Norma is an S-Rank Fire Stun Agent who specialises in passively building Daze via turrets and who has the unique ability to give allies additional Chain Attacks.
She offers:
High personal damage contribution when compared to non-damage dealers
Team-wide buffs in the form of Stun DMG Multiplier increases, duration extension and general DMG Bonuses
The ability to summon turrets that deal damage and build Daze even when Norma is off-field
A reverse Quick Assist that is converted into a Chain Attack for the incoming Agent
When all combined, Norma is a highly competitive Stunner, that works well with many recent units and elevates the performance of older Agents.
Build Overview
W-Engines
Best in SlotChief Sidekick
AlternativeBlazing Laurel
F2PHellfire Gears
Drive Discs
4-pcKing of the Summit
2-pcMoonlight Lullaby
Drive Disc Stats
Partition 4: CRIT Rate
Partition 5: Fire DMG | PEN Ratio | ATK %
Partition 6: Impact | Energy Regen
Substats
CRIT Rate
CRIT DMG | ATK %
ATK | PEN
Best Teams
As a generalist Stunner, Norma works with just about every Attacker and Rupture Agent as of her release, although some do benefit more than others. A shell of:
Attacker or Rupture | Norma | Support
...is the usual structure.
Best Teams
Pyrois - Has exceptionaly high Chain Attack multipliers, gains extra Decibels from it and has lowered Ultimate costs, making for a perfect match over other Stunners.
Soldier 11 - Norma fits her Additional Ability criteria and allows for her to run more competitive Supports. The free Chain Attack also leads to an empowered Basic Attack: Fire Suppression, increasing her damage ceiling.
Orphie & Magus and Cissia (as main DD) - Both Agents work best in "dual-damage" teams and Norma can somewhat fit the role while providing decent buffs. Extra Chain Attacks help pad out Orphie's stun combos and remedy her Decibel issues, whereas Cissia gets Venom from them, which is her main source of Daze and damage, significantly increasing her score contributions.
Hugo - Although Chain Attacks take more time, they will beat out Totalize's time scaling. Norma can also trigger a Chain Attack before stun, activating Hugo's Core Passive buff early and allowing for faster Totalizes instead if needed.
Most A-Ranks & Standards - Be it Manato, Ben, Anton, Billy or Nekomata, none have particularly high damage output. Norma's personal contribution then can be a greater benefit to them over buffing them directly, and for most, the free Chain Attack is especially useful.
Mixed Teams
There are many other Agents Norma can be good for, but where other Stunners may be more competitive, namely:
Starlight - Billy - In a neutral environment, Norma would actually be the best pick for him, but the encounters he runs in (Thrall, Defiler) demand fast bursts of Daze that she struggles to provide. Dialyn is a more comfortable pick with matching weakness, even if Norma could offer more damage.
Banyue - Norma simply offers less damage than Dialyn and the lack of control over her Daze application can make for awkward routing. The nature of Banyue's combos means that Norma's Chain Attacks conversion has to come late, which can invalidate the Decibel benefits that she brings.
Zhu Yuan - Although Shotshell management is a lot easier with Norma, Dialyn's Ultimate is simply too good for Zhu Yuan. It doesn't help that she's often run with Nicole, so needing to cancel a Chain Attack with Norma means the only real gain is in the extra Decibels Norma provides.
Evelyn - It's incredibly difficult to manage Hormone Punk consistently, so not being able to use Puffer Electro as with Dialyn is big a loss. When run with Astra Yao, Evelyn can often fill out a full stun with Chain Attacks, and while Norma can help when Astra's Ultimate isn't available, she still falls behind Dialyn (but can be a better option than Lighter).
Subpar Teams
Be aware that there are some Agents where Norma is decidedly not an ideal pick for, being:
Ye Shunguang - Ether Veil and Ultimate use is too important for her, so any combination of Zhao, Sunna would be best.
