Data updated · Skills implemented for Nikkes
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This page covers the 8 NIKKE damage calculators (squad simulators) on NIKKE Synergy: which one to use, how to use them, and how damage and Charge Speed are calculated.
The formula and Charge Speed rounding described here are the rules this tool uses in its calculations (not official game documentation).
1. Damage calculators by content
The calculation works the same on every page. Each page has its own saves and content-specific settings (boss, manufacturer, etc.).
2. How to use (3 steps)
- Choose 5 Nikkes: Tap a slot and pick from character selection. You can also load a commonly used team at once from the pick rate button.
- Enter progression: Match Limit Breaks, Skill Levels, Equipment (Overload Equipment options), and Cubes to your own Nikkes.
- Set conditions and calculate: Set hit rate, core hits, parts, Hold Fire, and more for each time range, and check the burst rotation and time-series damage (DPS) on graphs.
You can keep your teams on the save panel. With the "Save" button, you can also send the current state of the 5 Nikkes to Custom (Current / Ideal) on each character's page.
"Buff Timeline" lines up which effect each Nikke gets and when, over one burst cycle.
3. Calculation basics
3.1 Time is counted in frames (1 s = 60 frames)
All time in the calculation is counted in frames: 1 second is 60 frames. Charge Time, reload time, and attack intervals are also held in frames, and each shot is calculated in order: when it is fired and when it hits.
The site's time unit "RL" is 74 frames (about 1.233 s), the same as one firing cycle of a standard rocket launcher (60 Charge + 14 recoil).
3.2 Damage formula
The damage of one hit is calculated with the following formula (character-specific special multipliers are omitted).
× multiplier (normal attack multiplier or skill multiplier)
× bonus multiplier (100% + Critical + Core + Full Burst + Optimal Range)
× Elemental Advantage (110% + Buff when advantageous)
× Charge Damage (RL / SR charged attacks)
× damage ▲ Buffs (Parts Damage, Burst Skill Damage, attack damage, etc.; added together)
× Damage Taken (enemy's Damage Taken ▲, etc.)
- Final ATK is base ATK × (100% + total ATK Buffs − total ATK Debuffs). Percentages are added together, never multiplied on top of each other.
- The bonus multiplier is also a sum (Critical +50%, during Full Burst +50%, Optimal Range +30%, etc.). On a core hit, the base 100% is replaced by the core multiplier.
- Additional damage and Burst Skill Damage are, as a rule, not affected by Optimal Range, core hits, or parts (unless the skill description says so).
- True Damage is calculated without subtracting the enemy's Defense.
Example (hypothetical values for illustration; no Charge Damage, damage ▲ Buffs, or Damage Taken)
(50,000 − 10,000) × 100% × (100% + 50% + 50%) × 110% = 88,000
On a core hit under the same conditions (core multiplier assumed to be 200%): (50,000 − 10,000) × 100% × (200% + 50% + 50%) × 110% = 132,000
3.3 Which skills are calculated
Skill effects are included only for Nikkes with skills implemented (the number at the top of this page). In character selection, they have a check mark at the top right of their image.
Nikkes without the check mark (shown as "Skill not yet" in the slot) are calculated without their skill effects.
Effects that do not change the damage dealt, such as Defense Buffs, healing, and Shields, are not part of the damage calculation.
4. Charge Speed calculation (RL / SR)
RL and SR charge before firing. Higher Charge Speed shortens this Charge Time.
→ rounded to steps of 2 frames (at 100% or more, fires without charging)
- Charge Speed from Equipment options, Cubes, and skills is all added together before use.
- The time saved is first rounded to 0.01 s, then fitted to steps of 2 frames (about 0.033 s). Because of this, different percentages can give the same Charge Time.
- If a Buff is applied mid-charge, the charge built up so far is kept and only the required Charge Time becomes shorter.
- We keep accumulating verification data so that the accuracy keeps improving.
- If Arena behavior, including Charge Speed, receives a silent fix (spec change), we plan to respond as quickly as possible.
