Nikke Beginner’s Guide

A Comprehensive Beginner’s Guide for Goddess of Victory: NIKKE that would help many newcomers learn the game. This page contains:

  • Gameplay Mechanics & Tips
  • Team Building
  • Basic Game Knowledge
  • Your First & Final Goals

Always check the guide’s last updated date!

Starting Off

Before Proceeding, Decide Whether You Want to Reroll!

When you are first starting a game like NIKKE, which is built on FOMO, consider whether rerolling would be worthwhile for you.

NIKKE doesn’t employ the same gacha system seen in other gachas. Instead of having old units rerun, they are added into a “Standard Pool”. This makes most units that are not seasonal or limited obtainable by any player, new or old, which is good. However, the problem with this system is that the rate of pulling them outside their initial rate-up banners will be low, especially when you aim for Pilgrims/Over-specs (Nikke’s broken character faction, usually Light/Dark in old-fashioned gachas). Even with Wishlist, which narrows the number of Nikkes you can get from unlimited to just 20, it’s still unpredictable.

If you are a competitive player, especially if you plan to be F2P or just spend a little, rerolling for a head start is recommended because most of the renewable gem sources from mid to late game will be from competitive content. In fact, most Pilgrims/Over-specs are mandatory to enjoy the game to its fullest. That being said, the rerolling process is time consuming. Each reroll can take about 10-20 minutes depending on speed and whether you join the game during major events. Thankfully, you don’t need to clear/redownload data during the process. For more info, read the following guide:

Gameplay Mechanics

Positions

Before we go to team building, we need to first learn the game’s mechanics.

This game features a basic gameplay of shooting and killing enemies, just like you would encounter in a TPS (Third-Person Shooter) game. The difference is that you can't move your characters. They are stuck in any of the 5 positions, which you can set up in the team before combat. In the community, we refer to these positions as P1 → P5 (left to right). In the game, these positions are referred to as frontline (P1, P3, P5) and backline (P2, P4). For a beginner, these positions don't matter much, but you should know that there are Nikkes who require placement in a specific spot and bosses who attack in a certain order (from left to right, or vice versa).

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A Nikke in combat has two main positions: in cover and out of cover. When Nikkes are shooting, they will be out of cover (peeking). When a Nikke is out of cover, enemy attacks directed toward that Nikke will damage them. If the Nikke is not shooting and therefore is in cover, enemy attacks will hit the cover instead, and the Nikke will not take damage. However, the cover has a certain amount of HP, so they can be destroyed! To use cover, control the Nikke you want to cover and do not shoot (do not tap/click/hold the screen). You can also cover the whole team at the same time by pressing that Nikke's avatar again (mobile & PC) or Spacebar (PC only).

Tip: In this game, there is a technique called i-framing—used to dodge enemy attacks. You don't need to learn this for now, but we would like to let you know its existence because you will have to employ it sooner or later. Basically, enemy attacks are NOT actually directed toward a Nikke. They are directed toward the Nikke's snapshot position at the time of launch (cued by the blinking red circle). Abusing this allows you to deliberately "redirect" an enemy's attack to a Nikke's in-cover or out-of-cover coordinate and evade it by switching to the other position just before it lands. For demonstration, check out this video:

Skill Types

In combat, Nikke can use skills. There are three types of skills in this game:

Here are screenshots of

Rapi’s skills from our website:

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This is a passive skill. It has no cooldown.

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This is an active skill. It has a cooldown and triggers automatically every 20s, starting from the 20th second.

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This is a Burst Skill. It can be activated on command in a Burst Chain to deliver powerful effects.