Yixuan - Ultimates make up a significant portion of her damage, and her own Chain Attacks aren't all that strong, so Dialyn is a superior option.
Yidhari - She doesn't have strong Chain Attacks, and to fit one in a combo would mean sacrificing on a Crushing Strike and level 3 Charged Smash. Either Dialyn or Lycaon make for better partners.
Soldier 0 - Anby - Her Chain Attacks is very weak, and with proper Energy management, there's barely enough time as is to land all her Aftershocks in stun. Better used with a full OBOL squad (Trigger | Orphie & Magus) or with a Dialyn | Sunna team.
Seed - Has one of the worst Chain Attacks in the game, which gets no bonuses from Cordis Germina, Dawn's Bloom or her Additional Ability. Best paired with a Support and Cissia, who is a pseudo-Stunner as is.
Harumasa - The only use of his Chain Attack is for Quiver generation, and when well managed, there is no need (or time) for extra casts. His Ultimate is also very strong following Potential Unlock, so a Dialyn | Sunna team would be ideal.
Ellen - Terrible Chain Attack, with poor multipliers for the time that it takes. More efficient to look her EX1 and EX2 into Basic 3, with either Dialyn or Lycaon being better picks.
Corin - Slow Chain Attack that isn't able to keep up with her EX Special or Ultimate in damage, with no time to fit an extra cast in on combos as is. Norma can outperform if at low investment owing to personal damage, but otherwise Dialyn is a much better choice.
Best W-Engines
Signature
Chief Sidekick - Norma's Signature is incredibly important for her, owing to the nature of her Core Passive scaling.
Its CRIT Rate is mandatory to hit 100% with reasonable substats and given Norma's relatively low base Impact, the 30 Flat Impact it provides means it can exceed other traditional Stunner W-Engines in Daze.
The Energy Regen is especially useful given Norma doesn't often take to the field, it has a strong team-wide DMG buff (higher than that of previous W-Engines, like Roaring Fur-nace) and the RES Ignore is a big boost to Norma's personal damage contribution, making it far and away her best pick.
Alternatives
Blazing Laurel - Lighter's Signature is incredibly competitive for Fire and Ice teams. Although the lack of CRIT Rate is an issue for Norma, from a Daze perspective, the Impact bonus makes up for it.
Her low Assist Point cost and tendency to be off-field means it's not too troublesome to maintain it, and the multihits from her hold Basic Hat Trick can be used to stack up the Wilt stacks for CRIT DMG.
Although her Signature is best, it's not by much, but it is restricted to Fire and Ice only.
Hellfire Gears - This is the best F2P choice: although Norma can't reliably maintain 2 stacks of the Impact bonus, her low EX Special cost means that at least 1 stack can have decent uptime.
It has an even higher Energy Regen effect than her Signature, so it can somewhat match it from a resource management perspective, but be aware that the loss in CRIT Rate with the comparatively low Impact bonuses means that it will fall behind in Daze if not at high phases or with exceptionally high CRIT Rate substats.
Best Drive Discs & Stats
Drive Discs
A 4-piece King of the Summit is used. Norma builds CRIT Rate so she does not struggle to meet its 50% requirement and it's the best option for team-wide buffs.
As for 2-piece, an Energy Regen piece, like Moonlight Lullaby or Swing Jazz is most comfortable, but Shockstar Disco works as well if needing to push a Daze breakpoint.
Stats
Mainstats
Partition 4: CRIT Rate
This is required to meet the 100% CRIT Rate demands of her Core Passive.
Partition 5: Fire DMG | PEN Ratio | ATK %
All 3 are valid options. Whichever is best will range on teammates, endgame buffs and general saturation (e.g. with Sunna, Fire DMG is best, with Rina it's PEN Ratio, with Nicole it's ATK %).
Partition 6: Impact | Energy Regen
Impact is sometimes required to meet specific Daze breakpoints, like 4-stuns on Thrall and Defiler, and can allow for even 5 stuns if Daze buffs are on rotation in certain fights (Pompey).
