In Honkai: Star RailRappa is a 5-star character who has a Quantum combat type and belongs to the Erudite path. In a team, she can act as the main damage dealer, dealing gigantic damage to enemies with a broken vulnerability. In this guide, we will tell you about her best build, light cones and relics. You will also learn about the recommended squads with her.
Rappa's main features
How to get Rappa
This heroine can only be obtained during the event Jump. The corresponding banner was last launched during the first phase of patch 2.6. If you want to be among the first to know about her next rerun, we recommend you bookmark this article.
Let's add that HoYoverse has only given away a 5-star character once in honor of winning the “Best Mobile Game of the Year” nomination, and never for completing various events, so it's highly likely that you'll only be able to unlock this ninja rapper with the help of Jumps.
Rappa's Stat Progression
The table below shows how the heroine's basic stats change as she levels up.
Level | Attack Power | Defense | HP | Speed |
---|---|---|---|---|
1 | 98 | 64 | 148 | 96 |
20 | 190 | 122 | 288 | 96 |
40 | 366 | 235 | 554 | 96 |
60 | 542 | 348 | 821 | 96 |
80 | 718 | 460 | 1087 | 96 |
Note that her critical damage, critical hit chance, and taunt are 50%, 5%, and 75 respectively at any level, and her energy reserve is 140 units.
Rappa's Abilities
When using the basic attack “Ninjutsu: Stand No Matter What”She deals 50~130% of her attack power as imaginary damage to the target enemy, while also restoring 20 energy and penetrating 30 stamina.
When using the enhanced basic attack Ningou: Demon Slaying PetalsHer first two hits deal 60~124% and 30-62% of her ATK as imaginary damage to the target enemy and nearby targets, and her third hit deals 60~124% of her ATK as imaginary damage to all enemies.
The enhanced attack does not restore skill points, but deals tenacity damage equal to 50% of the original tenacity damage to enemies that do not have imaginary vulnerability. When a vulnerability is penetrated, the enemy is given the effect of imaginary vulnerability penetration.
Explanation: Standard attacks are nothing special, so you are unlikely to use them. Let's move on to the enhanced basic attack, which includes three hits, with the first two of them dealing damage to only 3 enemies, and the last one – to everyone at once. You can ignore its bare damage from attack power, since the damage to tenacity is more important here, because Rappa plays from penetration.
The first two hits deal up to 40 stamina damage to all 3 enemies (10 to the main target and 5 to adjacent targets), and the last one deals up to 25 stamina damage (5 to each enemy). So, a maximum of 25 stamina damage can be dealt to one enemy, and up to 65 to 5. This is quite a lot, considering that Boothill can deal 50 stamina damage to one target (with an enhanced basic attack), and Firefly can deal up to 60 to three mobs (with an enhanced skill).
Considering that in the first two strikes you can choose the target of the strike yourself, you will be able to inflict much more stamina damage on the desired enemy, which is very useful when fighting elite enemies or bosses who can summon minions.
Unfortunately, Rappa is not able to impose imaginary vulnerability on enemies, but she is still able to penetrate any stamina, but with less efficiency (the stamina damage will be 2 times lower). So in this case, you will probably need the help of allies.
After using the skill “Ninja Strike: Deep Determination”, the heroine inflicts imaginary damage to all enemies in the amount of 60-150% of her attack power.
Explanation: A normal skill that only deals damage. Only useful when fighting a large number of enemies. However, we still recommend using this rather than the basic attack during Rappa's turn, as it will allow you to quickly accumulate energy for the super ability.
By activating the super ability “Ultimate Ninja Way: Strong Love”, the heroine switches to the Seal Form mode and immediately gets 1 extra move and 3 units of Colored Ink charge, and also increases her vulnerability penetration efficiency by 50% and the penetration effect by 10-40%.
In this state, the character gains a boosted basic attack and cannot use his skill and ult. After using a boosted attack, 1 stack of Colored Ink is consumed. After all charges are spent, Rappa exits his special mode.
Explanation: Let's note right away that the extra move does not mean the heroine's advancement is 100% – it simply allows Rappa to perform 3 basic attacks in a row, that is, one of them is counted as an extra move. However, this is its advantage, since it will not spend buffs. Therefore, if the bonus, for example, lasts only 2 moves, then it will be active during all 3 basic attacks of the heroine.
