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Character guide · Electro Pistols DPS

Rebecca

Electro Pistols guide - Stats, talents, sequences, build notes, and team data.

Rebecca is a 5-star Electro Pistols character in Wuthering Waves. This page covers her stats, talents, sequences, tested weapon rankings, Echo setup, damage notes, and team data.

Element: Electro Weapon: Pistols Rarity: 5★ Version: 3.4
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Rebecca character artwork

Overview

Base stats

HP 11600
ATK 400
DEF 1173
Max Energy 125
Crit Rate 5%
Crit DMG 150%
Healing Bonus 0%
Electro DMG Bonus 0%
Tune Break Boost 10
Off-Tune Buildup Rate 100%

Talents

Talent descriptions & multipliers

Talent priority

Normal Attack Recommended levelLv. 10
Resonance Skill Recommended levelLv. 6
Forte Circuit Recommended levelLv. 10
Resonance Liberation Recommended levelLv. 10
Intro Skill Recommended levelLv. 6

Normal Attack

Mix-'n'-Match

Basic Attack -

Perform up to 3 consecutive attacks, dealing Electro DMG.

Heavy Attack -

Hold Normal Attack to continuously fire at enemies at the cost of STA, dealing Electro DMG, considered Basic Attack DMG.

- Hold and then release Normal Attack while Rebecca is not casting Tactical Dodge - to cast Heavy Attack - Eat Lead!:

Heavy Attack - Eat Lead!:

Deal Electro DMG.

Comin' in Hot! -

Somersault in mid-air and land.

Keep holding Normal Attack after casting this skill to follow up with Heavy Attack - without consuming STA.

Mid-air Plunging Attack -

Consume STA to perform a Plunging Attack, dealing Electro DMG.

Dodge Counter -

Press Normal Attack shortly after a successful Dodge to strike the target, dealing Electro DMG.

Tactical Dodge -

Press Dodge to attack the target while dodging, dealing Electro DMG.

Can be cast during the following actions (while on the ground):

- Performing Basic Attack - .

- Performing Heavy Attack - .

- Performing Heavy Attack - Eat Lead!:

- Casting Comin' in Hot! - .

- Casting Tactical Dodge - .

- Casting Resonance Skill.

- Casting Intro Skill.

Additional Electro DMG is dealt upon a successful Dodge during Tactical Dodge - .

Keep holding Normal Attack after casting this skill to follow up with Heavy Attack - without consuming STA.

Basic Attack -

Perform up to 3 consecutive attacks, dealing Electro DMG.

Casting Tactical Dodge - does not reset Basic Attack - 's attack cycle within a certain time.

Heavy Attack -

Consume STA and attack the target, dealing Electro DMG.

Mid-air Plunging Attack -

Consume STA to perform a Plunging Attack, dealing Electro DMG.

Dodge Counter -

Press Normal Attack shortly after a successful Dodge to strike the target, dealing Electro DMG.

Tactical Dodge -

Press Dodge and attack the target while dodging, dealing Electro DMG.

Can be cast during the following actions (while on the ground):

- Performing Basic Attack - .

- Casting Tactical Dodge - .

- Casting Resonance Skill.

- Casting Intro Skill.

Additional Electro DMG is dealt upon a successful Dodge during Tactical Dodge - .

Multipliers Lv. 10

Open this panel to load exact values.

Resonance Skill

Tactical Tweaks

Resonance Skill - It's Big Boomin' Time!

Press Resonance Skill when in the mode to close the distance and spray lead at enemies, then switch to the mode to blast the target, dealing Electro DMG.

Resonance Skill - Come 'n' Get Me!

Press Resonance Skill when in the mode to spray lead at the enemy, then use recoil from shooting the ground to close the distance and switch to mode to continue the barrage, dealing Electro DMG.

Press or hold Normal Attack when close to the ground shortly after casting this skill to follow up with Comin' in Hot! - .

Multipliers Lv. 10

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Forte Circuit

Gloves Are Comin' Off!

Switch Gears!

Upon casting Resonance Skill or Intro Skill, Rebecca can freely switch between the and modes.

- The mode increases Rebecca's Crit. DMG by 30%.

- The mode allows Rebecca to ignore 15% of the target's DEF.

By default, Rebecca starts in the mode.