If no Daze breakpoint can be met however, then Energy Regen is the superior choice, as additional EX Special casts yield more damage, Decibels and better King of the Summit uptime.
Skill Priority
Core Passive
EX Special
Ultimate | Assist
Basic Attack | Dodge
As Core Passive levels directly influence the amount of Daze % increases she gets on her Specials, EX Specials and Ultimate, it is very important to level it up; the extent of how much Norma can stun is conditional on it.
Considering that her Turrets scale with her EX Special levels, it's the next one to focus on, being what makes up the back-bone of her Daze and damage.
Ultimate and Assist follow, which which gives more Daze often being dependent on the fight, but I'd give a slight edge to Ultimate as Norma's lack of general burst Daze application makes it especially useful.
Her Basics and Dodges are never really used. Her hold Basic Hat Trick has pretty abysmal Daze build and it's most often cast in stun anyways, so both could be safely left at 1.
Mindscapes
Mindscape 1
M1 Visionary Extremism provides:
Duration of Norma's turrets' enhanced state increases from 8 to 12s
15% All-Attribute RES Shred to enemies hit by any Armor-Piercing or High-Explosive Warhead for 15s
The increase to the turret's enhanced state is unlikely to do much, as even without it, Norma has good uptime on it by spacing out her Chain Attack conversion.
15% in All-Attribute RES Shred is great however, being in line with other Stunner M1s of the sort. Keep in mind that it only lasts 15s, so it does demand either EX Special use or her turret's enhanced state to refresh its duration.
This is unlikely to be a problem most of the time, but can drop off during phase transitions, so be mindful.
Mindscape 2
M2 Axiom of Universal Unity provides:
Stun DMG Multiplier Increase from Tech Divide stacks increases from 3% to 6% (30% to 60% total)
When using hold Basic Hat Trick, recover 25 Energy, with a 20s cooldown
The Stun DMG Multiplier increase is especially strong, given it's a mostly unsaturated multiplier. The 25 Energy recovery can also result in more damage and Daze in a run, especially if one can weave in her hold Basic Hat Trick while at under 80% Preheated Chamber to trigger the effect on cooldown.
Mindscape 4
M4 Bangboo Superiority Theory provides:
200 Decibels to Norma and the incoming Agent when consuming Preheated Chamber to trigger a Chain Attack
By itself this is not a damage increase, but it can be especially useful in certain fights. Norma already provides a significant amount of Decibels to the team and this boosts it even further, opening up new routes (e.g. easy Ultimate on both 3rd and 4th stuns on The Thrall) and can make certain team resources far easier to manage (Pyrois in particular).
Suprisingly strong for a Stunner M4, but its value will vary on team and encounter.
Mindscape 6
M6 The Primary Cause of Genius provides:
When enemies are stunned, missiles rain down every 0.75s dealing 200% of Norma's ATK as damage for 6s (1600% DMG multiplier total), treated as Ultimate DMG, with a 30s cooldown
30% increase to all Armor-Piercing Warhead's Daze
30% increase to High-Explosive Warhead's DMG
Having an extra 1600% in damage multiplier every stun is a decent boost. It is from a Stunner, but Norma has enough self-buffing through her Core Passive (and Chief Sidekick) that it hits surprisingly hard.
More meaningful than this is the 30% increase to the damage and Daze of her Armor-Piercing and High-Explosive warheads respectively. Note that as this is a Daze increase, it is diluted by her Core Passive, and as it applies only to the Warheads, her EX Special's Shot portion gets no benefit, but it's still a handy boost.
It's arguably the "worst" of her Mindscapes, but even then, it can give meaningful score increases.
How to Play
Gameplay Summary
Norma's unique mechanic is "Preheated Chamber". She'll start with 60% of it, but the gauge also fills passively. While Norma is the active character, she'll generate it, but if not, her Bangboo Top Hat Companion will gather it up for her.
