have anything from the ranked list above? After the Charmony Fall (4★) is an easy-to-get pick that's still in Rappa's good-build group.

Best Relics

BodyATK%
FeetSPD
SphereATK%
RopeBreak Effect

Sub-stat priority: ATK% > SPD ≥ Break Effect

Stat targets

ATK 3200+, SPD 145+ (~134-136 is fine with Ruan Mei), and Break Effect at 250%+ in combat to unlock the full Iron Cavalry set bonus.

4

Teams

Best teammates to pair with

Best teams for Rappa

Core: Rappa + Ruan Mei + Harmony Trailblazer + Lingsha. Super Break: swap in Fugue to ignore weakness types.

Budget: Pela + Harmony TB + Gallagher.

Meta suggestions synthesized from global community consensus (Meta 2026-07). Figures come from game data — updated each patch.

5

Eidolons

How far to invest, which milestones matter

E0 is fully playable. E1 (15% DEF ignore + energy) is the best value stop. E6 smooths energy generation and is very strong but optional.

E1
Returned Is the Revenant With No Ferry Toll★★★★☆
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.
Ignoring 15% DEF during Sealform plus 20 Energy on exit meaningfully boosts damage and Ultimate uptime.
Rappa's Eidolon×1 Rappa's Eidolon
E2
Free Is the Mind Enlightened by Haikus★★☆☆☆
The Enhanced Basic ATK's first 2 hits have their Toughness Reduction against the one designated enemy increased by 50%.
A 50% Toughness Reduction boost on the first 2 hits of the Enhanced Basic ATK only speeds up Break slightly and doesn't change the kit.
Rappa's Eidolon×1 Rappa's Eidolon
E3
Many Are the Shrines That Repel No Hell★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Purely raises Skill and Talent levels by 2, a plain numeric bump without a real power spike.
Rappa's Eidolon×1 Rappa's Eidolon
E4
Lost Is the Nindō Devoured by Time★★★☆☆
While in the "Sealform" state, increases all allies' SPD by 12%.
A 12% team-wide SPD buff during Sealform is useful team support but only active while her Ultimate state is up.
Rappa's Eidolon×1 Rappa's Eidolon
E5
Steady Is The Ranger With Unerring Arrows★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Ultimate and Basic ATK levels, a pure stat upgrade with no new effect.
Rappa's Eidolon×1 Rappa's Eidolon
E6
Righteous Is the Wrath That Spares No Evil★★★★★
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.
Grants 5 Charge and raises the cap at battle start plus more Charge after the third Ningu hit, letting Rappa trigger her powerful Talent Break DMG much faster and more often, a major power spike.
Rappa's Eidolon×1 Rappa's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Basic ATK ★★★★★ Once Ultimate triggers the 'Sealform' state, only the Enhanced Basic ATK can be used, making it Rappa's repeated main damage/Break source.
Talent ★★★★★ The Talent adds bonus Break DMG on the 3rd hit of the Enhanced Basic ATK once enough Charge is stacked, directly scaling her core damage output.
Skill ★★★☆☆ Skill is an AoE attack used outside Sealform to deal wide DMG and weaken targets, but it is not her primary damage source.
Ultimate ★★☆☆☆ Ultimate mainly unlocks the Sealform state and buffs Break Efficiency/Break Effect rather than dealing its own %ATK damage, so leveling it has little direct damage impact.
Trace priority: A4 > A6 > A2 Eidolon priority: E1 = E6 > E4 > E2 > E3 = E5

Skills

Ninjutsu: Rise Above Tumbles
Basic ATK Single Target Lv.10 +20 30

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

LevelEffect
Lv.1 Deals Imaginary DMG equal to 50% of Rappa's ATK to one designated enemy.
Lv.2 Deals Imaginary DMG equal to 60% of Rappa's ATK to one designated enemy.
Lv.3 Deals Imaginary DMG equal to 70% of Rappa's ATK to one designated enemy.
Lv.4 Deals Imaginary DMG equal to 80% of Rappa's ATK to one designated enemy.
Lv.5 Deals Imaginary DMG equal to 90% of Rappa's ATK to one designated enemy.
Lv.6 Deals Imaginary DMG equal to 100% of Rappa's ATK to one designated enemy.
Lv.7 Deals Imaginary DMG equal to 110% of Rappa's ATK to one designated enemy.
Lv.8 Deals Imaginary DMG equal to 120% of Rappa's ATK to one designated enemy.
Lv.9 Deals Imaginary DMG equal to 130% of Rappa's ATK to one designated enemy.
Lv.10 (max) Deals Imaginary DMG equal to 140% of Rappa's ATK to one designated enemy.
Ninja Strike: Rooted Resolute
Skill AoE Lv.15 +30 30

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

LevelEffect
Lv.1 Deals Imaginary DMG equal to 60% of Rappa's ATK to all enemies.
Lv.2 Deals Imaginary DMG equal to 66% of Rappa's ATK to all enemies.
Lv.3 Deals Imaginary DMG equal to 72% of Rappa's ATK to all enemies.
Lv.4 Deals Imaginary DMG equal to 78% of Rappa's ATK to all enemies.
Lv.5 Deals Imaginary DMG equal to 84% of Rappa's ATK to all enemies.
Lv.6 Deals Imaginary DMG equal to 90% of Rappa's ATK to all enemies.
Lv.7 Deals Imaginary DMG equal to 98% of Rappa's ATK to all enemies.
Lv.8 Deals Imaginary DMG equal to 105% of Rappa's ATK to all enemies.
Lv.9 Deals Imaginary DMG equal to 113% of Rappa's ATK to all enemies.
Lv.10 Deals Imaginary DMG equal to 120% of Rappa's ATK to all enemies.
Lv.11 Deals Imaginary DMG equal to 126% of Rappa's ATK to all enemies.
Lv.12 Deals Imaginary DMG equal to 132% of Rappa's ATK to all enemies.
Lv.13 Deals Imaginary DMG equal to 138% of Rappa's ATK to all enemies.
Lv.14 Deals Imaginary DMG equal to 144% of Rappa's ATK to all enemies.
Lv.15 (max) Deals Imaginary DMG equal to 150% of Rappa's ATK to all enemies.
Nindō Supreme: Aishiteru
Ultimate Enhance Lv.15 +5 140

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.

