Honkai: Star RailRappaBest build, teams and other guides

Character
Introduction

Rappa is a 5 character from the Imaginary element who follows the Path of Erudition.

A peculiar girl who appears in Penacony like a flashbang at the darkest hour of night, identifying herself as a ninja and attributing everything in the world to "ninjutsu." Upholding the recitation of ninja mantra, creating Dazzling Ninja Seals, and mastering ninja techniques, the Way of the Ninja involves rap, graffiti, and comics. Through rigorous self-discipline, she roams the stars, upholding justice and righteousness. As a member of the Galaxy Rangers, she relentlessly pursues the villain known as Evil Ninja Osaru, chasing them to the very edge of the Cosmos.

To learn more about Rappa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Video guide

Rappa has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review update

Patch 2.6

Last major build/calcs update

Patch 2.6

Last profile update*

November 4th, 2024

*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.

To learn more about Rappa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.

Profile

Review

Build and teams

MoC/PF/AS Statistics

Calculations

Profile

Skills
Basic ATK

Ninjutsu: Rise Above Tumbles

Single Target

Lv. 1

Energy gain: 20

Break: 10

Deals Imaginary DMG equal to #1[i]% of Rappa's ATK to a single target enemy.
Basic ATK(Enhanced)

Ningu: Demonbane Petalblade

Blast

Lv. 1

Energy gain: 20

Break: 25 + 15 adjacent

Launches Ningu: Demonbane Petalblade. The first 2 hits deal Imaginary DMG equal to #1[i]% of Rappa's ATK to one designated enemy and Imaginary DMG equal to #2[i]% of Rappa's ATK to adjacent targets, and the 3rd hit deals Imaginary DMG equal to #1[i]% of Rappa's ATK to all enemies. Enhanced Basic ATK will not recover Skill Points. Attacking enemies that don't have Imaginary Weakness can still reduce Toughness, whose effect is equal to 50% of the original Toughness Reduction. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Skill

Ninja Strike: Rooted Resolute

AoE

Lv. 1

Energy gain: 30

Break: 10

Deals Imaginary DMG equal to #1[i]% of Rappa's ATK to all enemies.
Ultimate

Nindō Supreme: Aishiteru

Enhance | 140 energy cost

Lv. 1

Energy gain: 5

Break: -

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 #1[i]%. 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.
Talent

Ninja Tech: Endurance Gauge

Enhance

Lv. 1

Energy gain: 0

Break: 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 #1[i]% 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 #2[i]% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
Technique

Wisps of Aurora

Support

Energy gain: 0

Break: 10

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.
Major Traces
A2Major trace

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.
A4Major trace

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.
A6Major trace

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).
Minor Traces (total)
ATK
ATK
+28%
Speed
Speed
+9
Break Effect
Break Effect
+13.3%
Eidolons
E1

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.

E2

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%.

E3

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.

E4

Lost Is the Nindō Devoured by Time

Eidolon 4

While in the "Sealform" state, increases all allies' SPD by 12%.

E5

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.

E6

Righteous Is the Wrath That Spares No Evil

Eidolon 6

When battle starts, Rappa gains 5 point(s) of her Talent's Charge, whose upper limit is 5 point(s). After launching the third hit of "Ningu: Demonbane Petalblade," gains 5 point(s) of Charge.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
1087
ATK
ATK
717
DEF
DEF
460
Speed
Speed
96
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 308000
  • Dream Collection Component
    Dream Collection Component
    x 15
  • Dream Flow Valve
    Dream Flow Valve
    x 15
  • Chordal Mirage
    Chordal Mirage
    x 65
  • Dream Making Engine
    Dream Making Engine
    x 15
CV
ENG
Kendell Byrd
JPN
Han Megumi (潘めぐみ)
CN
Jin Na (金娜)
KR
Kim Yurim (김유림)
Gallery

Rappa images aren't available yet. They will be added when the character is released.

Review

Pros & Cons
Pros

  • Excellent levels of damage in all game modes,

  • Frequently deals Weakness-ignoring Toughness damage,

  • Has built-in Weakness Break Efficiency,

  • Deals both direct Break DMG and Super Break DMG natively,

  • Passively increases enemies’ Break DMG taken.

Cons

  • Highly Ultimate reliant to deal damage,

  • Doesn’t have a Weakness Implant for faster targeted Breaking,

  • Wants consistent Breaking to be at full power,

  • Imaginary Break is pitiful compared to other Types,

  • Direct competitors are unparalleled,

  • Requires an additional source of Super Break damage to thrive,

  • Potential woman.