Checking the numbers (time saved = how many seconds shorter the charge got; seconds are truncated to 3 decimal places, and the small number on the right is frames. Calculated = values from actually running this tool's calculation / In-game = measured. Blank = not measured yet. Steps = group the same values, round each % to a whole number and add → ×0.6 to get frames → round → if odd, +1)
| Item | Steps | Calculated time saved | In-game time saved | Diff |
|---|---|---|---|---|
| 1 |
2 → 1.2f → 1f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
2 → 1.2f → 1f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
3 → 1.8f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
3 → 1.8f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
3 → 1.8f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
3 → 1.8f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
4 → 2.4f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
4 → 2.4f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
4 → 2.4f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
5 → 3f → 4f | 0.0664f | 0.0664f | 0 |
| 1 |
5 → 3f → 4f | 0.0664f | 0.0664f | 0 |
| 1 |
5 → 3f → 4f | 0.0664f | 0.0664f | 0 |
| 1 |
6 → 3.6f → 4f | 0.0664f | 0.0664f | 0 |
| 1 |
6 → 3.6f → 4f | 0.0664f | 0.0664f | 0 |
| 1 |
6 → 3.6f → 4f | 0.0664f | 0.0664f | 0 |
| 1 |
2 → 1.2f → 1f → 2f | 0.0332f | 0.0332f | 0 |
| 1 |
9 → 5.4f → 5f → 6f | 0.1006f | — | — |
| 1 |
4+5=9 → 5.4f → 5f → 6f | 0.1006f | — | — |
280.15%▲ (same value as Burst) |
80 → 48f | 0.80048f | — | — |
3![]() |
3+2=5 → 3f → 4f | 0.0664f | 0.0664f | 0 |
3![]() |
5+2=7 → 4.2f → 4f | 0.0664f | 0.0664f | 0 |
3![]() |
2+5=7 → 4.2f → 4f | 0.0664f | 0.0664f | 0 |
3![]() |
2+3+2=7 → 4.2f → 4f | 0.0664f | 0.0664f | 0 |
1![]() |
2+3+2=7 → 4.2f → 4f | 0.0664f | 0.0664f | 0 |
3![]() |
5+3=8 → 4.8f → 5f → 6f | 0.1006f | 0.1006f | 0 |
3![]() |
5+3=8 → 4.8f → 5f → 6f | 0.1006f | 0.1006f | 0 |
1![]() |
5+3=8 → 4.8f → 5f → 6f | 0.1006f | 0.1006f | 0 |
3![]() |
5+5=10 → 6f | 0.1006f | 0.1006f | 0 |
3![]() |
3+6+5=14 → 8.4f → 8f | 0.1338f | 0.1338f | 0 |
3![]() |
4+5+3+4=16 → 9.6f → 10f | 0.16610f | 0.16610f | 0 |
3![]() |
15+2=17 → 10.2f → 10f | 0.16610f | 0.16610f | 0 |
3![]() |
10+3+4=17 → 10.2f → 10f | 0.16610f | 0.16610f | 0 |
3![]() |
13+5=18 → 10.8f → 11f → 12f | 0.20012f | 0.20012f | 0 |
3![]() |
15+4=19 → 11.4f → 11f → 12f | 0.20012f | 0.20012f | 0 |
3![]() |
4+5+6+4=19 → 11.4f → 11f → 12f | 0.20012f | 0.20012f | 0 |
3![]() |
13+5=18 → 10.8f → 11f → 12f | 0.20012f | 0.20012f | 0 |
4![]() |
13+5+2=20 → 12f | 0.20012f | 0.20012f | 0 |
3![]() |
5+6+6+4=21 → 12.6f → 13f → 14f | 0.23314f | 0.23314f | 0 |
4![]() |
5+6+6+4+2=23 → 13.8f → 14f | 0.23314f | 0.23314f | 0 |
4![]() |
5+6+6+4+13=34 → 20.4f → 20f | 0.33320f | 0.33320f | 0 |
4![]() |
5+6+6+4+2+13=36 → 21.6f → 22f | 0.36622f | 0.36622f | 0 |
3![]() |
5+6+6+5=22 → 13.2f → 13f → 14f | 0.23314f | 0.23314f | 0 |
4![]() |
5+6+6+5+2=24 → 14.4f → 14f | 0.23314f | 0.23314f | 0 |
4![]() |
5+6+6+5+13=35 → 21f → 22f | 0.36622f | 0.36622f | 0 |