Rebecca inflicts upon dealing damage to the targets through the following skills. The same skill can trigger this effect once every 3s:

Intro Skill - Yo, It's Big Boomin' Time!, Intro Skill - Hey, Leadhead, Come 'n' Get Me!, Heavy Attack - Rat-tat-tat!: , Heavy Attack - Bang-bang-bang!: , and Resonance Liberation - BOOM! Fireworks!.

Hack Response - Meltdown

Deal Electro DMG to all targets affected by Hack - Interfered within the range, considered Hack DMG.

Heavy Attack - Rat-tat-tat!:

At 120 points of , Heavy Attack - is replaced with Heavy Attack - Rat-tat-tat!: . Hold Normal Attack to cast Heavy Attack - Rat-tat-tat!: , which consumes all to pull in nearby targets and deal Electro DMG, considered Basic Attack DMG.

During Heavy Attack - , if is at 120 points and Rebecca is not in the action of Tactical Dodge - , release Normal Attack to cast Heavy Attack - Rat-tat-tat!: .

Heavy Attack - Bang-bang-bang!:

At 120 points of , Heavy Attack - is replaced with Heavy Attack - Bang-bang-bang!: . Hold Normal Attack to cast Heavy Attack - Bang-bang-bang!: , which consumes all to pull in nearby targets and deal Electro DMG, considered Basic Attack DMG.

Rebecca can hold up to 120 points of .

Normal Attacks restore upon damaging the target.

Resonance Skill restores upon damaging the target.

When is gained by casting Intro Skill - Yo, It's Big Boomin' Time! or Intro Skill - Hey, Leadhead, Come 'n' Get Me!, Rebecca restores 50 points of .

Rebecca can hold up to 120 points of .

Regenerates over time at a rate of 10 points per second.

Casting Heavy Attack - Rat-tat-tat!: or Heavy Attack - Bang-bang-bang!: restores 40 points.

At 120 points of , casting Intro Skill - Yo, It's Big Boomin' Time!, Intro Skill - Hey, Leadhead, Come 'n' Get Me!, Resonance Skill - It's Big Boomin' Time!, or Resonance Skill - Come 'n' Get Me! grants the following effects for 12s:

Rebecca simultaneously gains the Stat Bonuses of both the and modes, regardless of which mode she's currently in.

cannot be restored during this period and is consumed by 10 points per second.

Multipliers Lv. 10

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Resonance Liberation

Party 'til Dawn!

Switching to mode generates a field of Stagnation for 9.5s, in which:

Rebecca fires the automatically, dealing Electro DMG, considered Basic Attack DMG, while accumulating . Press or hold Normal Attack or press Resonance Liberation at intervals after Rebecca starts firing to enhance her 's firepower and accumulate faster. This effect can be triggered up to 2 times.

- The machine gun will only auto-lock onto the enemy closest to the crosshair in the aim down sight.

- Rebecca is immobile when firing the and gains 50% DMG Reduction and Immunity to Interrruption.

Rebecca can hold up to 90 points of .

Hitting targets with the standard firepower grants 2 points.

Hitting targets with the enhanced firepower grants 4 points.

Hitting targets with the twice-enhanced firepower grants 6 points.

BOOM! Fireworks!

After mode ends or when is maxed, BOOM! Fireworks! is automatically cast, dealing Electro DMG. Casting BOOM! Fireworks! ends .

- Hold Resonance Liberation while in mode to immediatly cast BOOM! Fireworks!.

- Leaving the mode removes all .

Multipliers Lv. 10

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Intro Skill

My Turn!

Yo, It's Big Boomin' Time!

When in the mode, upon casting Intro Skill, Rebecca approaches the enemy and sprays lead with , then switches to the mode to blast the target, dealing Electro DMG.

Hey, Leadhead, Come 'n' Get Me!

When in the mode, upon casting Intro Skill, Rebecca approaches the enemy using the recoil of from shooting the ground and switches to the mode to spray lead at the enemy, dealing Electro DMG.

Press or hold Normal Attack when close to the ground shortly after casting this skill to follow up with Comin' in Hot! - .

Multipliers Lv. 10

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Outro Skill

Preem Choom

Summon a turret that continuously attacks enemies for 14s, dealing 2.5% Electro DMG each hit.

The incoming Resonator gains Edgerunner Bonds, granting 15% All DMG Amplification for 14s. Resonators with Edgerunner Bonds gain 1 stack of Overlimit every 0.2s, each stack granting 0.5% Heavy Attack DMG Amplification, up to 35% (Lucy automatically receives max stacks when her Edgerunner Bonds is active). Switching to another Resonator ends Edgerunner Bonds and Overlimit early.