Let's add that Rappa gets a boost after activating the ult. At level 10, its penetration effect gets plus 30%, that is, we are not talking about a multiplier, but about a direct summation of percentages, and the damage to tenacity increases by 50% (that is, a maximum of 37.6 units of tenacity damage can be inflicted on one target, and 97.5 on five). The inability to use ults and skills is made for auto-combat, so that the AI does not accidentally make a mistake.
If we talk about the heroine's passive talent – “Ninja Technique: Endurance Scale”, then thanks to it, when penetrating an enemy's vulnerability, Rappa receives 1 charge point (maximum 10 stacks). The third hit of the next enhanced basic attack additionally deals penetration damage to all mobs in the amount of 30-75% of the character's imaginary penetration damage. This damage eats up 2 units of the target's tenacity, regardless of its vulnerability type, and spends all charge points. Each stack increases the penetration damage multiplier of this attack by 25-62.5%, and also increases tenacity damage by 1 unit, regardless of the enemy's vulnerability type. When penetrating tenacity, the target is inflicted with “Bind”.
Explanation: We won't bore you with mathematical calculations, but we will immediately note that at talent level 10 and with 10 charges, the penetration damage multiplier will be 560%, and all enemies will be dealt 12 units of tenacity damage, and the blow will be carried out even if the enemies' vulnerability is not penetrated.
For some Boothill or Firefly, this would be an immeasurable amount, since they deal physical and fire penetration respectively, but for the imaginary one, the numbers will not be so impressive, since they need to be divided by 2. In addition, you are unlikely to be able to penetrate 10 enemies at once in one turn (unless you can do this in some special mode with a large number of enemies attacking in waves), so Rappa's final damage will largely depend on the number of mobs in the arena and her allies.
We also cannot fail to mention the technique “Ninja Step: The Meaning of Blood”, which allows the heroine to enter Graffiti mode for 20 seconds, in which she quickly rushes forward and attacks all affected enemies. When dashing, she ignores enemy attacks, and her own blow ends this state. At the beginning of the battle, Rappa deals 30 points of tenacity damage to all enemies, regardless of their vulnerability types, and penetration damage equal to 200% of the rapper's imaginary penetration damage. Each adjacent enemy receives an additional 180% of penetration damage. Plus, the character restores 10 units of energy.
Rappa's Footprints
In addition to the above abilities, the heroine's upgrade tree also includes other buffs that provide passive bonuses or permanent increases to characteristics. Basically, we are talking about increasing attack power, speed, and the penetration effect. You can see them all in the picture below.
Next, we will briefly consider special traces with their own mechanics:
- Ninja Scroll: Sinful Paradise – when penetrating the vulnerability of an elite enemy or boss, she additionally restores 10 units of energy, and she receives 1 new charge. A good trace that increases Rappa's usefulness when fighting powerful enemies that summon minions.
- Ninja Scroll: Sea Echo – When dealing damage with an enhanced basic attack to an enemy with a pierced vulnerability, the damage of the stamina of this attack is converted into 60% of the damage of super penetration 1 time. Of course, the 100% multiplier from the Pathfinder (imaginary) will be better, but together they give an unprecedented result. Plus, this bonus always works, unlike the talent buff, which depends on charges.
- Ninja Scroll: Fallen Leaves – When penetrating an enemy's vulnerability, the penetration damage they receive increases by 2%. If Rappa's attack power exceeds 2400 units, then for every 100 additional units, the penetration damage they receive increases by 1% (maximum up to 8%). This bonus lasts for 2 turns. To get the maximum increase, you will have to increase the heroine's attack power to 3200 units, which is not very useful, because this stat does not affect penetration damage in any way.
Rappa's Eidolons
To unlock them, you need materials of the same name, which are given out when duplicates of the heroine drop, which, of course, is random. And given the rarity of 5-star characters, be prepared to spend a lot of money and time on this. Fortunately, even without eidolons, Rappa can easily perform the function of the main damage dealer in the team.