4![]() |
5+6+6+5+2+13=37 → 22.2f → 22f | 0.36622f | 0.36622f | 0 |
| 3 |
24 → 14.4f → 14f | 0.23314f | — | — |
| 3 |
6+6+12=24 → 14.4f → 14f | 0.23314f | — | — |
| 3 |
12+12=24 → 14.4f → 14f | 0.23314f | — | — |
| 3 |
1.5×24.36%=0.37 → 22.2f → 22f | 0.36622f | — | — |
4![]() |
2+2=4 → 2.4f → 2f | 0.0332f | 0.0332f | 0 |
4![]() |
2+2=4 → 2.4f → 2f | 0.0332f | 0.0332f | 0 |
4![]() |
3+2=5 → 3f → 4f | 0.0664f | 0.0664f | 0 |
4![]() |
4+2=6 → 3.6f → 4f | 0.0664f | 0.0664f | 0 |
4![]() |
5+2=7 → 4.2f → 4f | 0.0664f | 0.0664f | 0 |
| 4 |
5+12=17 → 10.2f → 10f | 0.16610f | — | — |
| 4 |
5+12+1=18 → 10.8f → 11f → 12f | 0.20012f | — | — |
| 4 |
24+2=26 → 15.6f → 16f | 0.26616f | — | — |
| 4 |
≥100% → 60f | 1.00060f | — | — |
| 6 |
1 → 0.6f → 1f → 2f | 0.0332f | — | — |
| 6 |
2+3+2=7 → 4.2f → 4f | 0.0664f | — | — |
| 6 |
3+6+2=11 → 6.6f → 7f → 8f | 0.1338f | — | — |
| 6 |
6+12=18 → 10.8f → 11f → 12f | 0.20012f | — | — |
| 6 |
17 → 10.2f → 10f | 0.16610f | — | — |
| 6 |
1.5×3.45%=0.05 → 3f → 2f | 0.0332f | — | — |
- 1It only gets shorter in 2-frame steps
- 2A Buff applied mid-charge takes effect immediately
- 3With 2 or more Charge Speed values: group the same values, round each % to a whole number and add them. Each time the total reaches 2, 5, 8, 11, 15, 18, 21, 25, 28, 31, 35, 38, 41, 45, 48, 51, 55, 58, 61, 65, 68, 71, 75, 78, 81, 85, 88, 91, 95, 98, it gets 0.033 s shorter (at 98 it is 1.000 s shorter and fires without charging)
- 4Cubes and skills are added too; adding them never makes it slower
- 6Not yet confirmed by measurement (collecting data)
7Boundaries of each step (which total and which combination gets 1 step faster)
- This is not perfect yet, so we will keep collecting measurements to improve the accuracy. These values come from all combinations using the current calculation (1.0 s charge). Only some of the boundaries have been checked in-game so far (⑥).
- How to read the tables: if the total % is below "Lowest total that reaches it", that step is not reached. If it is above "Highest total that does not reach it", it is reached. In between, it depends on the combination and is decided by the whole-number total (2, 5, 8, 11, 15, 18, 21, 25, 28, 31, 35, 38, 41, 45, 48, 51, 55, 58, 61, 65, 68, 71, 75, 78, 81, 85, 88, 91, 95, 98).
- The gaps between steps go 3, 3, 4 because 1 step (2 frames = 0.033 s) equals 10÷3 in whole numbers. Since only whole numbers are counted, 3, 3, 4 (10 in total = 0.1 s = 3 steps) repeats. The 4 appears where the ones digit goes from 1 to 5, as in 11→15, 21→25, 31→35.
- By calculation the first step is at 1, but equipment is at least 2 (1.98% → 2), so it is written as 2. A total of 1 happens only with
1.06% alone (unverified, ⑥). - How the
is added has not been confirmed by measurement yet, so the
table in particular is a prediction from the calculation. - Values that gain when duplicated (+1 compared with rounding each separately): 2.28, 3.45, 4.33 from 2 copies, 5.21 from 3 copies, 3.16 only with 4 copies. 3.45 gives +2 with 4 copies.