Lucy can enhance the turret, increasing its DMG Multiplier by 250%, but its on-field duration will be lowered to 4s.

Multipliers Lv. 10

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Tune Break

Hack - Meltdown

When the target's Off-Tune Level is full, Rebecca can cast Tune Break on the target.

Rebecca can inflict and respond to Hack - Interfered on targets.

Responding to Hack - Interfered: When any Resonator in the team deals Tune Break DMG and inflicts the Hack - Interfered, Rebecca triggers Hack - Meltdown on the target. Each target can be damaged by this skill up to once every 8s.

Inherent Skill I

Tag, You're It!

ATK is increased by 10% for 12s when is triggered, or when Heavy Attack - Rat-tat-tat!: or Heavy Attack - Bang-bang-bang!: is cast, stacking up to 2 times.

When a Resonator in the team inflicts , their Tune Break Boost is increased by 30 for 30s.

Inherent Skill II

Left an Opening!

Heavy Attack - Rat-tat-tat!: and Heavy Attack - Bang-bang-bang!: gain increased resistance to interruption.

When Rebecca casts Resonance Liberation - Party 'til Dawn!, the ATK of all nearby Resonators in the team is increased by 20% for 30s.

Sequences

Sequence value

S1

Try Not to Get in the Way!

The DMG Multipliers of the following skills are increased by 50%:
- Basic Attack - , Heavy Attack - , Tactical Dodge - , and Dodge Counter -
- Basic Attack - , Tactical Dodge - , Dodge Counter - .
When is triggered, Rebecca gains 3 additional stacks of Street Smarts for 12s. Upon performing Tactical Dodge - or Tactical Dodge - , if Rebecca has sufficient Street Smarts stacks, 1 stack will be consumed to restore 20 STA.
Resonance Liberation BOOM! Fireworks! is immune to interruption.

Why it matters

Not Available

S2

Oh, Hey Choom!

Casting Intro Skill - Yo, It's Big Boomin' Time!, Intro Skill - Hey, Leadhead, Come 'n' Get Me!, or Resonance Liberation - Party 'til Dawn! grants 20% All-Attribute DMG Bonus for all Resonators in the team for 30s.
When Resonators in the team inflict , they gain 15% All DMG Amplification for 30s.
regenerates twice as fast when Rebecca is out of combat.

Why it matters

Not Available

S3

Don't Sweat Your Six!

Rebecca's Resonance Liberation - Party 'til Dawn!, and Resonance Liberation - BOOM! Fireworks! gain 60% DMG Multiplier increase.
Rebecca's Resonance Liberation - Party 'til Dawn! gains 30% more explosion range.
Casting Intro Skill - Yo, It's Big Boomin' Time! or Intro Skill - Hey, Leadhead, Come 'n' Get Me! grants 120 points of .

Why it matters

Not Available

S4

Got Ya Covered!

Rebecca gains an additional 60% Stat Bonus increase from the effect.

Why it matters

Not Available

S5

Dreamin' on the Edge

Rebecca gains 20% Basic Attack DMG Bonus for 8s when she inflicts .

Why it matters

Not Available

S6

Maybe, Just Maybe...

Rebecca's Basic Attack DMG Bonus from every source is increased by 40%.
During Heavy Attack - Rat-tat-tat!: or Heavy Attack - Bang-bang-bang!: , Rebecca deals an additional instance of Electro DMG equal to 900% of her ATK, considered Basic Attack DMG.
Rebecca recovers an additional 20 points of when she is casting Heavy Attack - Rat-tat-tat!: or Heavy Attack - Bang-bang-bang!: .
When Rebecca takes a fatal blow, she does not fall to the damage and instead restores fixed 2077 HP for 5 times immediately. This effect is triggered once every 10 min.
When Rebecca stays out of combat for more than 4s, she restores 120 points of . This effect is triggered once every 4s.

Why it matters

Not Available

Sequence damage comparison

S0
100%
S1
105%
S2
122%
S3
154%
S4
169%
S5
178%
S6
196%

Build

Build targets

Sub-stat priority

  1. 1Crit Rate
  2. 2Crit DMG
  3. 3ATK%
  4. 4Basic Attack DMG Bonus
  5. 5Energy Regen

Build targets

ATK2320Electro / Electro
ATK2590Electro / ATK
Crit Rate75.5%
Crit DMG303%
Energy130%+
Basic Attack DMG20-35%

Weapon comparison

Relative damage

Cost 4 Crit DMG or Crit Rate is shown per weapon exactly as recorded in Rebecca's existing comparison.