Review (By Sushou)
Introduction

Rappa is a strong Erudition Break DPS unit that decimates AoE content. She gains native Weakness Break Efficiency and bonus Break Effect, and has Weakness ignoring Toughness damage. She ramps up relatively quickly and can continue to deal both Break and Super Break DMG to enemies after they are broken. She is even able to increase the Break DMG enemies take by up to 10% for simply existing on the team, giving her good synergy with the rest of the Break archetype. She has an immense amount of potential, but currently lacks the necessary elements to fully take advantage of it.

I guess all Galaxy Rangers have some sort of quirk to them, because Rappa is a graffiti ninja and... quite invested in rap and manga as well? I guess it's not all in her head since she does casually summon giant shurikens to throw at her enemies. Rappa is another addition to the ever growing Break archetype, and this isn't exactly an archetype that's lacking for great units. Luckily, Rappa does have her place in it for those interested in pulling for her.

Skills Overview

Rappa's Skill is a standard Erudition Skill, hitting all enemies for up to 120% ATK. There's nothing noteworthy about this besides the fact that it's useful for Energy regen. The much more interesting ability is her Ultimate. She enters the Sealform state and will immediately gain an Extra Turn, alongside 3 points of Chroma Ink. During this state, Rappa has 50% increased Weakness Break Efficiency and up to 30% additional Break Effect. This costs an above-average 140 Energy.

The Sealform state Enhances her Basic ATK and locks her out of her Ultimate and Skill. After each Enhanced Basic, Rappa consumes 1 point of Chroma Ink, and when there are no more points of Chroma Ink, she ends the Sealform state. The actual Enhancement itself gives Rappa three attacks in one action; her first two hits of the Enhanced Basic ATK are Blast AoEs, dealing up to 100% ATK to the primary foe and 50% to adjacents, and the final hit strikes all enemies on the field for up to 100% ATK.

This doesn't restore Skill Points, but since it's usable up to 3 actions, it makes Rappa noticeably more SP efficient than other characters. The Enhanced Basic ATK can also reduce enemy Toughness regardless of Weakness at 50% of the original effectiveness. Each swing of the Enhanced Basic has its own associated Toughness DMG and small Energy gain, and the total single-target Toughness you can deal is quite significant, especially factoring in Rappa's native Weakness Break Efficiency.

'This is all well and good but where's the damage? This is supposed to be a Break unit!' Astute observation, friend, and the secret lies with Rappa's Talent. Whenever an enemy's Weakness is Broken, Rappa gains 1 point of Charge, up to 10 points total. Additionally, upon using the third and final strike of her Enhanced Basic ATK, Rappa will deal Break DMG equal to 60% of her Break DMG to all enemies hit.

This DMG can ignore Weakness Types to deal some small additional Toughness DMG, consuming all accumulated Charge in the process. For each point of Charge consumed, the Break DMG multiplier of this Talent increases by up to 50% per point of Charge, and will also increase the Weakness ignoring Toughness DMG as well. Breaking an enemy with this DMG will result in an Imaginary Break.

You can see how this can be a veritable nuke when consuming all 10 points of Charge. It's unlikely that you'll ever have that many in reserve, but even just a couple of points can raise the Break DMG you'll be dealing to rather impressive levels. It's important to note that this is the same style of damage as what Boothill does, meaning this is proper Break DMG and will correctly scale off of the enemy's Max Toughness as well, but do keep in mind that Imaginary Break is considerably weaker than either Physical or Fire.

Bonus Abilities

Rappa's Bonus Ability Traces enhance her abilities further.

  • Her A2 will give Rappa an additional point of Charge and an extra 10 Energy whenever an Elite-level or higher enemy's Weakness is Broken, giving her a nice extra bump to her setup.

  • A4 will grant Rappa the ability to deal Super Break DMG with her Enhanced Basic ATK; 60% Super Break DMG per instance of damage from the Enhanced Basic. That's pretty good considering this is in addition to the direct Break DMG her third hit will be doing, and makes for some very colourful numbers explosions.

  • A6 is another stat converter Trace. Whenever an enemy is Broken, Rappa increases their Break DMG taken by 2%. If Rappa's ATK is higher than 2400, for every 100 ATK over that, the value of this vulnerability increases by 1%, up to an additional 8%. This results in a total 10% increased Break DMG taken at 3200 ATK.

This is a pretty impressive boost to have for the low cost of just existing and doing what you were going to be doing anyway, but the nature of the boost makes it hard to maximise; Rappa is a Break unit, so building for ATK is a lot less desirable than building Break Effect and SPD, so this is unlikely to be fully maximised without 5-star Light Cones. In addition to this, the boost itself is additive with the Break boosts provided by Gallagher and Lingsha, so it’s not too too crazy, but is a nice boost all the same.

