Every mode's rules in the game's own words

Dislyte game modes

Story chapters open the rest and each drops its own relic sets. Echo is the summon: a Legendary Esper is 1% of Gold Record spins (1.57% counting pity), and the 100th spin without one is guaranteed. The Spatial Tower's 100 floors unlock the monthly Temporal and Infinity Towers. Point War, Ranked Match and Knockout are the PvP side, and Holobattle is fought club against club with 10 to 30 members a side.

Story, courses and quests

5

Story Loot

Chapter Loot Intro

Story stages drop alluring loot, such as Stamina, Nexus Crystals, Records, and Equipment.

Chapters vary in their equipment loot.

Chapter 1: War Set

4-Set Bonus: ATK +30%

Chapter 2: Grove Set

2-Set Bonus: HP +25%

Chapter 3: Panacea Set

4-Set Bonus: Healing Efficacy +30%

Chapter 4: Stonevein Set

2-Set Bonus: DEF +25%

Chapter 5: Wind Set

4-Set Bonus: SPD +25%

Chapter 6: Astralis Set

4-Set Bonus: Grants a 20% chance of taking another action at the end of the wearer's turn

Chapter 7: Fiery Set

2-Set Bonus: C. RATE +20%

Chapter 8: Nether Set

4-Set Bonus: +35% Lifesteal

Chapter 9: Avatara Set

2-Set Bonus: Grants a 30% chance of using Counterattack upon taking damage.

Chapter 10: Aegis Set

2-Set Bonus: All allies start battle with a Shield equal to 15% of max HP. Lasts 2 turns.

Chapter 11: Ocean Set

4-Set Bonus: Grants a 30% chance of reducing all ability cooldowns by 1 turn at the start of the Esper's turn.

Chapter 12: Recurve Set

2-Set Bonus: ACC +25%

Courses

The Courses module offers several subjects, each subdivided into 2-3 stages.

Each stage offers Courses that can be completed through a designated order. Complete each to claim a reward.

Each Course also features a button you can tap to immediately jump into the action.

Quests

Dailies reset daily at UTC 00:00 (UTC+0).

Complete these Quests to earn Quest Points.

You can claim a chest reward once enough points have been accumulated.

Union Bounties

Bounties

Complete Bounties to earn great rewards.

Bounty Missions require Mission Letters to complete. Each Mission completed will use 1 Letter.

3 Letters are granted daily (UTC+0) and up to 6 can be held at once. Be sure to "Bounty" efficiently to maximize each one!

Free Bounty Board refreshes are available every 12 hours, which will list new Missions.

Bounties can also be refreshed using Gold.

Bounties can be either "Union Missions" or "Solos".

Union Mission

Complete Bounty Missions to level up Bounty Access. The probability of missions varies according to the access level.

Bounty Access LevelMission Probabilities
1Story 4%, Normal 96%
2Story 4%, Normal 71%. Rare 25%
3Story 4%, Normal 64%. Rare 30%. Epic 2%
4Story 4%, Normal 57%. Rare 35%. Epic 4%
5Story 4%, Normal 48%. Rare 40%. Epic 6%. Legendary 2%
6Story 4%, Normal 40%. Rare 45%. Epic 8%. Legendary 3%
7Story 4%, Normal 32%. Rare 50%. Epic 10%. Legendary 4%
8Story 4%, Normal 24%. Rare 55%. Epic 12%. Legendary 5%

To complete a Bounty Mission, you must choose suitable Espers according to the basic and additional requirements, and complete it within 5 minutes.

Complete Union Missions to earn awesome rewards.

A dispatch that meets the basic requirement grants a basic mission reward. If the dispatched Espers also meet the additional requirement, a bonus reward will be given upon completion.

You can also claim a weekly chest based on the number of Bounty Missions completed. Chests and mission quantity reset on Mondays at 00:00.

Solo

Go to Discboom to listen to Esper Solos. View the whole story for a Nexus Crystal reward.

Configure your "Wish Songlist" with the "Mixer" to play your desired Esper solo.

If you don't have a Wishlist, then it will play an existing Esper solo.

Story missions can be accepted once daily; afterward, they will not be generated.

Expedition

The Esper Union has been exploring new areas for potential Miracle Resources and handling Special Events since its founding. Individual Union Squads can also take on Expedition missions independently.

Expedition Rules

3 Expedition Warrants will be added daily at 00:00 UTC.

Daily Expedition missions can cover many destinations.

Esper Squads can focus on already cleared sections of the Ritual Miracle, Sonic Miracle, and Desolate Lands at the highest difficulty for access to greater rewards.

Squads can also handle daily Special Events, which offer unique rewards.

Expedition teams need to meet the required number of members. Some destinations will also allow you to claim a bonus reward if all Explorers meet certain Elemental Class/Level requirements.

Expedition missions can be quite long. You can only claim the reward once all teammates have returned.

Expedition rewards are not affected by other bonus events.

Expedition events do not count towards other missions' progress.

Complete any Expedition more than 3 times to unlock the "Auto-Suggest" feature, which can automatically recommend Espers who meet the bonus criteria.

