
Situational—Rappa is an Imaginary Break Erudition. Ultimate “Nindō Supreme: Aishiteru” enters Sealform with an extra turn, Chroma Ink, and a big Break Effect / Break Efficiency spike. Best with Fugue / Ruan Mei / Lingsha / The Dahlia. Super Break AoE; weaker if Break supports are missing. Skip when Firefly already covers your Break and you need another niche.
Rappa is a 5★ Imaginary Erudition Break DPS. Skill “Ninja Strike: Rooted Resolute” is the primary in-combat spend. Ultimate “Nindō Supreme: Aishiteru” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.
Light Cone
Ninjutsu Inscription: Dazzling Evilbreaker
Signature BiS when owned.
Relic Set
Scholar Lost in Erudition (4pc) + Sigonia, the Unclaimed Desolation (2pc)
Standard Erudition relic direction for Rappa.
Body
CRIT Rate%
Main stat
Feet
ATK%
Main stat
Sphere / Rope
Imaginary DMG% · ATK%
Substats
CRIT Rate ≥ CRIT DMG > ATK%
Nindō Supreme: Aishiteru carries most of the kit’s damage or utility—level this first.
Ninja Tech: Endurance Gauge supports the main rotation—raise after the top priority traces.
Ninja Strike: Rooted Resolute supports the main rotation—raise after the top priority traces.
Ninjutsu: Rise Above Tumbles is last priority outside of filling trace materials.
Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.
Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

5★ · Path cone
Increases the wearer's Break Effect by 0.6%. When entering battle, immediately regenerates #2[f1] Energy. After the wearer uses Ultimate, obtains "Raiton." After using 2 Basic ATKs, advances the wearer's action by 0.5% and removes "Raiton." After the wearer uses Ultimate, resets "Raiton."
Why it works —Signature / best-in-slot when owned—passive lines up with Rappa’s kit triggers.

5★ · Path cone
For every enemy on the field, increases the wearer's ATK by #2[f1]%, up to 5 stacks. When an enemy is inflicted with Weakness Break, the DMG dealt by the wearer increases by 0.3% for 1 turn.
Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

5★ · Path cone
Increases the wearer's ATK by 0.08%. After using an attack, for each enemy target hit, additionally increases ATK by 0.04%. This effect can stack up to 5 times and last until the next attack. If there are 3 or more enemy targets hit, this unit's SPD increases by 0.08%, lasting for 1 turn(s).
Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4★ · Path cone
Increases the wearer's DMG by 0.12%. For every enemy defeated by the wearer, the wearer's ATK increases by 0.04%, stacking up to 3 time(s).
Why it works —Budget path cone—fine while building the account.



Primary Break / Toughness team for Rappa. Fugue, Ruan Mei, Lingsha are the partners the kit / endgame clears assume first.

Core carry for this shell — owns the damage plan and sets the rotation pace.
Fugue enables Super Break / Toughness pressure rather than a generic CRIT Harmony slot.
Ruan Mei amps Break Effect / action value so Toughness bars die on schedule.
Lingsha keeps Toughness routes alive with heals (and Break-friendly sustain when built that way).
Deals Imaginary DMG equal to 140% of Rappa's ATK to one designated enemy.
Deals Imaginary DMG equal to 150% of Rappa's ATK to all enemies.
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 40%. 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.
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 75% 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 63% and increases the Toughness Reduction that can ignore Weakness Type by 1. When Breaking Weakness, triggers the Imaginary Weakness Break effect.
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.
Deals minor Imaginary DMG to one designated enemy and minor Imaginary DMG to adjacent targets. Attacking enemies without Imaginary Weakness can also reduce their Toughness.
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.
Is it worth getting?
Comfort opener: Adds DEF ignore or shred on the enhanced hit. Nice QoL/damage, but E0 still runs the full kit—don’t break pity for E1 alone.
The Enhanced Basic ATK's first 2 hits have their Toughness Reduction against the one designated enemy increased by 50%.
Is it worth getting?
Kit add-on: The Enhanced Basic ATK's first 2 hits have their Toughness Reduction against the one designated enemy increased by 50%. Evaluate against your supports—pull only if that specific clause solves a problem you actually hit.
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Is it worth getting?
Skill + Talent levels only (+2). Free if you roll into it; never spend currency aiming for E3.
While in the "Sealform" state, increases all allies' SPD by 12%.
Is it worth getting?
Side-grade: While in the "Sealform" state, increases all allies' SPD by 12%. Happy if it drops; not a planned stopping point.
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Is it worth getting?
Ultimate + Basic ATK levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.
When battle starts, Rappa gains 5 point(s) of her Talent's Charge, and its upper limit increases by 5 point(s). After launching the third hit of "Ningu: Demonbane Petalblade," gains 5 point(s) of Charge.
Is it worth getting?
Whale ceiling: When battle starts, Rappa gains 5 point(s) of her Talent's Charge, and its upper limit increases by 5 point(s). Only chase if Rappa is your dedicated Erudition main and E0–E2 already feel finished.
Rappa is fully usable at E0. Dedicated mains often stop at E0 before chasing higher. First stop: E0. Endgame target: E0.
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