
RunWay
Season code rules
This season offers one enemy Code Fix element. Code Match is a separate squad requirement.Wind Code: A.N.M.I.
Season-fixed boss elementFire
Counters fixed WindFire Code: H.S.T.A.
Required squad elementBoss kit
Point Laser
Fires a laser from its claw, dealing damage to a single Nikke.Launch Raptures
RunWay summons Raptures. Raptures summoned cannot be auto-targeted, dealing damage to a single Nikke through self-destruct attacks.Large Caliber Rifle
Fires large caliber rifles, dealing damage to a single Nikke. These rifles can be destroyed and will no longer fire once they are gone.Cutting Laser
Fires a laser from its claw, 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
Fire Nikkes eligible for this season's squad requirement.All Fire candidates
41 NikkesAll Season 5 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%.Vacation Order I: AR
Cannot add Burst I Nikkes who use assault rifles to the squad. They are not eligible for Simulation Room effects.Vacation Order I: SMG
Cannot add Burst I Nikkes who use submachine guns to the squad. They are not eligible for Simulation Room effects.Vacation Order I: SR
Cannot add Burst I Nikkes who use sniper rifles to the squad. They are not eligible for Simulation Room effects.Ranged Expert
At least two Nikkes who use sniper rifles must be included in your squad to enter battle.All-Rounder
At least two Nikkes who use assault rifles must be included in your squad to enter battle.Shatter
At least two Nikkes who use machine guns must be included in your squad to enter battle.Core Enhancement I
Decreases the core damage dealt by Nikkes' basic attack by 50%.Core Enhancement II
Core damage from Nikkes' basic attacks will be fixed at 100%. Effects that increase core damage will not take effect.Code Fix I
All Rapture codes will be fixed as Wind A.N.M.I.Code Fix II
All Rapture codes will be fixed as Wind A.N.M.I. The target Rapture will only take damage from its counter-code.Jellyfish I
One Jellyfish with code Wind A.N.M.I. will spawn. It will first appear 20 seconds after the battle begins and then reappear every 20 seconds. Jellyfish inflict one random Nikke with a debuff that reduces reloading speed.Jellyfish II
One Jellyfish with code Wind A.N.M.I. will spawn. It will first appear 20 seconds after the battle begins and then reappear every 20 seconds. Jellyfish inflict one random Nikke with a debuff that reduces reloading speed. The Jellyfish that appears due to this option is immune to all damage except that from its counter-codes.CBR I
One Bronchus with code Wind A.N.M.I. 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 Wind A.N.M.I. 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.Unwanted guests from the dimensional breach
During the battle, interstellar ballistic missiles appear from subspace. The missiles head towards the Nikkes and explode upon approach. Shoot the interstellar ballistic missiles down to intercept them.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: H.S.T.A.
Five Nikkes with code Fire H.S.T.A. 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