Eidolons

Eidolons are not necessary for Rappa to decimate things, but she does have some good ones. E1 in particular is quite nice, letting Rappa ignore 15% DEF during her Sealform state, and then regenerating an additional 20 Energy once it ends. E2 increases the Toughness DMG of the first two hits of her Enhanced Basic against their main target by 50%. E4 increases all allies' SPD by 12% during the Sealform state, and E6 jump-starts her Talent by giving her 5 points of Charge at the beginning of combat, and then subsequently refunding 5 points of Charge after the third hit of each Enhanced Basic.

The Good Things and The Bad Things

With all this in mind, Rappa can clearly roll with the punches and dish out some serious damage to everyone on the field, quite consistently too. The ability to reduce enemy Toughness without matching elements is very valuable, and having built-in Weakness Break Efficiency is very rare, with only Firefly having the same. The mixture of Break DMG and Super Break DMG makes Rappa quite consistently deal large numbers on Broken enemies.

The issue is that Break teams already have veritable giants in Boothill and Firefly. Boothill covers the direct Break DMG, and Firefly has the Super Break variant. Between the two of them, you have an option for any gamemode, and their team is almost always the exact same combination of Ruan Mei, Harmony Trailblazer, and either Gallagher or Lingsha. Rappa is no different in this regard. While she can technically be played without the Harmony Trailblazer, it's not quite to the same level of consistency as Boothill and so a Bronya pairing isn't really in the cards, even if Rappa is SP efficient enough to make it a consideration, and there's unfortunately no getting away from Ruan Mei at this current stage; more Weakness Break Efficiency is always preferred, and the ability to keep enemies Broken for longer is also invaluable for Break setups.

This raises the question of 'do I actually need Rappa?' and this is complicated. Rappa wants enemies to be getting Broken fairly frequently in order to regain points of Charge to turbo boost her Enhanced Basic and deal a lot of damage. Without this Charge, Rappa's damage potential starts to taper a bit.

Rappa is also quite Ultimate reliant like Firefly, making it quite devastating to be left without enough Energy, especially because you deal quite literally dismal damage without that Sealform state. Unlike Firefly, Rappa cannot jumpstart herself anywhere near as quickly, meaning the ramp-up to that first Ultimate can actually be quite a bit longer than you may like, even if it does usually just boil down to 1 additional turn before Ulting. However unlike Firefly, Rappa can be easier to fuel with Quid Pro Quo due to having a substantially lower Max Energy than Firefly.

This can be quite a big deal if you're not actively Breaking things or decking weaker enemies, because Rappa's Energy gain can fluctuate quite a bit, and with a steep 140 Energy cost for her Ultimate, it can sometimes be quite painful to climb back to having enough Energy to Ult, and Rappa outside of her Ultimate is not a real character. The longer you're outside the Sealform state, the more your damage starts to fall off, and if you're having like 5 action rotations, your damage stops existing.

One of the biggest downsides to Rappa is that she lacks the one thing that Boothill and Firefly really take to the bank, and that's having a Weakness Implant. Being able to deal Toughness damage regardless of Weakness Type is incredibly useful for having a general spread across many enemies, but it comes at the cost of having reduced effectiveness, and when your greatest source of damage requires enemies to be Broken, then this is simply worse than being able to implant your element as a Weakness onto enemies. Boothill shoots enemies with his Ult and now they're weak to Physical, meaning: he breaks them, they Bleed, he shoots, they die. Firefly casually implants Fire Weakness upon using her Enhanced Skill, and this lets her break things way faster to start dishing out her Super Break, and happens to match element to the two best Break sustains of Gallagher and Lingsha.

Rappa doesn't have that, and it's quite noticeable against the tougher enemies. Obviously, it stops mattering once enemies are actually Broken, especially if Rappa was the one to do so since Imaginary Break delays the enemy greatly and thus giving more time to deal damage... but the extra time it takes to Break the opponents initially is very noticeable, especially if one is already used to the expeditious Breaking provided by Boothill and Firefly.

Now, because of her nature, Rappa relies on having things to Break. Plenty of enemies, plenty of things to Break, and Elites that have reduced Max Toughness are all exactly what she wants, and she sneezes at foes and they die. As enemy count goes down, or as enemies start to become harder to Break, Rappa starts to ramp up more slowly and that's when things can get tricky.