Chaining Skills Into Full Burst

In combat, there is a term called Full Burst. Full Burst grants your team additional firepower through increased total damage multiplier and focus fire (controlling one Nikke to aim at something will cause all Nikke(s) to aim at that thing). Most skills also only activate when entering, inside, or exiting Full Burst. To achieve Full Burst (default duration: 10 seconds), you will need to successfully trigger the Burst 3 (B3) skill of any Nikke. However, before you can trigger the B3 of any Nikke, you will need to trigger B2 first, and B1 before that. Therefore, we can simplify the Burst Chain into:

Recharge Burst Gauge → B1 → B2 → B3 → Full Burst

In each Burst step above, only one Burst Skill of the correct category can be used, moving the chain to the next step. However, there are skills that repeat the same step (noted in skill description as "Re-enter B1/B2"). These units include

Tia,
Rupee: Winter Shopper
Rupee: Winter Shopper
, and
Alice: Wonderland Bunny
Alice: Wonderland Bunny
.

After the B3 skill is used, the team enters Full Burst for 10s (can be modified by certain skills). Then, Full Burst ends, and the cycle repeats (we usually refer to this as one rotation or one cycle; nomenclature may vary). When the cycle repeats, you will need to fill the Burst Gauge again (through Nikkes' shooting & landing attacks [note: must land], or certain skills) before you can start another Burst Chain. For your information, in later guides, we refer to the burst generation coefficients of Nikkes as simply "burst gen". "Low burst gen" means a Nikke is not good at generating Burst Energy.

Team Building: Use Burst Types to Make a Functional Team

Having understood how Burst Cycles work, now you know that teams must consist of B1, B2, and B3 if you want Full Burst. That's correct, but pay attention to Burst Skill cooldowns! There are 3 cooldown values in the game: 20s, 40s, and 60s. We can simplify these into 1 rotation, 2 rotations, and 3 rotations respectively. In a Burst Cycle, you will have to use one B1, one B2, and one B3 at least. This means you must also take the Burst Cooldown(s) into account because you don't want to get stuck with all units on the same Burst Step on cooldown. For example, running

Noise (40s CD) as your only B1 is bad, but
Liter
Liter
(20s CD) alone is good.

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Important!

Be careful of Re-Enter Burst Types too, as shown above! These repeat the same Burst Stage. For example,

Tia is a Re-Enter B1. Using her Burst Skill will require you to trigger another B1 again.

The most common formation in this game is B1-B2-B3-B3. You need at least two B3 because all B3 have a cooldown of 40s. The B1 and B2 here have a 20s cooldown. The last unit in this formation is called a FLEX because they are not part of the "main rotation". FLEXes can be a support or DPS, but usually you won't use their Burst Skill (you use some FLEXes' Burst Skills, however). There are also other formations that feature duos/trios. This is different—because now you don't have a FLEX. You are forced to bring those duos/trios together like married couples. Whether a team allows a FLEX or features a duo/trio doesn't matter as long as all units synergize well. Often, a FLEX is also called “an off-burst unit”. Look for these keywords when reading our guides or asking our community.

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This team works because

Liter is a 20s B1,
Nayuta
Nayuta
is a 20s B2, and you have 2+ 40s B3.

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This team doesn’t because it only has 1 40s B1.

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Neither does this (not enough B3).

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Or this… (

Tia is a re-enter B1, you need another 20s B1).

You can use our tool here to verify if your team works:

Pay extra attention to the warnings, e.g.:

Your Burst I units can't rotate properly. You need one 20s burst or at least two 40s burst units. 60s units won't work for rotations.

You only have 1 Burst Ill unit. You need 2 for proper rotations.

Game Knowledge

Types of Campaign Combat

Now that you've understood the fundamentals, let's go straight to Combat. In Nikke, two things are essential: survival & the death of enemies. If all your Nikkes are dead, you lose the stage/battle no matter what, and if you fail to kill all enemies before the time runs out (yes, there is a time limit), you also lose, except on Defense Stages. To make it less confusing, study the differences below:

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  • Destroy Stage: This is the most common stage type in Nikke, where enemies come in waves and you have to kill them fast while surviving. To clear this stage, you must kill the Boss mob that spawns in the Boss wave. If you have turned on the Attention setting, the game will "focus" your screen on the Boss mob when it spawns, zooming in. We recommend disabling it, though, because it can mess up with targeting.
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  • Defense Battle Stage: This is a Defense Stage where endless mobs continue to spawn (their patterns repeat and are therefore predictable). Your goal here is to prevent as many enemies as possible from entering the Wall on the right. A passed enemy will inflict a certain amount of integrity damage, and once the integrity HP is 0, you lose the stage. This type of Defense Stage is also the most likely to feature a Black Hole/Stun Rapture, which as you can guess, will gather/stun Raptures if killed. You win if the time runs out, and at least one Nikke survives, and the integrity HP is ≥1.
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  • Base Defense Stage: A variant of Defense Stage where endless mobs will continue to spawn. To finish this stage, you must dominate the Control Zone (progress is displayed at the top of screen) and achieve >50% control when the timer runs out, or you reach 100% control at any point, prematurely ending it. You control the zone when there are no Raptures in it (or if there is only one minor Rapture). Aerial Raptures usually do not count as Active Raptures (you can ignore and use them as wave stallers).

Mobs in this game may spawn based on time or on "number of Raptures dead from the previous wave exceeds X%". You can do what the community refers to as stalling by letting a mob stay alive longer than it should be to intentionally stall the time and prevent the next wave from coming (handy for waiting for Burst Skill(s) to cool down or preparing units who rely on stacks/ammo). This is a crucial technique that you will use as you progress in Campaign and fight at higher deficits.

It’s Okay to Skip

Defense Stages are generally harder to clear than Destroy Stages. It’s normal to skip or get stuck at them. Make sure to revisit once you’re stronger to get the Outpost Defense level (we’ll explain about that soon).

Campaign Deficit

As you progress in Campaign, your team's CP (or Power, but the community unanimously uses CP) will inevitably drop below the Recommended CP. When this happens, you will get hit with CP Deficit—which inflicts Stat Penalty. Yes! All your Nikkes' stats, such as HP, ATK, & DEF, will be reduced. This is fine and is an intended feature. You will have to push Campaign in deficits or ideally so. In fact, you need to push as far as possible before you get stuck because the more stages cleared = the higher your Outpost Defense level, which is your main resource faucet (we'll talk about this later). The fights will become harder and harder as you go on because the weaker stats will make the Raptures relatively stronger, but as long as you have good aim and do the optimization of the two discussed sections above, you can push far.

For more detail on CP deficit check out:

We have a quantitative measurement for "how far one is in Campaign", which we refer to as "Deficit". Deficit is calculated by dividing your current team CP by a stage's recommended CP and subtracting it from 100%. For example, 50000 CP / 60000 = 16.67% deficit. When one says they are in High Deficit (our tier list uses >25%, but competitive players go beyond 35% and up to 40-50%), that means they are very far ahead of the competition. This nets them more resource gain but requires a lot of skills (and luck). Conversely, if one is in Low Deficit, that means they are not pushing Campaign and are obtaining resources at a less-than-optimal rate.

How far you can go in Campaign will highly depend on units' investments but most importantly the units you have. You cannot push far without meta characters. Check our [Tier List] & [Reroll Guide] for a head start. We recommend that you reroll in games like Nikke because this game is very FOMO-based and does not have reruns outside seasonal units (if there are, it's inconsistent).

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Blue CP (above recommended) means you don’t suffer from stat penalty.

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Red CP (below recommended) means you suffer from stat penalty.

Outpost Defense

Each cleared Campaign stage, excluding bonus side stages from Blabla & EX stages, contributes 1 XP to your Outpost Defense. Collecting 5 XP (5 stages cleared) will level it up, improving its output. This may include Core Dust, Battle Data, Credit, and even Equipment. Chasing the highest level attainable by your current team comp + investments is key to long-term sustainability, hence pushing Campaign is key to competitive lead.

