
Halo
Season code rules
This season offers one enemy Code Fix element. Code Match is a separate squad requirement.Electric Code: Z.E.U.S.
Season-fixed boss elementIron
Counters fixed ElectricIron Code: D.M.T.R.
Required squad elementBoss kit
Piercing Shot
Fires bullets that can pierce through cover, dealing damage to a single Nikke.Salvo
Fires a barrage of assault rifle shots, dealing damage to a single Nikke.Multi-Barrel Machine Gun
Fires a barrage of machine gun bullets, dealing damage to all Nikkes.—
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
Iron Nikkes eligible for this season's squad requirement.All Iron candidates
40 NikkesAll Season 3 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%.Shooting Distance Compliance I
Increases damage by 15% when attacking enemies within range. Decreases damage by 25% when attacking enemies outside range. Does not apply to RL.Shooting Distance Compliance II
Increases damage by 15% when attacking enemies within range. Decreases damage by 50% when attacking enemies outside range. Does not apply to RL.Shooting Distance Compliance III
Decreases damage by 50% when attacking enemies outside range. Does not apply to RL.Close-Range Expert
At least two Nikkes who use shotguns must be included in your squad to enter battle.Explosive Art
At least two Nikkes who use rocket launchers 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.Sandbag I
Decreases the efficiency of ATK increase gained from Nikke's skills by 25%. It does not affect the ATK increase from non-skill effects, such as Simulation Room buffs, equipment modification effects, etc.Sandbag II
Decreases the efficiency of ATK increase gained from Nikke's skills by 50%. It does not affect the ATK increase from non-skill effects, such as Simulation Room buffs, equipment modification effects, etc.Code Fix I
All Rapture codes will be fixed as Electric Z.E.U.S.Code Fix II
All Rapture codes remain as Electric Z.E.U.S. The target Rapture is immune to all damage except those from their counter-codes.Volleyball I
2 units of Volleyball with code Electric Z.E.U.S. appear. They will first appear 5 seconds after the battle begins and then reappear every 30 seconds. They move at high speed and continuously fire their rifles when hit, dealing damage to a single Nikke. They can be destroyed with a powerful attack. If they are not hit, they will perform a self-destructive attack, dealing damage to a single Nikke.Volleyball II
2 units of Volleyball with code Electric Z.E.U.S. appear. They will first appear 5 seconds after the battle begins and then reappear every 30 seconds. They move at high speed and continuously fire their rifles when hit, dealing damage to a single Nikke. They can be destroyed with a powerful attack. If they are not hit, they will perform a self-destructive attack, dealing damage to a single Nikke. Any Volleyball appearing due to this option is immune to all damage except those from its counter-code.Block Break I
Two Arkanoids with code Z.E.U.S. will spawn. They will first appear 20 seconds after the battle begins and then reappear every 30 seconds. Arkanoids launch projectiles that can be destroyed.Block Break II
Three Arkanoids with code Z.E.U.S. will spawn. They will first appear 20 seconds after the battle begins and then reappear every 30 seconds. Arkanoids launch projectiles that can be destroyed. The Arkanoids that appear due to this option are immune to all damage except that from their counter-codes.Whale Hunting
Mother Whale with code Water P.S.I.D. appears above the battlefield. A Cancel Ring also appears along with Mother Whale, dealing massive damage to all Nikkes when the ring is not broken. The Mother Whale's attack can pierce covers.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: D.M.T.R.
Five Nikkes with code Iron D.M.T.R. 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