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GODDESS OF VICTORY: NIKKE – Introduction to Burst and Weapons

Learn the basics of burst and weapon types before you play GODDESS OF VICTORY: NIKKE. Enjoy your favorite Android titles instantly on mobile browser with!

The epic ride of GODDESS OF VICTORY: NIKKE blazes across the gaming world as a highly-acclaimed, free-to-play, real-time, third-person shooter RPG. In this high-octane virtual universe, players step into the shoes of charismatic female androids—the NIKKEs, earth’s last hope against the doom-bringing machines—the Raptures, fixated on wiping out humanity.

A game of multiple facets, GODDESS OF VICTORY: NIKKE not only lures you in as an immersive RPG but also grips you as a thrilling hero collector. Amidst the dynamic 3D landscapes, a myriad of heroes can be gathered using diverse strategies, the gacha system reigning supreme. 

Your first steps in this intricate world are pivotal. This beginner’s guide is your compass in the team-building maze in Nikke. Equipped with this guide, you can craft teams that reflect your gaming style – whether they fit into the meta or break from it, making your journey in this vast universe truly unique and tailored to your gaming palate.

What Is Burst?

The combat mechanics of Nikke pivot around a crucial element known as ‘burst.’ Characters or units in the game are segregated into three distinct burst categories: Burst 1 (B1), Burst 2 (B2), and Burst 3 (B3).

Each successful strike by a unit contributes towards the ‘burst gauge.’ It’s interesting to note that this is per hit, implying that Area of Effect (AoE) hits can potentially yield a higher burst gauge per turn. Some characters are more proficient in this regard than others, yielding more burst gauge points.

Once the burst gauge meter is brimming, your B1 character initiates the ‘burst chain’ and utilizes her burst. Following a systematic order, characters from B1 to B3 perform their bursts in sequence. In auto mode, the system prioritizes units on the left when there’s a tie between the same burst types. Following the completion of the B3 burst, your team transitions into the ‘full burst mode.’

In this ‘full burst mode’, the AI of all characters aligns their target with your manual aim (or targets the same enemy in auto mode). Several characters possess abilities that are activated during full burst mode, significantly amplifying your damage output. The full burst phase spans a solid 10 seconds post which, the burst meter resets, marking the beginning of a new cycle.

Our strategic goal is to maximize the potent ‘full burst’ time, enabling us to instigate burst chains as frequently as possible. This necessitates the inclusion of at least one of each burst type for a complete chain. With B1 and B2 units having a cooldown of 20 seconds and B3 units a cooldown of 40 seconds, achieving a full burst every 20 seconds requires at least two B3 units.

With one B1, one B2, and two B3 units being the bedrock of an efficient team, a fifth slot lies open for a ‘sub’ role character. This ‘sub’ is a unit that contributes significantly to the team without necessitating a burst. They can be characters with potent bursts and long cooldowns (like Poli, Noise, etc), those with strong utility bursts best utilized at specific times in manual play (like Rapunzel, Noah, etc), or units whose skills render them useful even in the absence of their burst (like Privaty, Helm, etc). The fifth slot is a critical aspect of your team and judicious selection of a ‘sub’ can be instrumental in creating an optimal team.

Weapon Types

In Nikke’s world, following the burst types, weapon types assume a paramount role in devising your team strategy. Multiple factors come into play, including weapon range, the decision between Area of Effect (AoE) or Single Target (ST) damage, burst gauge generation (energy support), and the Rate of Fire (RoF). A detailed exploration of these concepts is presented below.

The game features six different weapon types, each with its unique advantages and limitations:

Shotgun (SG): Ideal for close-range battles, the shotgun’s AoE might leave something to be desired due to its spread shot nature. However, it proves its mettle in single-target damage and excels at generating burst when used at close quarters. Its RoF is considered low.

Submachine Gun (SMG): A versatile weapon for close to mid-range combat, the SMG doesn’t offer any AoE damage. It offers decent single-target damage but falls short in the burst generation department. The redeeming factor here is its high RoF.

Assault Rifle (AR): A jack-of-all-trades weapon for mid-range engagements, the AR doesn’t deliver AoE damage but shines brightly in single-target damage. Its burst generation and RoF stand at a balanced average.

Machine Gun (MG): Perfect for mid to long-range encounters, the MG lacks AoE capabilities. However, it delivers good single-target damage. Despite being poor at burst generation, it compensates with a very high RoF.

Sniper Rifle (SR): Dominating the farthest reaches of the battlefield, the Sniper Rifle provides some commendable AoE damage through its piercing shots and good single-target damage. It maintains a good burst generation rate, albeit at a low RoF.