1

Skull Thrasher R5

ATK 500Crit DMG 72%

118.35%Cost 4 Crit DMG
Weapon effect
Increases ATK by 24%. Casting Intro Skill grants 48% Basic Attack DMG Bonus to the wielder for 14s. Inflicting Hack - Shifting grants 24% Basic Attack DMG Bonus to the wielder for 14s, and increases the ATK of Resonators in the team by 48% for 30s. Effects of the same name do not stack.
2

Skull Thrasher R1

ATK 500Crit DMG 72%

100%Cost 4 Crit DMG
Weapon effect
Increases ATK by 12%. Casting Intro Skill grants 24% Basic Attack DMG Bonus to the wielder for 14s. Inflicting Hack - Shifting grants 12% Basic Attack DMG Bonus to the wielder for 14s, and increases the ATK of Resonators in the team by 24% for 30s. Effects of the same name do not stack.
3

Static Mist R1

ATK 587Crit Rate 24.3%

84.62%Cost 4 Crit Rate
Weapon effect
Increases Energy Regen by 12.8%. When Outro Skill is released, increases the switched-in Resonator's ATK by 10%, stacking up to 1 time(s). This effect lasts for 14s.

Echoes

Main stats

Echoes 1

Shadow of Shattered Dreams & Void Thunder & Reel of Spliced Memories

Shadow of Shattered Dreams
Void Thunder
Reel of Spliced Memories
Sonata effect
Shadow of Shattered Dreams · 1 piece

1 SetInflicting Hack - Shifting on the target grants 35% Basic Attack DMG Bonus and Heavy Attack DMG Bonus for 15s.

Void Thunder · 2 pieces

2 SetElectro DMG +10%.

5 SetUpon using Heavy Attack or Resonance Skill, Electro DMG increases by 15%, stacking up to 2 times, each stack lasting for 15s.

Reel of Spliced Memories · 2 pieces

2 SetATK +10%.

5 SetInflicting Tune Rupture - Shifting or Tune Strain - Shifting on enemies increases the Tune Break Boost of Resonators in the team by 20 for 30s. Effects of the same name do not stack.

Main Echo
Reminiscence - Nightmare: Adam Smasher

Cast Echo Skill to deal 16 instances of Physical DMG equal to 10.26% of ATK. When Lucy or Rebecca has this Echo equipped in the main slot, Crit. Rate is increased by 15%, and they unlock special Echo Skills. Lucy's special Echo Skill deals Spectro DMG equal to 273.60% of ATK. Rebecca's special Echo Skill fires missiles, dealing 16 instances of Electro DMG equal to 17.10% of ATK.

Cost 4Crit Rate
Cost 3Electro / ATK
Cost 3Electro
Cost 1ATK
Cost 1ATK
Echo stat comparisons
1× Cost 4 Crit Rate · 2× Cost 3 Electro · 2× Cost 1 ATK100%
1× Cost 4 Crit Rate · 1× Cost 3 ATK · 1× Cost 3 Electro · 2× Cost 1 ATK97.50%
1× Cost 4 Crit DMG · 2× Cost 3 Electro · 2× Cost 1 ATK84.62%
1× Cost 4 Crit DMG · 1× Cost 3 ATK · 1× Cost 3 Electro · 2× Cost 1 ATK82.34%

Teams

Current Team DPS teams

Teams

Teams are loaded from the current validated Team DPS projection. The DPS shown is the average across three rotations, and future Team DPS updates appear here automatically.

Current teams load only when this section is reached.

Calculations

Damage breakdown

Basic Attack64.62%
Tune Break24.81%
Intro4.03%
Resonance Skill3.52%
Echo1.58%
Outro1.44%

This breakdown preserves the tested damage distribution from Rebecca's existing page.

Character synergies

Review

Rebecca review

Review updated:

Rebecca is a free 5-Star Electro Pistols character from the Cyberpunk: Edgerunners collaboration in Version 3.4. Her main role is as Lucy's dedicated partner. Her Outro, Edgerunner Bonds, grants the incoming character 15% All DMG Amplification plus up to 35% Heavy Attack DMG Amplification, and Lucy receives the strongest version instantly. Beyond Lucy, Rebecca is a sub-DPS for Heavy Attack carries. She takes the field as a Basic Attack damage dealer, switches between Huntress and Guts modes, manages Fervor and Hot Hand, then leaves a turret behind through her Outro.