This is mostly the case for Memory of Chaos, as Apocalyptic Shadow is also the Break team's personal playground, so she's unlikely to ever really struggle there either. However for MoC, if there's ever a cycle where there's only a couple very durable targets, Rappa may not be the best choice for that at this current time.

As such, if you are already a proud owner of Boothill or Firefly, I'm not sure if it's justifiable to get Rappa at this stage — sure, each of them have an edge over each other in different circumstances and some are easier to build, or harder to play, or what have you, but they're also ultimately quite similar in output too. Rappa is a Break unit, so by virtue of what that team entails, she can't be bad, not even remotely close to it. I'm just not sure she's so good that it warrants the acquisition of her if you already have one of the aforementioned two.

Rappa is also similar to Boothill in that she's not exactly the easiest character to pilot; because of the Blast AoEs on her first two hits of the Enhanced Basic, there is a need to have careful target selection to maximise the spread Toughness DMG, and while she can deal Toughness damage to anything, she undoubtedly still prefers matching element to be at maximum efficiency.

Rappa has an extraordinarily high ceiling, both in terms of optimisation and also damage output, but at the cost of significantly more effort expended, and she currently feels like she’s missing a piece of the puzzle. You can of course just unga bunga your way to victory, she is a Break unit after all, but if that's your only way of playing, then Firefly is likely to be more your speed. Because Rappa has the potential to deal her insane damage to all enemies on the field, this gives her a pretty funny advantage over enemies with Linked HP bars, as it'll essentially multiply her damage to absurd values, especially if there's a full field of 5 enemies.

The relatively new mechanic of Exo-Toughness is also something that Rappa can take fantastic advantage of, since it can give her many more points of Charge within the same encounter, even against lone enemies. Being able to Break enemies more than once also means Rappa’s Energy economy can skyrocket, giving her far more consistent uses of her Ultimate. If a way to induce Exo-Toughness onto enemies is ever added into the game, Rappa will ascend to an entirely new level, likely flanked by Boothill and Firefly too.

It's also currently quite difficult to assemble a second Break team due to the over-reliance on both Ruan Mei and the Harmony Trailblazer, so if you do already have Firefly and Boothill and go for Rappa as well, really what you're doing is adding a second member to the bench while only one of these three is off doing their thing in whichever endgame mode you're currently doing.

Admittedly, because Rappa has the same sorts of conditions as Boothill, wherein she doesn't need to be the one Breaking enemies to gain benefits, you could try an interesting combination of both Galaxy Rangers on the same team, both making mincemeat of the opposition and having a pretty good element spread as well, or alternatively pair Rappa with Firefly to have an easier time Breaking through enemies that aren’t Imaginary weak by implanting Fire Weakness for Firefly and Gallager or Lingsha to tear through. Fun though this may be, it runs into the same problem as above; you still can't make a second Break team because Ruan Mei is shackled to this archetype, and reducing the available team slots means potentially losing out on either Ruan Mei or the Harmony Trailblazer, and there’s not yet a character that can consolidate the effects of both of those units.

Rappa’s Energy concerns also warrant addressing directly; Rappa even with the Trailblazer isn’t able to deal damage outside of her Ultimate, something that isn’t an issue for the percent Energy restore that Firefly has, and something that is a complete non-issue for Boothill. Ideally, you have a 3-action rotation, resulting in extremely competitive damage, but this is currently quite unreliable, so you’re more often going to be getting a mix of 3 and 4 action rotations, which is ‘fine’. As mentioned earlier, if it’s taking you more than 5 actions for a rotation, the damage output plummets, and it can be extremely difficult to make it up, especially if your next Ultimate is unable to deal any Super Break damage.

You need all the help you can get, including going for things like Quid Pro Quo or even the Thief of Shooting Meteor set, which is potentially not what you want to be doing as it’s sacrificing damage across more than one character. Even in the event that a perfect support character appears, with Super Break, Weakness Break Efficiency, and maybe even Exo-Toughness application as well why not, this character would also be benefiting both Firefly and especially Boothill as well, so it really comes down to personal preference and choices as to whether or not you want to go for Rappa at this stage.

Until such time as a support character that stupid comes out, Rappa will remain 'potential woman'. Always ‘if’ and ‘when’, but never ‘is’. Obviously, if you have yet to obtain any Break DPS, then Rappa should definitely be on your radar because Break is funnily enough quite broken, and Rappa is no exception. It's just unfortunate that everything one could compare her to is, ironically enough, also pretty broken.

Even still, I’m intrigued to see just how Rappa shapes up over time.

Ratings

Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.