LevelEffect
Lv.1 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 10%. 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.2 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 12%. 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.3 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 14%. 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.4 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 16%. 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.5 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 18%. 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.6 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 20%. 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.7 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 23%. 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.8 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 25%. 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.9 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 28%. 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.10 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 30%. 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.11 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 32%. 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.12 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 34%. 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.13 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 36%. 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.14 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 38%. 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 (max) 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.
Ninja Tech: Endurance Gauge
Talent Enhance Lv.15 6

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.

LevelEffect
Lv.1 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 30% 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 25% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.2 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 33% 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 28% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.3 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 36% 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 30% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.4 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 39% 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 33% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.5 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 42% 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 35% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.6 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 45% 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 38% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.7 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 49% 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 41% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.8 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 53% 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 44% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.9 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 56% 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 47% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.10 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 60% 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 50% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.11 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 63% 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 53% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.12 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 66% 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 55% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.13 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 69% 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 57% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.14 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 72% 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 60% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.15 (max) 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.
Attack
30

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

Ninja Dash: By Leaps and Bounds
Technique Enhance 90

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.

Ningu: Demonbane Petalblade
Basic ATK Blast Lv.10 +5 30

Deals minor Imaginary DMG to one designated enemy and minor Imaginary DMG to adjacent targets. Attacking enemies without Imaginary Weakness can also reduce their Toughness.

LevelEffect
Lv.1 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 60% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 30% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 60% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.2 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 68% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 34% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 68% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.3 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 76% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 38% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 76% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.4 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 84% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 42% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 84% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.5 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 92% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 46% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 92% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.6 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 100% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 50% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 100% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.7 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 108% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 54% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 108% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.8 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 116% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 58% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 116% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.9 Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 124% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 62% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 124% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Lv.10 (max) Launches "Ningu: Demonbane Petalblade." The first 2 hits deal Imaginary DMG equal to 132% of Rappa's ATK to one designated enemy and Imaginary DMG equal to 66% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to 132% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can also reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Ninjutsu Inscription: Sky High

When the Weakness of an elite-level or higher enemy is broken, Rappa additionally gains 1 point(s) of Charge and regenerates 10 Energy.

A4
Ninjutsu Inscription: Sea Echo

While in the "Sealform" state, after Rappa uses Enhanced Basic ATK to deal DMG to a Weakness Broken enemy target, converts the Toughness Reduction from this instance of DMG to 1 instance of 60% Super Break DMG.

A6
Ninjutsu Inscription: Withered Leaf

When an enemy target becomes Weakness Broken, increases the Break DMG taken by 2%. If Rappa's current ATK is higher than 2400, for every 100 excess ATK, additionally increases this value by 1%, up to a max additional increase of 8%. This effect lasts for 2 turn(s).

Weakness Break

How much Toughness each of Rappa's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
Ninjutsu: Rise Above TumblesBasic ATK30
Ninja Strike: Rooted ResoluteSkill30
Ninja Tech: Endurance GaugeTalent6
AttackOverworld Attack30
Ninja Dash: By Leaps and BoundsTechnique90
Ningu: Demonbane PetalbladeBasic ATK30

One full combo (Basic ATK + Skill + Ultimate) from Rappa breaks 90 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 2 4
Elite 360 6 12
Elite Boss 540 9 18
Boss 540 9 18

134/231 enemies in our bestiary are weak to Imaginary — Rappa's own element. View the Bestiary → · View Imaginary-weak enemies →

7

Stats & Materials

Base stats at Lv.80 and what to farm

Nurture Priority Order

When resources are limited, spend them in this order
1. Character Level 2. Light Cone Level 3. Traces 4. Relics

Level 80 stats

HP
1,087
#49 of 90
ATK
718
#10 of 90
DEF
461
#56 of 90
SPD
96
#80 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Rappa FAQ

What is the best Light Cone for Rappa?

The best Light Cone for Rappa is Ninjutsu Inscription: Dazzling Evilbreaker (top pick). See F2P options in the Light Cones section above.

Is Rappa worth pulling?

Pull if you love Break gameplay and want a top-tier AoE wave-clearer. Skip if you already run Firefly or dislike Break team-building.

What is the best team for Rappa?

Core: Rappa + Ruan Mei + Harmony Trailblazer + Lingsha. Super Break: swap in Fugue to ignore weakness types. Budget: Pela + Harmony TB + Gallagher.

How much Energy does Rappa's Ultimate cost?

Rappa's Ultimate costs 140 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Rappa need to reach max Ascension?

See the full Ascension Materials list above, pulled directly from the latest game data.

Matching Light Cones

Path of Erudition — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
How to read this build page

Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.

Why the Light Cone and Relic picks make sense

Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.

  • Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
  • Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.

These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.

Trace/skill leveling order by role (a general guideline, not a fixed rule)

There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:

  • DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
  • Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
  • Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
  • Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.

Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.

Eidolons: how far E0 gets you, and which milestone is worth considering

General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.

How to think about SPD breakpoints

SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.

Where to dig deeper

This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:

  • Tier list to see where this character stands against the full roster.
  • Teams for full in-game comps with rotation order.
  • Relic score to check how your current gear scores against the benchmark.

Related Characters

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