Rackam (Grand)

Table of Contents

Early Game Tier T4

Mid Game Tier T4

Late Game Tier T4

Rackam (Grand)
Rackam (Grand)
Analysis by Katayoku no Aria
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Stats

HP 1600
HP Rank
ATK 8000
ATK Rank
Element
Race
Specialty
Style

Overview

Rackam has honed his skills over his long journey across the skies, becoming a strong attacker capable of powerful attacks thanks to his impressive self-buffs for damage. He can also work to provide a more consistent stream of nuke damage as well from the low cooldown, low damage cap nukes he carries. While not the most substantial utility, Rackam’s ability to easily deal with enemies’ mode bars in overdrive makes him especially useful in breaking opponents to stop their special attacks.

Strengths

Strong damage buff

Rackham has a strong stackable damage buff that provides up to a 120% unique modifier attack boost. This comes along with buffs to damage caps for C.A.s and C.B.s to capitalize on his ability to hit cap fairly easily.

Strong bar break

Skills that drain bars are often negligible in comparison to others, but the strength of Rackam’s Duration II has enough impact to help a team easily break an enemy’s overdrive bar.

Consistent nuke damage

Even with low damage caps, the frequency at which Rackam can use his nukes with their low cooldowns makes him a consistent source of nuke damage. In addition to his nuke skill, his Double Tap buff comes with a bonus nuke attached to his attack, even if less frequent in use.

Weaknesses

Takes time to ramp

Though his attack buffs are powerful, it takes a number of turns for him to build up these stacks. This means that he can often feel weak if one does not take the time to work up his stacks from zero.

Drawbacks to buffs

Rackam’s Spitfire comes with a number of drawbacks that limit its usefulness. The first issue comes with its core functionality of being consumed on C.A., forcing him to stack it all over again. This is compounded with his inability to refresh his stacks after they reach max levels to stall his C.A. for to maintain his buffs. The last counterbalance, though not always negative, lies with the 10% charge bar cost on his Spitfire.

Lack of consistent multiattack buffs

While Rackam does come with a guaranteed DA buff, it has a negligible uptime of 1/5, making him lack a constant source of multiattack. The lack of reliable DATA needed to take advantage of his strong attacks makes him unreliable as a sustained attacker.

Full Analysis

While always preoccupied with repairs and piloting, our reliable navigator, Rackam, still finds himself helping out outside of his essential role to our crew. Honing his skills over his journey across the skies, he has made many advancements after embarking from Port Breeze. Even if his skills are fairly awkward, he can still act as a reasonably strong attacker for those in need of one with a massive unique modifier buff to his damage. To further his damage, Rackam also brings a consistent source of nukes and a turn of guaranteed DA, even if they are fairly minor improvements. When it comes to utility, Rackam does provide help in the form of a mode bar cut that, while not the most outstanding, can still work effectively in forcing an opponent into break.

Spitfire acts as the central skill for Rackam as the buff it provides is the focal point of his entire kit. The skill itself acts as a small nuke on a short 2 turn cooldown with a 10% Charge Bar cost. The 4 turn Spitfire buff granted by this is an amazing source of boons as his Punish Save passive grants improvements to his damage in general along with C.A. and C.B. caps. Each stack of Spitfire grants a 40% unique modifier attack boost, maxing out at a massive 120% unique modifier at 3 stacks along with 30% cap boosts to both his C.A. and team C.B. While these buffs may seem fairly colossal, they come with larger downsides than just the time taken to ramp, the biggest being that his C.A. consumes all stacks of his Spitfire. While one would think that this could be relieved for in compositions that can afford to hold team C.A.s, the unusual trait of Spitfire being unable to refresh its duration when applied at max stacks makes even this an issue.

On top of his Spitfire skill, he can also provide a stack of his special buff with his Double Tap skill, which grants an instance of his Spitfire nuke after his attack for the turn. It also provides 1 turn of guaranteed DA, but with a 5 turn cooldown, this buff does little to fix Rackam’s multiattack problems. When it comes to usage, it is important to note when to use Double Tap, as timing it can be fairly important in utilizing him properly. As a second source of applying Spitfire, it is often best used when needing to quickly ramp his buffs up. Saving it for after Rackam’s C.A.s is especially important in trying to quickly bring them back up after he consumes them. Outside of this, it can also be important to take into consideration in regards to Rackam’s charge gain as well; ramping up too fast can also cause issues with the buff falling off due to the aforementioned issue of Spitfire being unable to refresh it’s duration once reaching the max stack count. While this can be fixed with his Support EMP, it is still important to note until those nodes are taken.

As an outlet for taking advantage of his strong damage buffs, the Sleight of Hand passive he carries makes 70% of his shots into AoE attacks. This works to help him an effective attacker in encounters with multiple enemies. While not making up for his lack of multiattack, this still allows Rackam to scale his high damage numbers with multiple hits while acting in his niche of dealing with battles consisting of multiple enemies.