Character at 5★ are rated at their Eidolon 0 with their best in slot non-limited Light Cone.

Available ratings:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
  • Apocalyptic Shadow (AS) - how the character performs in the Apocalyptic Shadow. Single target and Break is important here.
T1

MoC

T0

PF

T0.5

AS

Build and teams

Best Light Cones

Rappa Relic and Light Cone calculations are based on fighting against 3 targets.

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

120.11%

Increases the wearer's Break Effect by 60/70/80/90/100%. When entering battle, immediately regenerates 30/32.5/35/37.5/40 Energy. After the wearer uses Ultimate, obtains "Raiton." After using 2 Basic ATKs, advances the wearer's action by 50/55/60/65/70% and removes "Raiton." After the wearer uses Ultimate, resets "Raiton."

Source: Event Warp (limited)

The best option for Rappa by far. Offers the most damage, enough base Attack to allow for easy trace ATK cap, an incredible action advancement, and most importantly allows her to access her Ultimate much more quickly at the start of fights. The more consistently you can execute lower action rotations with Rappa (ideally 3 action rotations) the better this Cone will perform, due to you gaining greater access to the action advancement(calculations use a 4 action rotation).

100%

Increases the wearer's Break Effect by 28/35/42/49/56%. After the wearer uses Ultimate, increases SPD by 8/10/12/14/16, lasting for 2 turn(s).

Source: Event Warp (limited)

A solid alternative to Rappa's signature Cone. Grants an incredibly consistent Speed Boost and Break Effect% with no downsides.

95.38%

Increases the wearer's ATK by 8/9/10/11/12%. After using an attack, for each enemy target hit, additionally increases ATK by 4/5/6/7/8%. This effect can stack 5 times and lasts until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 8/10/12/14/16%, lasting for 1 turn(s).

Source: Herta's Store

Best F2P option for Rappa, offering a strong ATK% boost, ensuring you'll always satisfy the requirements of her bonus ability and a strong Speed bonus when consistently attacking 3 or more enemies at once. Not as flexible as her signature or After the Charmony Fall, but its bonuses will be consistently active in her best mode Pure Fiction and sometimes active in other modes in AoE heavy encounters.

83.97%

The wearer regenerates 20/23/26/29/32 Energy immediately upon entering battle, and increases Ultimate DMG by 32/40/48/56/64%.

Source: Stellar Warp

Option for those without Rappa's signature but with a desire to access an early Ultimate in fights. Lacks the bonuses of other non-situational Cones listed above.
Best Relics

Rappa Relic and Light Cone calculations are based on fighting against 3 targets.

The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.

Best Relic Sets

100%

(2)

Increases Break Effect by 16%.

(4)

If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.

Best generic damage option for Rappa in traditional Super Break compositions.

91.3%

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

Alternative option to Iron Cavalry, trading damage for additional Energy generation which can be the difference in achieving a better action breakpoint in combat. Specifically powerful in Pure Fiction or against Exo Toughness where there are many enemies to break. When playing Pure Fiction this relic set is the best option for Rappa.

91%

(2)

Increases Break Effect by 16%.

(4)

If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

A decent temporary option if you're still farming Iron Cavalry or another dedicated set for Rappa.

-

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

Option for those looking to trade raw damage for massive Speed-tuning potential on Rappa. Especially potent when Rappa is able to execute the coveted 3-action rotation. seriously increasing her action count in fights. Heavily reliant on specific stat tuning for this set to perform well in endgame.
Best Planetary Sets

100%

(2)

Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.

Best all-around set for Rappa with no strings attached outside of its 145 speed requirement which you should be building towards anyways in her standard build.

104.27%

Fire Weak

(2)

Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).

Alternative to Talia with higher highs but lower lows due to its Break Effect bonus being conditional. Against Fire-weak enemies outperforms Talia (104.46%) but against non-Fire weak enemies - which you'll be facing a good amount of the time due to Rappa being Imaginary - falls behind (96.31%).
Best Stats
Body
ATK
ATK%
Feet
Speed
Speed
Planar Sphere
ATK
ATK%
Link Rope
Break Effect
Break Effect
>=
Energy Regen
Energy Regen Rate
Substats:

SPD (Until Desired Breakpoint) > Break Effect > ATK%

If you want to learn more about the various stats and breakpoints, expand the section below.

  • ER vs Break Effect Rope

    • Both ER and BE% Ropes are viable on Rappa and which is stronger will depend on the combat scenario you find yourself in. If equipping an ER rope can consistently shorten Rappa's rotation by an action, it's well worth using. Alternatively, if you're already executing 3 action rotations (pure Enhanced Basic Spam) with Rappa or aren't confident you can reach the next action breakpoint consistently Break Effect% rope may be a better choice.