The table below shows all the Eidolons and their benefits for the character:
Name | Description | Benefit |
---|---|---|
Return from the dead without paying the bill | While the heroine is in the Seal Form state, the damage she deals ignores 15% of the enemy's defense. Exiting this mode restores 20 units of her energy. | Provides additional energy, allowing you to use your ult more often and significantly increases its damage to enemies. Provides very high utility. |
Freedom of Thought, Enlightened by Haiku | The damage dealt to the selected enemy by the first 2 hits of your enhanced basic attack is increased by 50%. | Increases Rappa's utility when fighting elite enemies and bosses, as she will be able to penetrate their vulnerability faster and deal more damage with super penetration. Provides very high utility. |
Many Shrines That Unleashed Hell | The skill and talent level increases by two. The maximum level for both increases to 15. | Provides average benefit. |
The Loss of a Nindo Mired in Time | Increases the speed of all allies by 12% when the heroine is in Seal Form mode. | A good buff, however, it is not commensurate with the resources spent on opening it. Provides average benefit. |
Cold-Blooded Ranger's Arrow Accuracy | The ultimate increases by two, and the basic attack by one. The maximum level of the former increases to 15, and the latter to 10. | Provides average benefit. |
Righteousness of Wrath That Spares No Evil | At the start of the battle, the heroine immediately receives 5 units of charge. The maximum number of units of charge increases by 5. After performing the third hit of the enhanced basic attack, she immediately receives 5 units of charge. | Significantly simplifies the gameplay for Rappa, since you will not have to constantly think about how to get more charges, because you will always have 5 pieces with you, and this is 310% of penetration damage. But it will take you a very long time to get to E6. Gives high benefit. |
If you plan to knock out eidolons and you have a limited budget, then you can stop at E1 and E2, which will significantly increase its effectiveness in combat with both single and multiple targets. If you have a choice between a signature weapon and the first eidolon, we advise you to take a signature weapon, as it will allow you to activate the ult much more often.
How to play as Rappa
Ninja's gameplay largely revolves around the piercing damage she deals with her empowered basic attacks and stacking her charges. She gets a huge multiplier when she gets all 10 stacks, so she can easily outperform even Jasper in Pure Fiction, and also do well in Illusion of the End and Hall of Oblivion.
However, it is quite difficult to gain charges (you need to quickly penetrate the vulnerabilities of a large number of enemies), and her ult is quite expensive (140 units). Therefore, Rappa's damage largely depends on the number of enemies on the battlefield and the accumulation of energy. If the first factor does not depend on you, then the second can be changed, for example, take supports and/or light cones that restore energy and/or increase the speed of allies.
Also try to use the skill on each of her turns to quickly accumulate energy for the super ability. Her enhanced basic attacks do not give skill points, but at the same time do not spend them, so Rappa practically does not spoil the balance of points in the team, so she does not need supports that give additional OP.
If you are fighting an elite enemy or a boss, then when performing an enhanced basic attack, the first two hits, of course, should be done exactly on the strongest enemy in order to quickly remove his resistance and break through his vulnerability. Rappa should be deployed against mobs with imaginary vulnerability, because she is not able to impose her element on enemies. Although she will still be able to reduce their “shield”, she will do it twice as badly.
Advantages and disadvantages of Rappa
Thanks to her unique abilities, Rappa can quickly destroy large groups of enemies. Her advantages also include:
- A great primary damage dealer for dealing damage to enemies in large numbers, as her empowered basic attack, which is her main source of damage, hits all enemies on the battlefield at once. This makes her great for clearing Pure Fiction levels where you have to deal with constant waves of enemies.
- Because she can target enemies when performing empowered basic attacks, she's also great for taking down elites or bosses, as you'll be able to deal increased damage to them.
- Like Firefly and Boothill, she is focused on dealing piercing and super-piercing damage, so she is not only able to pierce any type of vulnerability, but also independently increase her piercing effect and the effectiveness of piercing tenacity.
- Considering her specialization, she does not need critical damage and critical hit chance, so all her efforts can be directed to just three stats: piercing effect, speed, and attack power (to a lesser extent).
- Does not spend a lot of skill points, which makes it easier to balance them in a squad.
However, there are some downsides, some of which follow directly from its advantages:
- It has a rather expensive superpower (140 units), and it is this that determines the use of enhanced basic attacks, so you will have to pay a lot of attention to its energy recovery.
- It does not perform very well in battles with strong single opponents who do not summon regular mobs. So it is better not to take it into such battles.
- Incapable of inflicting a false vulnerability on enemies. Although Rappa can understand the durability of enemies with other vulnerabilities, she does it twice as badly as usual.
- Heavily dependent on her allies. She requires supports that can push her action forward, as well as increase the effect of penetration and speed.
- It can be difficult to quickly gain 10 units of charge, because to do this you need to penetrate the vulnerabilities of 10 enemies. Because of this, you will use most of the enhanced basic attacks with an incomplete bonus.
Best build for Rappa
Best light cones
When choosing a weapon, you should pay attention to those options that increase the penetration effect and attack power. The table below shows the most interesting options.