Her personal contribution is substantial for a sub-DPS: roughly 20%–23% of team damage in tested Xuanling teams and 27%–36% in tested Lucy teams.

The live Team DPS section is the authority for Rebecca's current tested compositions, ordering, DPS values, and rotations. It updates from the validated Team DPS projection instead of freezing those values in this review.

Quick Verdict

Build Rebecca because she is free. She is Lucy's main sub-DPS, and every tested Lucy team uses her. Her second proven role is as a free Xuanling sub-DPS, and in principle she can support any Heavy Attack carry. Her S0 kit is complete and her tested teams perform well. She is role-dependent rather than dependent on a rare partner: Heavy Attack damage is the requirement, while Lucy is simply the character who uses her full package best.

Rebecca's meaningful team sequence is S2; S3 is her largest personal damage jump. Her signature weapon is useful but not required, and the standard 5-Star pistol is enough for a strong free setup.

Best teams8/10 — Lucy uses every part of her kit, and all tested Lucy teams pair them together
General teams7/10 — a strong Heavy Attack specialist with a proven Xuanling role, but not a universal sub-DPS
F2P valueExcellent — free 5-Star, complete at S0, and effective with the standard-banner pistol
Whale valueModest — most sequences increase Rebecca's personal damage; S2 is the main team-wide upgrade

How Rebecca Works

Huntress and Guts

Rebecca has two combat modes. Huntress grants 30% Crit DMG, while Guts lets her ignore 15% of the target's DEF. She switches mode whenever she uses her Resonance Skill or Intro and starts in Huntress by default. A standard rotation begins with an Intro that puts her in Guts, then one Resonance Skill returns her to Huntress before she leaves the field.

Fervor and the Forte Heavy Attack

Fervor holds up to 120 points. Basic Attack and Resonance Skill hits build it, while the Intro's A Girl Gets What She Wants! grants 50 points. At 120, her Heavy Attack becomes Rat-tat-tat!: Huntress or Bang-bang-bang!: Guts. The barrage pulls nearby enemies inward, consumes all Fervor, deals Basic Attack damage, and generates Concerto Energy. In the tested rotation, hold and release Heavy Attack at the listed point.

Hot Hand

Hot Hand also holds up to 120 points, regenerates 10 points per second, and gains 40 points from the Forte Heavy Attack. Using an Intro or Resonance Skill at 120 triggers A Girl Gets What She Wants! for 12 seconds. Rebecca receives both mode bonuses at once while Hot Hand drains and cannot be refilled. It naturally refills between rotations, so her Intro triggers the state each time; the Intro's 50 Fervor also shortens later rotations.

Resonance Liberation and Outro

Party 'til Dawn! mounts the Mk. 31 HMG for up to 9.5 seconds. Every hit counts as Basic Attack damage, and timed Normal Attack or Liberation inputs build Overload up to 90 and enhance the fire. Rebecca is immobile during it but receives 50% damage reduction and interruption immunity. At the end or at maximum Overload, BOOM! Fireworks! fires automatically; holding Liberation ends it early, while leaving early removes the accumulated Overload. The tested input ends the Liberation and immediately uses Outro so the finisher lands as Rebecca leaves. Her Inherent Skill also gives the team 20% ATK for 30 seconds when she casts the Liberation.

Her Outro leaves Preem Choom for 14 seconds and grants Edgerunner Bonds to the incoming Resonator for 14 seconds: 15% All DMG Amplification, plus Overlimit stacks every 0.2 seconds that add 0.5% Heavy Attack DMG Amplification each, up to 35%. A normal carry needs the full 14 seconds to reach 35%, so early hits receive less. Lucy receives the maximum instantly and enhances the turret to 250%, but the duration becomes 4 seconds. Edgerunner Bonds ends when its holder swaps, so it is not compatible with quick-swap play.

Hack interaction

Rebecca's Intros, Forte Heavy Attack, and BOOM! Fireworks! inflict Hack - Shifting. When a teammate's Tune Break inflicts Hack - Interfered, Rebecca answers from off-field with Hack Response - Meltdown, once per target every 8 seconds. Her Inherent Skill also gives a teammate who inflicts Hack - Shifting 30 Tune Break Boost for 30 seconds. The tested Lucy and Mornye variant can trigger Meltdown twice in its second rotation: once after Rebecca's Intro and once near the end of Lucy's field time. Lucy can inflict Hack - Shifting too.