  • Speed

    • Being a Break Character, Rappa has limited scaling options on her gear outside of Break Effect% and raw SPD. Because of this, it's no surprise that building Speed is a top priority for her but how much is needed? Unfortunately, the answer to that question will vary depending on your Relics, team and Cone choices. Rappa has multiple strong Relic options sporting Speed modifiers - many of her strongest team members have Speed-based boosts or access to action advances of their own and her top 3 Cones also all have Speed boosts and action advances with varying levels of uptime.

    • Because of this pinning down exactly how much Speed to build on Rappa is difficult. As a general rule aiming for 145-150 + Speed is recommended. This range activates the Talia Planar set and puts you in striking distance of the powerful 160 Speed breakpoint with 1 strong action/Speed boost or a combination of weaker ones.

  • ATK

    • Break characters usually derive no value from ATK as a stat but Rappa has a bonus ability that changes that. On breaking enemies she applies a debuff that increases break damage taken by 2% and for every 100 ATK she has exceeding 2400 this debuff increases by an additional 1% up to 8% additional (3200 ATK) for a total of 10%. Maxing this debuff is nice to have but not essential as it stacks additively and is diluted by other sources of damage taken increases - which are fairly common on Break-based supportive characters and sustains like Lingsha and Gallagher. Aim for 3200 ATK (or as high as you can manage) but only if you can do so without sacrificing too many other sub stats such as Speed and Break Effect%.

Build comments

-

Recommended endgame stats
  • HP: 2800+

  • DEF: 800+

  • ATK: 3200 (fully buffed in combat, but it is optional - Speed and BE are more important)

  • Break Effect: 160%-240%+ (before team buffs - if you're using ER rope, you won't reach it though)

  • SPD: 145-150+

Traces priority
Skills priority:

Talent > Ultimate > Basic > Skill

Major Traces priority:

Ninjutsu Inscription: Sea Echo (A4) > Ninjutsu Inscription: Withered Leaf (A6) > Ninjutsu Inscription: Sky High (A2)

Synergy
CharacterNotes
Trailblazer • Harmony

Rappa has some access to Super Break, but with their Ultimate, Harmony Trailblazer, can grant her close to double that amount (or more), skyrocketing her damage. Harmony Trailblazer also offers Rappa a very large boost to her Break Effect%, contributes a large amount of Imaginary Toughness (the same element as Rappa) and can soak up some of the spare skill points Rappa herself doesn't need. The combination of all of these points push Rappa and her teams damage to much greater heights, making Harmony Trailblazer a natural pick in most Rappa teams.

Ruan Mei

A strong damage and utility support for Rappa who shores up her weaknesses and pushes her strengths to even greater heights. Ruan Mei's 50% weakness Break Efficiency accelerates Rappa's entire game plan, granting her charges, Energy, more damage and greater consistency in non-Imaginary fights. It's no understatement to say that this buff alone improves her performance significantly across the board. Ruan also has more to offer Rappa in the damage department granting her some bonus Break Effect% and All Elemental Resistance Shred as well. If you're running Rappa, Ruan Mei should be one of your go-to choices in most team compositions and modes.

Lingsha

A sustain that outputs impressive AoE Break, grants a nice break damage Amplification debuff on enemies and has very nice healing and cleansing with the only downside of being somewhat Skill Point hungry compared to other sustains. Rappa almost completely mitigates that downside thanks to her Enhanced Basic Attacks, being completely SP neutral, leaving ample resources for Lingsha to use her skill as needed or even more than that for some extra break potential.

Teams

Best Rappa Team (Premium)

Budget Rappa Gaming

Teams (MoC)

The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF/AS Statistics tab.

There are no teams featuring Rappa who have cleared Memory of Chaos in the current cycle.

Video guides

MoC/PF/AS Statistics

MoC 2.5 / PF 2.6 / AS 2.6

This section contains information about Rappa performance in the latest Memory of Chaos cycle (2.5), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.6), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.

  • For MoC, the last update happened on 19.10.2024 and the data below is based on 16686 accounts (8453 random we have scanned and 8233 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 5086 cleared MoC 12.
  • For PF, the last update happened on 15.11.2024 and the data below is based on 2462 accounts (4270 random we have scanned and 8192 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 3073 cleared Pure Fiction 4.
  • For AS, the last update happened on 01.11.2024 and the data below is based on 12010 accounts (4153 random we have scanned and 7857 self-reported). We have scanned 1m accounts in EU, NA and Asia regions and out of those, 3321 cleared Apocalyptic Shadow 4.