Outpost gathers resources automatically and stores up to 24 real-life hours of resources at once, which can be claimed using the Claim button. Excess resources will reduce the Outpost's generation rate by a massive amount, so avoid letting it overflow. Outpost also determines how many resources you get from opening resource boxes/crates (1H, 2H, 4H, etc) in your inventory. 1H = 1 hour of Outpost Defense resource generation. You can also do Wipe Out for free once a day, collecting 2H of Outpost Defense output instantly. Extra Wipe Out(s) will cost gems at an exponentially increasing price.

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Outpost Defense interface accessible from main menu

Resource Crate Optimization

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Since crates' value is tied to the Outpost Defense's level, there is merit to hoarding them, although you should know when and when not to hold them. If you are a beginner, you need to open them just enough until you reach the next Outpost Defense (OD) level or feature breakpoint (unlocking Special Interception, Arena, etc). Then, you open them again until you can reach the next breakpoint and so on. Late-game players who have cleared all Normal Campaign chapters, on the other hand, can hoard the resource boxes until new chapters get released, so they can clear them first before opening them, receiving more in return.

Synchro Device

The next thing we want to discuss is Synchro Device, central to Nikkes' leveling system.

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After clearing Chapter 4-15, you unlock Synchro Device. Synchro Device applies the lowest level of your 5 highest leveled units (automatically chosen; if you want the Device to pick others, reset those Nikke(s) and level up the ones you want) to all units in the Synchro Device (the slots at the bottom, where you can put in any units). This allows you to build just 5 units and have the rest of your units enjoy the same level investments (so, just invest in 5 units tops; don't invest in everyone; note that this is for level only and does not apply to gear, skill, etc). Units can be moved in and out of the Synchro Device without a time restriction. SR and 0-2★ SSR units can go up to Lv. 160, while 3★ SSR units (3 dupes+/MLB) can reach Lv. 200.

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The interface of the Synchro Device past Sync Lv. 200.

After you get 5 MLB Nikkes (and thus 5 Lv. 200 Nikkes), Synchro Device is upgraded, and all the 5 Nikkes at the top that are chosen by the highest level are permanently locked. From this point on, you can only level them simultaneously by leveling up the Synchro Device, which costs a lot of materials, especially Core Dust. Like before, the Synchro Device level will still apply to the Nikkes at the bottom, which you can add and remove at will. There is actually a Synchro Device max. level based on unique character possessions (+1/char) & dupes (+1.33 per dupe till MLB), but at no reasonable point will a normal player (non-heavy-spenders) reach it.

You can unlock additional bottom slots in Synchro Device by paying 500 gems. However, this is not purely worth it if you can manage your time well. You can pay if you want, but you can just insert and remove units for free without a cooldown, so only do that for QoL. ShiftUp also usually gives free Synchro unlocks in anniversary events. For your information, Nikkes obtain stat increase every level/sync level, but the big ones come every 20 (e.g. Lv. 201, 221, 241, and so on).

Gacha

The main part of the beginner’s walkthrough is now over. Let’s now zero in a bit on this game’s gacha system. There are three major gacha types:

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Ordinary: Costs 300 gems (50% off once daily) or 1 Ordinary Ticket. You have a 4% chance of obtaining a character in your wishlist once you have unlocked it or random if you have not. With wishlist, you can select up to 5 units from each Manufacturer. There is a 3.5% chance of obtaining a regular SSR and a 0.5% chance of a Pilgrim/Over-Spec. Ordinary pulls build up Silver Mileage, which you can trade for old units' spare bodies/dupes at 200.

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Advanced: Costs 300 gems or 1 Advanced Ticket. There is an X% chance of obtaining the rate-up character (check the gacha detail), 0.5% chance of obtaining a Pilgrim/Over-Spec, and (3.5-X)% chance of obtaining a regular SSR. There is no wishlist. Advanced pulls generate Gold Mileage, which at 200, can be traded for any rate-up character for free. Ideally, spend Gold Mileage on 1% Rate-Up characters only (Pilgrims/Over-Specs, who are powerful).

