
Plate
Season code rules
This season offers one enemy Code Fix element. Code Match is a separate squad requirement.Iron Code: D.M.T.R.
Season-fixed boss elementWind
Counters fixed IronWind Code: A.N.M.I.
Required squad elementBoss kit
Launch Flashbang
Fires a flashbang to deal damage to a single Nikke.Flashbang Volley
Fires a barrage of flashbangs, dealing damage to a single Nikke.Fusillade
Fires a volley of rockets, dealing damage to a single Nikke.Spherical Bomb Barrage
Fires a volley of bombs, dealing damage to a single Nikke. The bombs can be intercepted.Energy Barrier
Generates an energy barrier, defending against all Nikkes' attacks. The barrier will be destroyed after multiple strikes.—
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
Wind Nikkes eligible for this season's squad requirement.All Wind candidates
38 NikkesAll Season 6 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 III: MG
Cannot add Burst III Nikkes who use machine guns to the squad. They are not eligible for Simulation Room effects.Vacation Order III: AR
Cannot add Burst III Nikkes who use assault rifles to the squad. They are not eligible for Simulation Room effects.Vacation Order III: RL
Cannot add Burst III Nikkes who use rocket launchers to the squad. They are not eligible for Simulation Room effects.All-Rounder
At least two Nikkes who use assault rifles 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.Spray and Pray
At least two Nikkes who use submachine guns 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 Iron D.M.T.R.Code Fix II
All Rapture codes will be fixed as Iron D.M.T.R. The target Rapture will only take damage from its counter-code.Jellyfish I
One Jellyfish with code Iron D.M.T.R. 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 Iron D.M.T.R. 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-code.Giant Shield I
One Bulwark with code Iron D.M.T.R. will spawn. It will first appear 10 seconds after the battle begins and then reappear every 20 seconds. Bulwarks generate a shield in front that blocks incoming attacks.Giant Shield II
One Bulwark with code Iron D.M.T.R. will spawn. It will first appear 10 seconds after the battle begins and then reappear every 20 seconds. Bulwarks generate a shield in front that blocks incoming attacks. The Bulwark 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: A.N.M.I.
Five Nikkes with code Wind A.N.M.I. 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