If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!

MoC/PF/AS Stats Form
Usage rate (MoC 12)

Characters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Usage rate (PF 4)

Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Usage rate (AS 4)

Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Common partners (MoC 12)

This section lists the characters that were most commonly paired with Rappa in the current phase of Memory of Chaos.

The partners for Rappa aren't available yet, because there's no data for Memory of Chaos including the character yet.

Common partners (PF)

This section lists the characters that were most commonly paired with Rappa in the current phase of Pure Fiction.

Common partners (AS)

This section lists the characters that were most commonly paired with Rappa in the current phase of Apocalyptic Shadow.

Eidolons

Eidolons data comes from players we have scanned who used Rappa in the current MoC cycle (0), in the current PF cycle (2085) or in the current AS cycle (1523) and had the character placed in their Profile.

88.61%

0 cyc.

Eidolon 0

6.87%

0 cyc.

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.

3.54%

0 cyc.

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

0.22%

0 cyc.

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

1%

0 cyc.

While in the "Sealform" state, increases all allies' SPD by 12%.

1%

0 cyc.

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

0.76%

0 cyc.

When battle starts, Rappa gains 5 point(s) of her Talent's Charge, whose upper limit is 5 point(s). After launching the third hit of "Ningu: Demonbane Petalblade," gains 5 point(s) of Charge.

Light Cones

Light Cones are ranked with usage rate among the players we have scanned who used Rappa in the current MoC cycle (0), in the current PF cycle (2085) or in the current AS cycle (1523) and had the character placed in their Profile.

53.37%

99.99 cyc.

Increases the wearer's Break Effect by 60/70/80/90/100%. When entering battle, immediately regenerates 30/32.5/35/37.5/40 Energy. After the wearer uses Ultimate, obtains "Raiton." After using 2 Basic ATKs, advances the wearer's action by 50/55/60/65/70% and removes "Raiton." After the wearer uses Ultimate, resets "Raiton."

Source: Event Warp (limited)

28.22%

99.99 cyc.

Increases the wearer's Break Effect by 28/35/42/49/56%. After the wearer uses Ultimate, increases SPD by 8/10/12/14/16, lasting for 2 turn(s).

Source: Event Warp (limited)

12.84%

99.99 cyc.

Increases the wearer's ATK by 8/9/10/11/12%. After using an attack, for each enemy target hit, additionally increases ATK by 4/5/6/7/8%. This effect can stack 5 times and lasts until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 8/10/12/14/16%, lasting for 1 turn(s).

Source: Herta's Store

3.95%

99.99 cyc.

The wearer regenerates 20/23/26/29/32 Energy immediately upon entering battle, and increases Ultimate DMG by 32/40/48/56/64%.

Source: Stellar Warp

0.87%

99.99 cyc.

For every enemy on the field, increases the wearer's ATK by 9/10.5/12/13.5/15%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 30/35/40/45/50% for 1 turn.

Source: Stellar Warp

0.21%

99.99 cyc.

After entering battle, increases the wearer's DMG based on their Max Energy. DMG increases by 0.2/0.25/0.3/0.35/0.4% per point of Energy, up to 160 Energy.

Source: Nameless Glory

0.21%

99.99 cyc.

Increases the wearer's DMG by 12/15/18/21/24%. For every defeated enemy, the wearer's ATK increases by 4/5/6/7/8%, stacking up to 3 time(s).

Source: Echo of War  | Forgotten Hall Store  | Mission Reward

0.11%

99.99 cyc.

Increases the wearer's ATK by 16/20/24/28/32%. When the wearer defeats an enemy, the wearer's CRIT DMG increases by 24/30/36/42/48% for 3 turn(s).

Source: Stellar Warp

0.06%

99.99 cyc.

After the wearer uses their Skill, additionally regenerates 8/9/10/11/12 Energy. This effect can only be triggered 1 time per turn.

Source: Stellar Warp

0.06%

99.99 cyc.

Increases the wearer's ATK by 16/18/20/22/24%. When the wearer uses an attack and affects no fewer than 2 attacked enemies with a corresponding Weakness, the wearer's CRIT DMG increases by 20/25/30/35/40% for 2 turn(s).

Source: Forgotten Hall Store

Relic Sets

Relic Sets are ranked with usage rate among the players we have scanned who used Rappa in the current MoC cycle (0), in the current PF cycle (2085) or in the current AS cycle (1523) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.

Relic Sets

89%

(2)

Increases Break Effect by 16%.