Name | Characteristics | Ability |
---|---|---|
Ninja Scroll: Chaos Purification (5 stars) | HP: 43-953 Attack Power: 26-582 Defense: 24-529 | The penetration effect increases by 60-100%. At the beginning of the battle, the wearer immediately restores 30-40 units of energy. After using the ult, the owner receives the status of Salvation from Thunder. After performing two basic attacks, the hero's action moves forward by 50%, after which the mode ends. After re-using the super ability, the wearer is again given Salvation from Thunder. Signature cone for Rappa, which significantly increases her EP and allows you to activate the ult much faster at the beginning of the battle. Therefore, it is far ahead of the nearest alternatives. So when choosing between E1 and signature, we still advise you to opt for the weapon. |
After the Calm of Harmony (4 stars) | HP: 38-846 Attack Power: 21-476 Defense: 18-396 | Increases the penetration effect by 28-56%. After using the ult, increases the wearer's speed by 8-16% for two turns. A good alternative to the previous cone, which also increases EP and allows Rappa to ult more often thanks to the speed buff. However, this weapon is still significantly inferior to the signature weapon. |
Let the World Never Quiet (4 Stars) | HP: 846 ATK: 476 DEF: 396 | Restores 20-32 energy at the start of the battle and increases the damage of the ultimate by 32-64%. Only useful due to the first part of the passive related to energy transfer at the beginning of the battle, as it allows Rappa to enter the strengthened state faster. |
Non-stop computing (5 stars) | HP: 48-1058 Attack Power: 24-529 Defense: 18-397 | Increases attack power by 8-12%. Each enemy hit increases the wearer's attack power by an additional 4-8%. The bonus stacks up to 5 times and lasts until the next hit. If the number of enemies hit is equal to or higher than 3, the wearer's speed increases by 8-16% for 1 turn. The main advantage of this cone is that it can be purchased from the Hertha shop for bonds, so you can easily reach the 5th overlay. Rappa's attack power is not very important, but her speed will come in handy for more frequent use of the ult. |
Night on the Milky Way (5 stars) | HP: 1164 ATK: 582 DEF: 396 | Increases attack power by 9-15% for each enemy on the battlefield, can be stacked up to five times. If there is an enemy with a broken vulnerability, increases damage by 30-50% for one turn. Rappa doesn't really need attack power, although it will be easier to get the bonus from the Fallen Leaves trail. But she will need the second part of the passive, which increases her damage. Given the heroine's specialization, there will often be enemies with a broken vulnerability on the battlefield. |
The Importance of Breakfast (4 Stars) | HP: 846 ATK: 476 DEF: 396 | Increases the wearer's damage by 12-24%. For each enemy destroyed, their attack power increases by 4-8%. The bonus stacks up to three times. You can take it for a general increase in the heroine's damage, but don't expect much from this cone. The option below may even be more useful. |
Skeleton Key (3 stars) | HP: 740 ATK: 370 DEF: 264 | Restores 8-12 energy to the wearer after using the skill. The bonus occurs once per turn. Can be used as a temporary option that will allow you to use the ult more often, and therefore stay in a strengthened state longer. |
Best Relics
As for the choice of common relics mined in the Caves of Corrosion, the table below shows the most optimal options.