Tested rotations

First rotation — about 9.6 seconds:

Intro > Echo > Basic 1, 2, 3 > Skill > Basic 1, 2 (hold Heavy at the end of Basic 2) > Heavy Attack (press and release) > Liberation > Outro

Later rotations — about 7.9 seconds:

Intro > Echo > Basic 1, 2, 3 > Skill > Heavy Attack (hold and release) > Liberation > Outro

The later rotation is shorter because the Intro provides 50 Fervor. In the Lucy and Mornye two-trigger variant, insert Tune Break after Rebecca's Intro in the second rotation only when Off-Tune is ready; the rest stays the same.

Build Priorities

Rebecca's tested damage profile is Basic Attack 64.62%, Tune Break 24.81%, Intro 4.03%, Resonance Skill 3.52%, Echo 1.58%, and Outro 1.44%. Both the Forte barrage and HMG count as Basic Attack damage. Heavy Attack buffs on Rebecca herself are therefore wasted.

Substats: Crit Rate > Crit DMG > ATK% > Basic Attack DMG Bonus > Energy Regen.

ATKAbout 2320 with Electro / Electro Cost 3, or 2590 with Electro / ATK
Crit RateAbout 75.5%
Crit DMGAbout 303%
Energy Regen130%+
Basic Attack DMG Bonus20%–35%

Talent levels: Normal Attack, Forte Circuit, and Resonance Liberation to Level 10; Resonance Skill and Intro to Level 6.

Echo setup: 1-piece Shadow of Shattered Dreams, whose Hack - Shifting condition grants 35% Basic and Heavy Attack DMG Bonus for 15 seconds; 2-piece Void Thunder for 10% Electro DMG Bonus; and 2-piece Reel of Spliced Memories for 10% ATK. Use Reminiscence: Nightmare: Adam Smasher as the main Echo. In a Lucy and Rebecca team it grants 15% Crit Rate and provides a multi-hit Echo attack.

The page's tested main-stat comparison is Crit Rate Cost 4 with two Electro Cost 3 at 100%, ATK / Electro at 97.50%, and Crit DMG Cost 4 at 84.62%. Rebecca is already saturated with Crit DMG, targets roughly 303%, and gains Crit Rate from Adam Smasher, so do not use a Crit DMG Cost 4.

Weapons: Skull Thrasher R1 is the 100% baseline, R5 reaches 118.35%, and Static Mist R1 reaches 84.62%. Skull Thrasher is her signature team weapon: after Hack - Shifting, it gives the team 24% ATK for 30 seconds at R1. It is strong but skippable. Static Mist supplies Energy Regen and passes ATK through Outro, making it a practical standard-banner option. Do not reduce Rebecca to a pure buffer; her personal damage share is what separates her from Mortefi.

Team Fit & Account Value

Lucy + Rebecca + Shorekeeper or Mornye is Rebecca's main home. Rebecca gives Lucy 15% All DMG Amplification and the instant maximum 35% Heavy Attack DMG Amplification, matching Lucy's tested 77.70% Heavy Attack damage profile. Lucy in return gives Rebecca 25% Basic Attack DMG Amplification, matching Rebecca's 64.62% Basic Attack share, plus 20% All DMG Amplification through Countermeasure Program when Hack - Shifting is present. Their mechanics are built to feed each other.

Xuanling + Rebecca + Suisui or Chisa is her proven secondary use. Rebecca amplifies Xuanling's tested 87.32% Heavy Attack share and contributes roughly 20%–23% of team damage herself. Xuanling's strongest tested team remains Xuanling, Chisa, and Suisui, so the Rebecca variants are lower; their account value is that a free Rebecca can release Chisa or Suisui for another team.

In principle, other Heavy Attack carries can use her, but opportunity cost matters. Mortefi and Iuno already compete for that role, and Rebecca variants for Jiyan or Augusta are not presently tested here. Do not build her for an untested pairing alone. Her tested Rebecca teams are strong, and she contributes much more personal damage than Mortefi.

Her limits are clear. A non-Heavy carry receives none of the Overlimit portion. A normal Heavy carry averages less than the 35% ceiling because the buff ramps over 14 seconds. Edgerunner Bonds disappears on swap. Her full Hack interaction also needs Tune Break plus Hack - Interfered, which Lucy currently supplies best. Rebecca is a specialist with one exceptional best friend, not a universal sub-DPS.