(4)

If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.

6.52%

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

1.62%

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

(2)

Increases Break Effect by 16%.

(4)

When the wearer uses their Ultimate on an ally, Break Effect for all allies increases by 30% for 2 turn(s). This effect cannot be stacked.

0.76%

(2)

Increases Break Effect by 16%

(4)

Increases the wearer's Break Effect by 16%. When the wearer inflicts Weakness Break on an enemy, regenerates 3 Energy.

Flex

0.46%

(2)

Increases Wind DMG by 10%.

(4)

After the wearer uses Ultimate, their action is Advanced Forward by 25%.

Planetary Sets

75.84%

(2)

Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.

21.67%

(2)

Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).

0.33%

(2)

Increases the wearer's Energy Regeneration Rate by 5%. When the wearer's SPD reaches 120 or higher, the wearer's action is Advanced Forward by 40% immediately upon entering battle.

0.24%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.

0.13%

(2)

Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.

Relic Stats

Relic Stats are shown based on the Relics used by the players we have scanned who used Rappa in the current MoC cycle (0), in the current PF cycle (2085) or in the current AS cycle (1523) and had the character placed in their Profile.

Main stats
Body
ATK
ATK
- 97.67%
CRIT DMG
CRIT DMG
- 0.84%
CRIT Rate
CRIT Rate
- 0.61%
Feet
Speed
Speed
- 99.48%
ATK
ATK
- 0.47%
DEF
DEF
- 0.04%
Planar Sphere
ATK
ATK
- 93.77%
Imaginary DMG
Imaginary DMG
- 3.95%
HP
HP
- 0.79%
Link Rope
Break Effect
Break Effect
- 93.45%
Energy Regen
Energy Regen Rate
- 6.14%
ATK
ATK
- 0.32%
Average stats
Average stats
HP
HP
- 3091.14
ATK
ATK
- 3307.18
DEF
DEF
- 1131.34
Speed
Speed
- 149.15
CRIT Rate
CRIT Rate
- 10.96%
CRIT DMG
CRIT DMG
- 62.31%
Imaginary DMG
Imaginary DMG
- 1.53%
Energy Regen
Energy Regen Rate
- 1.21%
Effect RES
Effect RES
- 9.98%
Effect HIT Rate
Effect HIT Rate
- 10.9%
Break Effect
Break Effect
- 213.23%
Average sub stats
Average sub stats
HP
HP
- 13.14%
ATK
ATK
- 16.87%
DEF
DEF
- 15.57%
Speed
Speed
- 17.95
CRIT Rate
CRIT Rate
- 6.86%
CRIT DMG
CRIT DMG
- 13.48%
Effect RES
Effect RES
- 9.97%
Effect HIT Rate
Effect HIT Rate
- 11.04%
Break Effect
Break Effect
- 61.8%
Other stats
Average stats
Character level - 79.96
Light Cone level - 79.41
Basic level - 5.17
Skill level - 7.1
Ultimate level - 9.36
Talent level - 9.75

Calculations

Damage Output

The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 5 cycles of in-game time or 850 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results).

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage (this doesn't apply to Break characters - they simulate the Break bar correctly),
  • Enemies Speed is set to 140,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all player (excluding Limited LC).

Important! The calculation assume you're pairing Trailblazer (Harmony) with Rappa in the team to allow for Super Break to occur. Rappa’s E1 is displayed as if it would not grant her a faster rotation via lower action count per Ultimate. In the event it does the performance of this Eidolon increases dramatically.

Rappa in 1 Target scenario
Rappa in 3 Targets scenario

And here are the Relics and the Light Cone used in the calculations above:

Light Cone

Increases the wearer's Break Effect by 28/35/42/49/56%. After the wearer uses Ultimate, increases SPD by 8/10/12/14/16, lasting for 2 turn(s).

Source: Event Warp (limited)

Relic Set

(2)

Increases Break Effect by 16%.

(4)

If the wearer's Break Effect is 150% or higher, ignores 10% of the enemy target's DEF when dealing Break DMG to them. When the wearer's Break Effect is 250% or higher, the Super Break DMG they deal to enemy targets additionally ignores 15% of the targets' DEF.

Planetary Sets

(2)

Increases the wearer's Break Effect by 16%. When the wearer's SPD reaches 145 or higher, the wearer's Break effect increases by an extra 20%.

Relic Stats
Body
ATK
ATK%
Feet
Speed
Speed
Planar Sphere
ATK
ATK%
Link Rope
Break Effect
Break Effect
Substats:

Speed (16), Break Effect (64%), ATK (23.3%)