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2025 Step Up Recruit promotion illustration

Step-Up: Usually happens at New Year. Step-ups have you pull an n number of times at an exponentially increasing price, and the last step will guarantee an SSR selector (non-Pilgrims/Over-Specs). The chance is the same as Ordinary but does not build up any Mileage. You cannot use Gacha Tickets here.

Note that there is no pity system.

Your First Goals

All right, with all the basics covered, you’re set to grow and explore things on your own. You can finish the rest of the guide, but if you have time, take a quick look at [Advanced Combat Mechanics & Tips].

Push Campaign & Unlock Features
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Your very first goal in NIKKE is to push Campaign as far as possible in Normal Mode, and that means grinding through high deficits. By clearing more Campaign stages, you level up your Outpost Defense and accrue more resources per hour. It also makes your resource boxes more valuable. You will also unlock more content.

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Should you get stuck, immediately evacuate to Story Mode. This difficulty is mainly for you to enjoy NIKKE’s lore, but we are doing it for the Campaign Mission (the one that asks you to clear Campaign Chapter X-Y). You can get early T9M Equipment from it, which gives you a huge competitive head start. It’s a time sink, however. If you don’t want to do it, skip this part. Note that you don’t unlock new features by clearing Story Mode.

Do Dailies & Other Game Modes

As you clear further Campaign stages, you unlock additional game modes. Clear daily/weekly missions and those additional game modes to earn more resources and gems. Pay extra attention to game modes with daily attempts; make sure to spend all of them!

Here is a table of features you can unlock:

Game ModeCampaign Chapter UnlockResetsObtainable Rewards
Interception DNormal 3-9DailyGear, Gear EXP
Interception SNormal 9-15DailyGear, Gear EXP
Special InterceptionNormal 16-28DailyT9M Gear, Custom Modules, Gear EXP
Anomaly InterceptionNormal 22-36DailyT9M Gear, Custom Modules, Gear EXP
Simulation RoomAfter TutorialDailySkill Mats
Simulation Room OCPass Simulation Room CBiweeklySkill Mats
Rookie ArenaNormal 3-16Daily & BiweeklyArena Exchange Vouchers
Special ArenaNormal 11-13Daily & BiweeklyGems
Champion ArenaNormal 11-13Daily & BiweeklyTitles, Frames, Credits
Tribe TowerNormal 3-3NeverGems, Molds
Manufacturer TowerNormal 7-13Limited Daily AttemptsGems, Molds
UnionCommander Lv. 10Unlocks ForeverAccess to Union Raid
Union RaidJoin Union + Union Lv. 3+MonthlyUnion Chips
Solo RaidNormal 6-4MonthlyGems, Collection Item Materials
Collection ItemNormal 6-4Unlocks ForeverNew Equippable
Lost SectorNormal 5-3 (First)NeverGems, Recruit Vouchers, Cubes
Tactics AcademyFirst Upgrade at Normal 3-6Unlocks ForeverMiscellaneous
Synchro DeviceNormal 4-15Unlocks ForeverLevel Sync
ArcadeAfter TutorialNeverGems
Recycling RoomNormal 5-10Unlocks ForeverPermanent Stat Boost
LiberationNormal 5-20DailyExclusive Nikkes, Gems
Account EventsAfter TutorialVariesA Lot of Valuables
Patch EventsAfter TutorialDaily; Changes Every 2-4 WeeksA Lot of Valuables
Coordinated OperationAfter TutorialDaily For 3 Days Every 2-3 WeeksBroken Cores, Rusted Bones
SurfaceNormal 18-33Has Daily QuestsGems, Custom Modules, Permanent Stat Boost

Higher Interceptions yield better rewards, even if you deal 0 damage (lowest stage). If unlocking them is within reach, unlock them immediately and switch to farming the new one. Open your resource crates if you need to.

Tip: All Interceptions use the same attempt count. This means, if you spend them on Interception D, you cannot spend them on Interception S. If you plan to unlock a new Interception level on a specific day, DO NOT DO INTERCEPTION before you push Campaign.