Name | Bonuses | Advantages |
---|---|---|
Iron Cavalry | 2 parts: increases the penetration effect by 16%. 4 parts: If the penetration effect is equal to or greater than 150%, then in the case of dealing penetration damage, the wearer ignores 10% of the enemy's defense. If the EP is equal to or exceeds 250%, then the damage dealt by the owner of the super penetration ignores another 15% of defense. | An excellent universal option for Rappa, which increases the EP she needs and cuts off the defense of enemies. |
Falling Meteor Thief | 2 parts: increases the penetration effect by 16%. 4 parts: increases the penetration effect by another 16%. When the wearer penetrates the enemy's vulnerability, restores 3 units of energy. | Can be even more useful than “cavalry”, but only in “Pure Fiction”, where there is the ability to quickly destroy a large number of enemies to speed up the accumulation of energy. |
Iron Cavalry/Clockmaker of Sleepy Machinations/Thief of the Falling Meteor The Wandering Messenger in the hacker space | 2 parts: increase the penetration effect by 16%. 2 parts: increases the speed indicator by 6% | Can be used as a temporary option if the relics have more suitable stats. Rappa will benefit from both EP and speed increase. |
Now we move on to planar decorations that are mined in the Virtual Universe. The list below shows the recommended options (the numbers show the choice priority):
Planar Decoration | Bonuses | Reasons for Choosing |
---|---|---|
1) Thalia – the Land of Bandits | 2 parts: increases the penetration effect by 16%. Increases this indicator by another 20% if the wearer's speed is equal to or greater than 145 units. | The optimal option for Rappa, but you will definitely have to raise her speed to 145 units. |
2) Lotus Lantern of the Palace | 2 parts: increases the wearer's speed by 6%. When hitting an enemy with fire vulnerability, the wearer's penetration effect increases by 40% for 1 turn. | Rappa is only suitable if you plan to fight enemies with fire vulnerability. |
3) Space Sealing Station | 2 parts: the attack power stat value increases by 12%. If the wearer's speed is at least 120, then their attack power also increases by 12%. | Can be used as a temporary option when Taliyah is absent. |
As for the relic stats, you need to choose as follows:
- Body: attack power
- Legs: speed
- Planar Sphere: attack power%
- Connecting Rope: pierce effect (or energy recovery if Rappa is used outside of Pure Fiction)
- Additional characteristics: speed > penetration effect > attack power
If we talk about optimal heroine attribute values, they look like this:
- Attack power: 3200 units (during combat)
- Penetration effect: 250% and higher (during combat)
- Speed: 145 units and higher (for Talia to trigger)
Best commands for Rappa
Rappa is a lot like Firefly and Boothill, so she also desperately needs supports that can increase her penetration and super penetration damage. So she should be given the fake Pathfinder without any alternative. It would be great if you also have Ruan Mei. As a healer, you can use Lingshu or her budget version, Gallagher.
What if Ruan Mei is not available? In this case, you can try taking Armor instead, which will push Rappa's action forward, allowing her to accumulate energy faster and use her ult more often. You can also take a second, weaker damage dealer, for example, Himeko, who will benefit greatly from the fact that the ninja will quickly penetrate enemy vulnerabilities.
If you need the most budget option, then you can pay attention to March 7 (Hunt), which can increase the penetration effect and speed of an ally, or Asta, which increases attack power and speed. The table below shows all the optimal teams with Rappa.
Main-DD | Sub-DD | Sub-DD/Support | Support |
---|---|---|---|
Rappa | Pioneer (imaginary) | Asta | Lynx |
Rappa | March 7 (Hunting) | Pioneer (imaginary) | Gallagher (Aventurine) |
Rappa | Pioneer (imaginary) | Ruan Mei | Lingsha (Gallagher) |
Rappa | Pioneer (imaginary) | Armor | Linsha (Gallagher) |
Leveling up Rappa
How to increase abilities (what to level up first)
The images below show the materials and amounts needed to max out your Basic Attack, Skill, Super Ability, and Talent.
- Rough Sketch, Dynamic Outline, and Master Color Sketch are obtained from the Crimson Sepal found in the new location or via Synthesis.
- Dream Collection Components, Dream Flow Valve, and Dream Engines are obtained from Nightmare Troupe members in Penakonia, quests, and enemies in the Virtual Universe, or via Synthesis. They can also be purchased with Everlasting Ash from the Pom-Pom Shop.
- Lost Echo of Unity of Desires – obtained by fighting the boss Choir of Balance: Great Septimius in the echo of war “Tribute of Courtesy of Mortal Tears” located on Penakonia.
- Fingers of Destiny – obtained in the Virtual Universe, issued by the Battle Pass and purchased for Unquenchable Ash in the Pom-Pom store. Sometimes they are a reward in temporary events.
As for the priority of pumping abilities, then we advise you to first increase your talent, and then pump up your superpower. Basic attacks and skill can be increased last, as they will not bring much benefit.
How to Ascend a Character
At certain levels, you will need to Ascend a hero, spending a large amount of resources and credits:
- Ascension (Level 30): Credits x4000 and Dream Collection Components x5
- Ascension (Level 40): Credits x8000 and Dream Collection Components x10
- Ascension (Level 50): Credits x16000, Dream Stream Valve x6 and Chord Mirage x3
- Ascension (Level 60): Credits x40000, Dream Stream Valve x9 and Chord Mirage x7
- Ascension (Level 70): Credits x80000, Dream Engines x6 and Chord Mirage x20
- Ascension (Level 80): x160000 Credits, x9 Dream Engines, and Chord Mirage x35
Chord Mirage can be obtained from the Stagnant Shade located in the Penakonia Grand Theater on the Celebration Planet.