A breakdown of Nikke's cover-shooting combat, the Burst gauge, and how burst rotation turns five characters into one synergized team.
- Combat is real-time cover shooting: you tap-and-hold to duck behind cover to reload and survive, then peek to fire and aim manually at weak points.
- Attacking fills a shared Burst gauge; when full you chain a Burst I unit into a Burst II into a Burst III to open a limited-time Full Burst damage window.
- The number in a Nikke's skill (Burst I/II/III) is her stage in that chain, so team-building is really about covering all three stages plus cooldowns.
- Burst cooldowns (typically ~20/40/60s or unit-specific) determine how often you can re-enter Full Burst, which is where most damage and buffs land.
- Roles map to the loop: Attackers deal damage, Supporters buff and generate burst energy, Defenders provide survivability and (with Crown) huge buffs.
- Weapon classes (SMG, AR, sniper, rocket launcher, shotgun, minigun) change range, reload and ideal targets; snipers and rockets favor burst-window nukes.
- Treat Burst as a tool, not a cooldown button: sometimes hold it for the dangerous wave, sometimes pop it early to stop enemies snowballing.