Rocket Launcher (RL): Unaffected by range constraints, the Rocket Launcher excels in AoE damage but disappoints in single-target situations. Its burst generation is very impressive, especially when AoE hits are considered. Like the Sniper Rifle and Shotgun, its RoF is low.

Range Ratings

Equipping the appropriate weapons based on your enemies’ range is a fundamental element of strategy in Nikke. From foes up-close to those far in the distance, each requires a different weapon choice. Although this is a straightforward concept, the in-game explanations might be a tad misleading. Below, we break down the precise effective range values for each weapon type:

Close Range: Shotgun (0 ~ 25 units)

Close-Mid Range: Submachine Gun (15 ~ 35 units)

Mid Range: Assault Rifle (25 ~ 45 units)

Mid-Far Range: Machine Gun (35 ~ 55 units)

Far Range: Sniper Rifle (45 ~ 100 units)

Weapons enjoy a range bonus when they land hits on enemies within their effective range, which increases the inflicted damage. When an enemy falls within this bonus range, the crosshair turns blue. However, Rocket Launchers do not benefit from this range bonus.

Conversely, a range penalty is enforced when targeting enemies outside the weapon’s effective range. This penalty leads to a reduction in both damage and hit rate. Hit rate corresponds to accuracy, meaning a decrease in hit rate heightens the possibility of missing your shots. Sniper Rifles and Rocket Launchers, not being affected by the hit rate, are immune to this penalty. The range penalty amplifies as the distance between you and the enemy exceeds the weapon’s range.

Before initiating combat, you can examine your enemies’ range in-game by referring to the ‘effective range’ display. This information can also be accessed in the battlefield info. The understanding and application of these mechanics could prove to be instrumental in your success on the battlefield.

Area of Effect and Single Target

Enemies in Nikke can swarm in as multitudes of weaker raptures or pose a formidable threat as a single potent rapture. Often, you’ll find yourself engaged in a battle scenario comprising both. While Rocket Launchers’ Area of Effect (AoE) damage is evident, there are subtler mechanics at play that influence AoE damage and multi-enemy engagement.

Rocket Launchers: All Rocket Launchers incorporate an ‘Explosion’ mechanic, wherein their attack detonates, causing AoE damage in the vicinity of the target.

Rocket Launchers: Certain Rocket Launcher units, like Laplace, Vesti, and Belorta, come with the ‘Explosion Increase’ mechanic. This increases the radius of the explosion, thereby extending the range of AoE damage.

Sniper and Some Units: Units like Harran, Alice, Maxwell, Snow White, Laplace, and Neve have a ‘Pierce’ mechanic. The shots fired by these units pierce through the target, inflicting damage on enemies lined up behind the primary target.

Shotguns: All Shotguns exploit a ‘Spread’ mechanic, where the pellets disperse over a small area, causing damage within that zone.

Machine Guns: All Machine Guns utilize a ‘High Rate of Fire’ mechanic. Their high firing rate can efficiently eliminate multiple enemies one after another.

Specific Units: Some units like Scarlet, Harran, and Epinel, among others, have an ‘AoE Burst’ mechanic. Their bursts deal substantial AoE damage, wiping out an entire wave of enemies in an instant.

Burst Gauge Generation

The Burst Gauge Generation mechanism in Nikke dictates that different weapon types will generate varying amounts of energy per hit. Ensuring adequate burst energy generation is crucial for maintaining good burst uptime, and this becomes even more essential when employing units like Liter, Dolla, and Volume.

There exist unique units with unusual burst energy generation. For more comprehensive details on this aspect, please refer to the dedicated Burst Gauge Generation article.

Here’s how different weapon types stack up in terms of Burst Gauge Generation:

Rocket Launcher (Clip Reload): Units like Anis and Centi provide very high energy generation.

Shotgun (Clip Reload): Units including Drake, Sugar, Maiden, Pepper, and Neon offer high energy generation.

Sniper Rifle: Most Sniper Rifles, barring a few anomalies, ensure good energy generation.

Rocket Launcher (Full Reload): All other Rocket Launchers, except for a few anomalies, deliver some energy generation.

Shotgun (Full Reload): The remaining Shotguns also contribute some energy generation.

Assault Rifle: Similar to Shotguns, Assault Rifles, with a few anomalies, provide some energy generation.

Submachine Gun: All Submachine Guns, apart from some anomalies, yield poor energy generation.

Machine Gun: All Machine Guns are known to offer poor energy generation.

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