
Thermite β
Season code rules
This season offers one enemy Code Fix element. Code Match is a separate squad requirement.Water Code: P.S.I.D.
Season-fixed boss elementElectric
Counters fixed WaterElectric Code: Z.E.U.S.
Required squad elementBoss kit
Salvo
Fires a barrage of assault rifle shots, dealing damage to a single Nikke.Laser
Fires lasers, dealing damage to a single Nikke. These laser cannons can be destroyed and will no longer fire once they are gone.Large Caliber Rifle
Fires assault rifle shots, dealing damage to a single Nikke.Radioactive Rays: Increase Charge Time
Emits radioactive rays that temporarily increase the Charge Time of Nikkes hit by them.—
loading tracked profiles—
median observed level—
across current snapshots—
loading clearsInfinite Loadout View
Upgrade pick rates and combinations below only use tracked clears totaling exactly Infinite.
Common Infinite Combinations
Exact upgrade sets ranked by how often they appear; every card shows the complete point sum.No tracked Infinite combinations for this season and server
Common Infinite Upgrades
Share of tracked Infinite clears using each upgrade; fixed rules are excluded.Most common choices
No variable choices in tracked combinations.
Level Distribution
Observed Overclock levels in the selected season and serverNo level data for this scope
Elemental Nikkes
Electric Nikkes eligible for this season's squad requirement.All Electric candidates
39 NikkesAll Season 9 Modifiers
Every available rule, grouped by mutually exclusive tiersPrepare for Simulation
Nikkes at level 400 or above will have their level fixed at 400. This option cannot be changed.Enemy Weapon Up I
At the start of battle, Raptures' ATK is increased by 15%.Enemy Weapon Up II
At the start of battle, Raptures' ATK is increased by 20%.Enemy Weapon Up III
At the start of battle, Raptures' ATK is increased by 25%.Enemy Armor Up I
At the start of battle, Raptures' DEF is increased by 10%.Enemy Armor Up II
At the start of battle, Raptures' DEF is increased by 30%.Enemy Armor Up III
At the start of battle, Raptures' DEF is increased by 50%.Enemy Vitals Up I
At the start of battle, Raptures' max HP is increased by 20%.Enemy Vitals Up II
At the start of battle, Raptures' max HP is increased by 25%.Enemy Vitals Up III
At the start of battle, Raptures' max HP is increased by 30%.No Recycling
Stat bonuses from the Recycling Room are disabled.Aggressive Tactics
Normal difficulty no longer appears for battle stages. Choices other than battle stages have a reduced chance of appearing.Rush Hour I
The duration of Destroy is reduced by 10%.Rush Hour II
The duration of Destroy is reduced by 20%.Rush Hour III
The duration of Destroy is reduced by 30%.Code Injection Inhibition
Effects from Nikke skills that increase Elemental Advantage damage are disabled. This does not apply to effects that increase Elemental Advantage damage from equipment modifications and Harmony Cubes.Pitch Clock
The durations of Burst Stages and Full Burst are reduced by three seconds.No Follow-ups
Effects from Nikkes that deal additional damage are disabled. No additional damage will be dealt from these effects.Shatter
At least two Nikkes who use machine guns must be included in your squad to enter battle.Spray and Pray
At least two Nikkes who use submachine guns must be included in your squad to enter battle.Ranged Expert
At least two Nikkes who use sniper rifles must be included in your squad to enter battle.Stopwatch I
Effects that reduce the cooldown of Burst Skills are disabled.Stopwatch II
Effects that reduce the cooldown of Burst Skills are disabled. All Raptures gain immunity to Taunt. Attract effects from Nikkes are disabled.Code Fix I
All Rapture codes will be fixed as Water P.S.I.D.Code Fix II
All Rapture codes will be fixed as Water P.S.I.D. The target Rapture will only take damage from its counter-code.CBR I
One Bronchus with code Water P.S.I.D. will spawn. It will first appear 10 seconds after the battle begins and then reappear every 20 seconds. Bronchus deals cover-piercing damage to all Nikkes continuously.CBR II
One Bronchus with code Water P.S.I.D. will spawn. It will first appear 10 seconds after the battle begins and then reappear every 20 seconds. Bronchus deals cover-piercing damage to all Nikkes continuously. The Bronchus that appears due to this option is immune to all damage except that from its counter-code.Hold My Hand I
One Sentry with code Water P.S.I.D. appears. It will first appear 20 seconds after the battle begins and then reappear every 20 seconds. Sentries fire suppression lasers that deal damage to a single Nikke. Any Nikke struck will be temporarily rendered immobile.Hold My Hand II
One Sentry with code Water P.S.I.D. appears. It will first appear 20 seconds after the battle begins and then reappear every 20 seconds. Sentries fire suppression lasers that deal damage to a single Nikke. Any Nikke struck will be temporarily rendered immobile. The Sentry that appears due to this option is immune to all damage except that from its counter-code.Berserk Energy
During the battle, a sudden surge of high energy concentrates in the air. A Cancel Ring appears while the energy is concentrated, dealing massive damage to all Nikkes if the ring is not destroyed. The high-energy attack can penetrate cover.Relevant Personnel Only
A high-difficulty battle will appear right before the BOSS stage instead of option selection. Increases the chance of advanced buff(s) appearing when clearing this difficult battle.Code Match: Z.E.U.S.
Five Nikkes with code Electric Z.E.U.S. must be included in your squad to enter battle.Level Infinite Clears
Ranked by first tracked Infinite clear; same-day ties favor the lowest synchro level.No Infinite clears match these filters