Durrrrrrrration may still seem inconsequential to a fight with all of the jokes surrounding it, but the high values present for this skill make it more notable than most characters with similar skills. While he still isn’t a standout, being able to send an enemy into break from overdrive more quickly still has value for both dangerous fights and certain team compositions. This can be especially valuable in fights with break resets as this can work to desync the resets with break, allowing for more leeway with skills like Break Assassin skills or with timing in between triggers.

Rackam is a powerful character held back by the negative traits of his otherwise powerful buffs. While still a reasonable attacker with his skills, he often needs significant support to work effectively. The strengths he has may be of value, but the lack of more potent utility or self-sufficiency and fluctuation of his damage output makes him a weaker choice than many of the powerhouses of Fire at all points of the game. Despite his pitfalls, he can still be a reasonable character for those willing to constantly work towards his Spitfire stacks and supply him with enough multiattack and charge bar to function.

Characters and Grid Options

Characters with multiattack buffs

  • Anila, Ghandagoza both come with a 30% boost to DA for Rackam to help support him as a sustained attacker. While their damage buffs are less relevant due to Rackam’s own strong buffs, It still helps greatly during periods where he has a low number of Spitfire stacks.
  • Tsubasa can grant Rackam a short burst of strong multiattack buffs on a similar cooldown to Rackham’s own buff. While that still only gives him coverage around half of the time, the extra Echo on Tsubasa is a notable boost to help Rackam circumvent damage cap that can be reached fairly easily with his Spitfire buffs. The pairing does have issues though, as Tsubasa pushes for his team to C.A. fairly often, which can be detrimental to Rackam’s damage.
  • Societte sacrifices her own damage to grant massive multiattack buffs to the team. While not always the best choice to use due to the loss of a character’s worth of damage, pairing her with hard hitters lacking in multiattack can help make up for this cost. Unfortunately, this pairing becomes less potent once damage cap is reached for Rackam, as he lacks tools to surpass it and the damage loss becomes more notable even with Societte granting a 10% echo.

Grid Options

  • Skill DMG Cap Up Weapons are fairly useful to Rackam as he will be forced to use his nukes often for his buffs, incidentally supplying a constant source of skill damage. Examples of this are a β Key Ultima and Ray of Zhuque Malus.
  • Multiattack Weapons are important as Rackam can hit fairly hard, but alone lacks the multiattack needed to be a viable sustained attacker. Since his only source of multiattack is a trivial DA buff for 1 turn, he appreciates weapons that give multiattack like Erichthonius and Fire of Prometheus, which help counteract this issue.

Gun Proficiency Team

There are a number of firearms experts lined up in the same crew that all work with similar goals to Rackam. Ilsa and Tien both benefit from Skill Damage Cap Up like Rackam, and they all heavily appreciate support from the Strife Key as every member of this team lacks self-sufficiency with respect to multiattack. Rackam can even help reduce the duration of enemy Overdrive so that both Ilsa and Tien can take advantage of the bonuses they get when the enemy is in Break. Even Aqours Third Years can help support this composition through additional survivability for dangerous encounters where some extra maneuvering may be required to reach the end of a fight.

EMP Suggestions

Skill DMG Cap ★★★ Skill DMG Cap ★★★ Double Attack ★★☆
Critical Hit ★★★ Critical Hit ★★★ Support Skill ★★★

Due to Rackam’s powerful damage buffs, he often does not need damage as much as multiattack support or ways to raise his damage cap. Damage boosts are still needed though for the turns where his buffs are still building up. Thus, Critical Hit nodes are still a good choice. While the Support Skill is useful for situations where one doesn't want to manage his stacks or rush C.A.s, it is still possible to take other nodes instead, depending on how many turns Rackam is expected to be attacking with 3 stacks of spitfire without using his C.A..

Ring Bonus Suggestions

1st Roll 2nd Roll
C.A. DMG Cap Triple Attack
Skill DMG Cap Double Attack
Critical Hit
Stamina

Rolls that improve his DATA are of high priority as all he has for multiattack support is his single turn of guaranteed DA. C.A. DMG Cap is a good choice in making use of his powerful buffs that allow him to cap his C.A. fairly easily despite his already raised cap from his Spitfire stacks. A reasonable alternative to this would be Skill DMG Cap as Rackam has to use his nukes often to build up stacks of Spitfire or damage boosting choices like Critical Hit or Stamina to help cover his damage while stacking up.

Extended Mastery Info

Extend Spitfire effect time

Style
ZenithAtk
500
800
1000
ZenithDef
5%
8%
10%
ZenithDebuffRes
5%
8%
10%
ZenithODA
5%
8%
10%
ZenithModeBar
5%
8%
10%
Race
ZenithAtk
500
800
1000
ZenithDef
5%
8%
10%
ZenithHP
250
500
750
ZenithDA
3%
5%
6%
ZenithCritHit
Small
Medium
Big
Individual
ZenithCritHit
Small
Medium
Big
ZenithSkillDmgCap
5%
8%
10%
ZenithSkillDmgCap
5%
8%
10%
ZenithModeBarCut
5%
8%
10%
ZenithSupportSkill
Lvl 1
Lvl 2
Lvl 3

Other Info

Voice Actor
Hiroaki Hirata
Gender
Male