Holding Basic Attack will lead to "Hat Trick", triggering a reverse Quick Assist, and if the Preheated Chamber gauge is at 80% or above, the incoming character will have their Quick Assist converted to a Chain Attack!
Norma can also build the gauge with her Ultimate and EX Special, the latter of which will place her in the "En-Nah Barrage" state, where turrets are summoned that fire at enemies. These passively build Daze and can deal a fair bit of damage over the course of a run.
So her general playstyle is a rather straightforward one: deploy her turrets and passively build Preheated Chamber while inactive - with occasional Ultimate and EX Special use for Daze and gauge generation.
When it's full, swap to her for a Chain Attack conversion, ideally in Stun to get the most damage out.
Kit Summary
Core Passive
For every 1% initial CRIT Rate that Norma has over 50%, she gets 1.7% in CRIT DMG, capping out at 85% when at 100% CRIT Rate and an additional 0.8% in Daze dealt on her EX Specials, Specials and Ultimates, capping out at 40%.
To make sure that Norma is able to dish out damage on both Rupture and Attacker teams, she also gets 1.25 ATK for every point of Sheer Force she has, capping out a 1200 ATK.
She also gets 60% in Preheated Chamber when first loading into a fight.
Additional Ability
It demands Attack, Rupture or same Faction characters in the team, and whenever Norma - or any of her entities and summons - hit an enemy, it builds a stack of Tech Divide, with a .5s cooldown.
Each stack increases an enemy's Stun DMG Multiplier by 3%, capping out at 30% with 10 stacks. If enemies are Stunned with Tech Divide stacks, their Stun duration is also extended by 2s.
While the "En-Nah Barrage" state is active, Norma gets up to 870 in combat ATK, scaling with her level, and provides a 20% general DMG bonus to all squad members.
Specials
Her regular Special is unremarkable other than its speed, so it can be useful for Chain Attack triggers.
Her EX Special costs 40 Energy, and will put Norma in the En-Nah Barrage state for 32s and fire rockets at enemies. It can be extended, consuming up to 40 additional Energy for more Daze, damage, and another 32s of the En-Nah Barrage state.
It generates 16% Preheated Chamber on cast, with an additional 16% as Energy is consumed on the extension.
It has 2 distinct "Warheads":
Armor-Piercing, which have higher Daze and fire at non-stunned enemies.
High-Explosive, which have higher damage and fire at stunned enemies.
While in the En-Nah Barrage state, Norma will summon turrets that passively attack enemies every 3s. They deal Special damage.
If an enemy is stunned or Norma uses her Chain Attack conversion, they enter an enhanced state for 8s, attacking every 2s instead and firing the Warheads instead of regular shots. They deal EX Special damage.
Basics
Norma's regular Basic string is middling, but her hold Basic Hat Trick sees frequent use. It can only be cast when the Top Hat Companion is joined up with Norma, and the Quick Assist prompt has a 5s cooldown.
If at 80% Preheated Chamber and above though, the Top Hat Companion will hurry to Norma and the Quick Assist cooldown is waived.
Assists
Her Quick Assist is middling, but her Defensive Assist is very strong as it only consumes 1 Assist Point when parrying heavy attacks.
Norma's Assist Follow-Up isn't particularly impressive for the time that it takes, but given the low cost to get to it, sees frequent use.
Dodges
None of Norma's Dodges are especially noteworthy, with both her Dash Attack and Dodge Counter being as standard.
Chain Attack & Ultimate
Norma's Chain Attack has decent multipliers, but other damage dealers' Chain Attacks are almost always going to be more important.
Her Ultimate is a large burst of Daze that builds 30% Preheated Chamber. Its Daze multiplier isn't all that high, but it's the only readily accessible way to build Daze quickly, so it's important to make intelligent use of it in routes.
Release Date
Norma officialy released on July 8th 2026, on the second half of patch 3.0.