- Values that lose when duplicated (−1): 2.57, 4.63, 5.51 from 2 copies, 3.75, 5.80 from 3 copies, 2.86 only with 4 copies. 2.57 and 5.51 give −2 with 4 copies.
- Values that do not change when duplicated: 1.98, 4.04, 4.92, 6.09.
- Most boundary combinations can be explained by these gains and losses. For example, 2.28×2 + 2.57 (7.13%) reaches the step, but 2.28 + 2.57×2 (7.42%), with a higher total, does not.
Equipment without duplicate values
| Time saved | Whole-number total | Lowest total that reaches it | Highest total that does not reach it |
|---|---|---|---|
| 0.033 | 2 | 1.98% (1.98) | — (always reached with 1) |
| 0.066 | 5 | 4.55% (1.98 + 2.57) | 4.33% (4.33) |
| 0.100 | 8 | 7.20% (2.57 + 4.63) | 7.78% (3.45 + 4.33) |
| 0.133 | 11 | 10.06% (1.98 + 2.57 + 5.51, etc.) | 10.94% (2.28 + 3.45 + 5.21, etc.) |
| 0.166 | 15 | 13.81% (1.98 + 2.57 + 3.75 + 5.51, etc.) | 15.27% (2.28 + 3.45 + 4.33 + 5.21) |
| 0.200 | 18 | 16.46% (2.57 + 3.75 + 4.63 + 5.51) | 17.91% (2.28 + 4.33 + 5.21 + 6.09, etc.) |
| 0.233 | 21 | 19.69% (3.75 + 4.63 + 5.51 + 5.80) | 20.55% (3.45 + 5.21 + 5.80 + 6.09, etc.) |
| 0.266 | 25 | Not reachable with equipment alone | — |
Equipment with duplicate values (0.033 is always reached, because a duplicate means 2 or more options)
| Time saved | Whole-number total | Lowest total that reaches it | Highest total that does not reach it |
|---|---|---|---|
| 0.066 | 5 | 4.56% (2.28×2) | 3.96% (1.98×2) |
| 0.100 | 8 | 7.13% (2.28×2 + 2.57) | 7.42% (2.28 + 2.57×2) |
| 0.133 | 11 | 9.99% (2.28×2 + 2.57 + 2.86) | 10.87% (2.28 + 2.57×2 + 3.45) |
| 0.166 | 15 | 13.80% (2.57 + 2.86×2 + 5.51) | 14.99% (2.28 + 3.45 + 4.63×2) |
| 0.200 | 18 | 16.74% (2.57 + 4.33×2 + 5.51) | 18.20% (3.45 + 4.33 + 5.21×2) |
| 0.233 | 21 | 19.68% (2.57 + 5.51 + 5.80×2) | 20.85% (3.45 + 5.80×3) |
| 0.266 | 25 | Not reachable with equipment alone | — |
With
(the total % includes the
2.12%)
| Time saved | Whole-number total | Lowest total that reaches it | Highest total that does not reach it |
|---|---|---|---|
| 0.033 | 2 | 2.12% ( | — |
| 0.066 | 5 | 4.69% (2.57 + | 4.40% (2.28 + |
| 0.100 | 8 | 7.55% (2.57 + 2.86 + | 7.85% (2.28 + 3.45 + |
| 0.133 | 11 | 10.20% (2.57 + 5.51 + | 11.01% (2.28 + 3.16 + 3.45 + |
| 0.166 | 15 | 13.88% (2.28×2 + 2.57 + 4.63 + | 15.34% (2.28 + 3.16 + 3.45 + 4.33 + |
| 0.200 | 18 | 16.81% (1.98 + 2.57 + 4.63 + 5.51 + | 18.27% (2.28 + 3.45 + 4.33 + 6.09 + |
| 0.233 | 21 | 19.75% (2.57 + 3.75 + 5.51 + 5.80 + | 21.20% (3.45 + 4.33 + 5.21 + 6.09 + |
| 0.266 | 25 | 23.86% (4.63 + 5.51 + 5.80×2 + | 24.73% (5.21 + 5.80×3 + |
Charge Speed also affects how fast the Burst Gauge fills (burst speed). See Burst Speed + Mechanics for how burst speed works.
5. 30 FPS vs 60 FPS
The FPS button on each page is for matching your game's FPS setting. At 60, the following two things change (Charge Time and reload time do not).