The live Team DPS section below the build data contains the current validated Rebecca teams and their exact rotations; use it for the latest comparison rather than treating this review's team overview as a frozen ranking.

Sequence Value

Rebecca is complete at S0. Her personal damage chart is S0 100% → S1 105% → S2 122% → S3 154% → S4 169% → S5 178% → S6 196%. Read that chart alongside her role: S2 is the only early node with major team value, while S3 is the largest personal jump.

  • S1 — Try Not to Get in the Way! (3/5): Raises the multipliers of the listed Basic, Heavy, Tactical Dodge, and Dodge Counter attacks by 50%. A Girl Gets What She Wants! also grants Street Smarts stacks that can refund Stamina on Tactical Dodge, and BOOM! Fireworks! gains interruption immunity. The chart reaches 105%; useful personal damage and comfort, not a team breakpoint.
  • S2 — Oh, Hey Choom! (5/5): Intro or Liberation grants the whole team 20% All-Attribute DMG Bonus for 30 seconds, and any teammate who inflicts Hack - Shifting gains 15% All DMG Amplification for 30 seconds. The chart reaches 122%. This is Rebecca's team-value stopping point.
  • S3 — Don't Sweat Your Six! (4/5): Raises the Liberation and BOOM! Fireworks! multipliers by 60%, expands the Liberation's explosion range by 30%, and makes Intro grant 120 Hot Hand. The chart jumps to 154%, Rebecca's largest personal increase.
  • S4 — Got Ya Covered! (3/5): Increases the copied mode bonuses from A Girl Gets What She Wants! by 60%: Huntress's 30% Crit DMG becomes 48%, and Guts's 15% DEF ignore becomes 24%. The chart reaches 169%.
  • S5 — Dreamin' on the Edge (2/5): Inflicting Hack - Shifting grants 20% Basic Attack DMG Bonus for 8 seconds. The chart reaches 178%; a small personal step.
  • S6 — Maybe, Just Maybe... (5/5): Increases Basic Attack DMG Bonus from every source by 40%, adds a 900% ATK hit to the Forte Heavy Attack, restores extra Hot Hand, adds a once-per-10-minute survival effect, and restores Fervor out of combat. The chart reaches 196%. It is a large personal capstone, not a necessary team upgrade.

Practical stopping points: S0 for the complete free character, or S2 for the main team upgrade. Continue only for Rebecca's personal damage, with S3 as the first meaningful target.

Pull Value

Rebecca is distributed for free, so there is no normal S0 pull decision. The real choice is whether her build deserves account resources and whether later sequences are worth pursuing.

Build Rebecca if:

  • You play Lucy; Rebecca is her dedicated partner, and every tested Lucy team uses them together.
  • You play Xuanling but want to keep Chisa or Suisui available for another team.
  • You need a second Heavy Attack buffer who also contributes meaningful personal damage.
  • You enjoy her Huntress and Guts gunplay enough to invest in a complete free S0 character.

Skip or delay building Rebecca if:

  • Your account has no Heavy Attack damage dealer; most of Edgerunner Bonds is then wasted.
  • Iuno or Mortefi already covers every Heavy Attack team you intend to play, and you need resources elsewhere.
  • You prefer quick-swap teams; Edgerunner Bonds ends as soon as its holder swaps.
  • You are considering sequences only for general account value; S2 is the team node, while the rest are mostly personal.

Materials

Exact totals come from the canonical material data.

Character materials

170,000Shell Credit
LF Mech Core
12×MF Mech Core
12×HF Mech Core
FF Mech Core
46×Nightmare Flashdrive
60×Past Reveries

Important skills

1,400,000Shell Credit
25×LF Mech Core
25×MF Mech Core
25×HF Mech Core
45×FF Mech Core
20×We Who Question
25×Incomplete Combustor
25×Aftertune Combustor
40×Remnant Combustor
55×Reverb Combustor

Max character and skills

2,235,100Shell Credit
29×LF Mech Core
67×MF Mech Core
52×HF Mech Core
61×FF Mech Core
26×We Who Question
46×Nightmare Flashdrive
60×Past Reveries
25×Incomplete Combustor
46×Aftertune Combustor
55×Remnant Combustor
67×Reverb Combustor

Videos

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