You might also have already realized that leveling up gear increases CP, but…

DO NOT LEVEL UP EQUIPMENT THAT ARE NOT T9M OR ABOVE!

You can equip lower-tier gear, but avoid leveling them up if possible.

T9M Equipment look like this:

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You will obtain them as you unlock Special Interception or higher.

Some game modes feature vouchers as rewards that can be traded in their respective shops. We are planning to deploy a Shop Guide soon, but for now, you can ask our community for help.

Beware! Invest in the Right Units!
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When you are new, resources will be scarce. Here are some tips on managing resources when you are new:

The key is to invest less but maximize returns.

Final Goal: Breaking the 160 Wall
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NIKKE is very harsh toward new players due to its Wall restriction. In short, your Nikkes' level is walled at Lv. 160 unless you have 5 SSRs with 3 dupes (MLB), who can reach Lv. 200. As we explained earlier, you need 5 Nikkes at Lv. 200 before you can "upgrade" the Synchro Device. Because of this, we refer to getting 5 MLBs as Breaking the Wall. Without Breaking the Wall, you are basically barred from accessing the later part of this game because you are not strong enough. You will also lose rank in Special Arena (which affects gem's income) and be unable to get higher rewards from Interception and pre-Challenge Solo Raid (a bossing game mode where you deal as much damage as possible with 5 unique teams to achieve a competitive rank and obtain gems based on that rank and other kinds of guaranteed rewards).

Breaking the Wall is no easy task. Getting dupes for a specific unit when there are hundreds of other units is RNG-dependent. Not only that, we usually recommend using gems for Advanced Gacha only (for rate-up characters), but Advanced Gacha does not have any wishlist system, making the drops more random. Ordinary does have, but it's less "worth it" because it's 1:15 (or 1:20)—harder to get rate-up characters—and excludes seasonal characters. The drop rate for Pilgrims (rarest Nikke's Manufacturer type) is abysmally low, and you build up Silver Mileage, which can only be traded for old units' dupes, and not Gold Mileage (which you get from Advanced Gacha and can trade for rate-up units; sparking). That said, Ordinary is still ironically the best way to Break the Wall because the unit(s) are limited to your wishlist pool.

Before we go further, let’s learn one more term: Treasure/Favorite Item.

Treasure/Favorite Items

In NIKKE, getting dupes after Breaking the 160 Wall isn’t really necessary. NIKKE isn’t like CZN or most other gacha games whose units get unlockable skills with dupes. No, thankfully, it’s just +2~2.2% stat per dupe here. In other words, as described earlier, your first 5 MLBs are what’s vital. However, getting Treasure/Favorite Item is another question.

What is Treasure? Treasure is a progression system that unlocks a buffed kit for select Nikkes (not all). You can find which Nikke(s) can have Treasure by checking out the Favorite Item Encyclopedia in the Nikkes page on the lobby screen. Treasure is also known as Favorite Item. They fall in the same family as Dolls/Collection Items, which are powerful equippables that you can use after clearing Normal 6-4. For more info, visit Introduction to Collection Items & Collection Item - Priority. Treasure-able units have a cyan background/font color on Prydwen and are often dubbed in guides and communities with the suffix -Tr, such as HelmTr & ToveTr.

Why are we telling you this now? The thing is the pathway of obtaining 5 MLBs and getting Treasure units overlaps substantially. Wouldn’t it be better getting an MLB unit who is also a Treasure (and meta) than an MLB that’s bad? Not only are you more efficient, but you also build an early competitive advantage that can snowball and give you more gems.

Break The Wall


The end

Congrats, you have reached the end of the guide! You truly have some commendable attention skills! We highly appreciate the support thus far, and we hope you’ll enjoy your stay in NIKKE!

If you have questions not answered here, feel free to approach us in our Discord server and tag any of our @Nikke Staffs (Kisenix, Snake, Retro, or Gatrix) or our lovely members there. We hope to see you around! (⁠。⁠•̀⁠ᴗ⁠-⁠)⁠✧