- The attack interval of AR, SMG, and SG and the post-warm-up interval of MG become 1 frame shorter (e.g., AR goes from 10 to 12 shots per second).
- The rounding step for Attack Speed ▲ changes from 2 frames to 1 frame.
We also confirmed in the Shooting Range (60 FPS) that Charge Time does not change. With the same characters and the same equipment as in Arena, Maiden: Ice Rose with 4.92% + 2.57% charged 6 frames faster, and Trina with 2.28% + 3.45% + 1.98% charged 4 frames faster (with 1-frame steps, Maiden: Ice Rose would have been 5 frames).
Arena EX-S and Coop are fixed at 30 FPS. The default is 60 for Solo Raid, Union Raid, Tribe Tower, and Interception, and 30 for Solo Raid Museum and Story.
Even on 30 FPS pages, time is counted as 1 second = 60 frames (1 frame = about 0.0167 s). The "◯f" shown in the results uses the same unit. There are 3 reasons.
- Measurements are made by counting 60 fps recordings 1 frame at a time. Counting with the same ruler lets you compare the calculation and the measurements directly.
- Counting at 30 leaves fractions. The SG firing interval is 41 frames (20.5 when counted at 30). For this reason, odd frame counts can appear even on 30 FPS pages.
- Counting at 60, both the 30 FPS behavior and the 60 FPS behavior (such as the AR attack interval of 5 frames) can be written in whole numbers. The Charge calculation in section 4 also takes a simple form: "round, and if the result is odd, go up by 1."
6. Checked Against In-Game Measurements
The calculations of this tool are checked against values measured in the actual game. Damage is the number shown in the Shooting Range with the conditions (enemy Defense, Buffs, etc.) matched; speed is the frame count taken from 60 fps recordings (recordings often wobble by 1–2 frames, so it is the average of several measurements).
Where it does not match yet, we say so (speed rows as of 2026-10-10).
| Item | Compared with measurements |
|---|---|
| Damage / healing | Of values shown in the actual game ( test cases), match to the last digit, and all are within % error |
| Charge Speed (RL / SR) | All 45 cases measured in Arena (one Equipment option, with Cubes, multiple options, and with skills) and 2 cases measured in the Shooting Range (60 FPS) match (the rounding was rebuilt on 2026-10-10) |
| Attack Speed (AR / SMG / SG / MG) | All 6 points measured in Arena (30 FPS; Attack Speed ▲ from 0% to 88.32%) match. In the Shooting Range (60 FPS), a gap of less than 1 frame (on average) remains and is being investigated |
| Max Ammunition Capacity | All 3 measured cases match (Equipment options, skills, Cubes, and ▲ and ▼ at the same time) |
| Reloading Speed | Without Reloading Speed ▲, AR matches and SR differs by 3 frames (0.05 s). With ▲, the measured reload is longer (about 0.3 s at 74.04%), so the calculation is being revised |
The measurement records (screenshots and tables) are collected in the Debug view on the calculator pages (for supporters). Each time new measurements arrive, we compare them and, where they do not match, find the cause and fix the calculation.
7. FAQ
Q. Which damage calculator should I use?
Use the page with the same name as the content you are playing (table in section 1). To compare only Arena burst speed quickly, you can also use Arena EX.
Q. Why doesn't it match the damage in the actual game?
Results change a lot with conditions such as the enemy's Defense, hit rate, and how often core hits land, so set them close to the actual battle.
Nikkes shown as "Skill not yet" in the slot are calculated without their skill effects.
Q. Can I save the teams I make?
Yes. You can keep them on each page's save panel (stored in this browser, separately for each page). Arena EX-S uses the same saves as Arena EX.
With the "Save" button, you can also send the current state of the 5 Nikkes to Custom (Current / Ideal) on each character's page.
Q. What is the "Data updated" date?
It is the date the character, skill, and pick rate data was last updated. Skills are implemented starting with the Nikkes that have the highest pick rates.
Related Pages
- Burst Speed + Mechanics — how the Burst Gauge and burst speed work
- Solo Raid Score Data — Solo Raid pick rates and scores
- Characters — all characters and a page for each
Burst)