Echo (summons)

8

Spin Chances

Divine Turntable

Probability CategoryWithout pityWith pity
Shimmer Legendary Espers0.07%0.11%
Non-Shimmer Legendary Espers0.93%1.46%
Shimmer Legendary Divinate0.07%0.11%
Non-Shimmer Legendary Divinate0.93%1.46%
Shimmer Epic Espers0.63%0.73%
Non-Shimmer Epic Espers8.37%9.70%
Shimmer Epic Divinate0.63%0.73%
Non-Shimmer Epic Divinate8.37%9.70%
Shimmer Rare Espers2.80%2.66%
Non-Shimmer Rare Espers37.20%35.34%
Shimmer Rare Divinate2.80%2.66%
Non-Shimmer Rare Divinate37.20%35.34%

The base probabilities for Espers or Divinate within the same category will be evenly distributed. (This applies whether or not guaranteed draws are included)

Beginner Spinning Overview

The first 10 spins are designated for beginners, which guarantee a Legendary Esper.

Guaranteed one of the following Legendary Espers: Li Ling (Nezha), Tang Xuan (Sun Wukong).

Wish Stone Overview

When spinning a Gold Record in Echo, 20 Wish Stones will be given for every Legendary Esper drawn, and 1 Wish Stone for every Epic Esper drawn.

Spend 100 Wish Stones in the Event pool to get the current event's limited Espers or in the Wish pool to get one of the designated Espers.

Acquiring Epic or Legendary Espers from the Beginner Gacha Pool doesn't grant Wish Stones.

Acquiring Epic or Legendary Divinate doesn't grant Wish Stones.

Guaranteed Rewards

If you haven't obtained any Legendary Espers from Echo after a 99-spin streak, your next Echo spin will always grant a Legendary Esper.

If you haven't obtained any Epic Espers or Epic Divinate from the pool after a 9-spin streak, your next spin will guarantee an Epic or above Esper or Epic or above Divinate (with equal chance).

Once you obtain a Legendary Esper from Echo (including Legendary Espers obtained by consuming Ancient Blessing items), the spin-streak leading to a guaranteed Legendary Esper will reset.

Resonance Conversion Overview

Upon acquiring a duplicate Esper or Divinate, the duplicate resources will be discounted based on the total number of acquisitions for that Esper or Divinate.

2-7 acquisitions of owned Espers: Converted into Starimon with the same Star Rating x1 and the Esper's Materia (can be used in Resonance) x1.

7+ acquisitions of owned Espers: 3/4-Star Espers will be converted into 10/50 Dioprisms. 5-Star Espers will be converted into 100 Dioprisms and 50 Monoprisms.

2-6 acquisitions of owned Divinate: Converted into upgrade materials and Divinate Crystals for the corresponding Divinate. 3/4/5-Star Divinate will be converted into 10/50/100 Divinate Crystals.

6+ acquisitions of owned Divinate: 3/4-Star Divinate will be converted into 10/50 Divinate Crystals. 5-Star Divinate will be converted into 100 Divinate Crystals and 25 Monoprisms.

You can purchase items with Divinate Crystals, Dioprisms and Monoprisms in the Divine Sequencer Shop.

Initial Rules

You are guaranteed to receive a Legendary non-Shimmer Esper within your first 50 spins in the Gold pool. The first 50 spins in the Gold pool will not grant Legendary Shimmer Espers or Legendary Divinate.

Resonance Pool

The Resonance pool unlocks after acquiring 5 different non-Shimmer Legendary Espers, excluding those acquired from Esper Fusion.

Players can put 5 non-Shimmer Legendary Espers (not acquired from Esper Fusion) or Shimmer Epic Espers into the Resonance pool.

Spend 100 Resonance Stones in the Resonance pool to acquire an Esper from the 5 designated Espers.

The number of Wish Espers a player needs to set decreases as they acquire more Legendary Espers.

You can exchange Wish Stones for Resonance Stones when your Resonance Stones are insufficient.

Wish Pool

Spend 100 Wish Stones in the Wish pool to draw an unowned Esper from a limited range. The chance of getting an Esper with Wish Stones is 100%.

The range gradually increases with the number of owned Legendary Espers.

The Wish Pool has a cooldown after being drawn from.

Wish Stones are obtained by acquiring Epic or Legendary Espers from the Gold Record Player.

Event Pool

Spend Wish Stones in the Event pool to get the featured Espers. The chance of getting event Espers is 100%.

For the first Esper you acquire, you will consume 100 Wish Stones, and for every subsequent acquisition, you will consume 70 Resonance Stones. You can exchange Wish Stones for Resonance Stones when your Resonance Stones are insufficient.

Wish Stones are obtained by acquiring Epic or Legendary Espers from the Gold Record Player.

Treasured Echoes

Players will receive 6 Collectible Discs when the card pool unlocks. Each time 100 Activeness is reached, an attempt to open a Collectible Disc will be granted.

Each Collectible Disc contains a different Esper Record. Therefore, the probability of getting each Esper is the same.

Players can select an Esper Record to spin. Each spin costs 70 Wish Stones.

Wish Stones are obtained by acquiring Epic or Legendary Espers from the Gold Record Player.

Shimmer Echo Chances

Divine Turntable

RarityChance
Legendary Shimmer Esper1%
Epic Shimmer Esper9%
Rare Shimmer Esper90%

If you haven't obtained any Legendary Shimmer Espers from Echo after a 99-spin streak, your next Echo spin will always grant a Legendary Shimmer Esper.

If you haven't obtained any Epic Shimmer Espers from the pool after a 9-spin streak, your next spin will guarantee an Epic or above Shimmer Esper.

Elemental Echo Chances

Elemental Turntable

RarityChance
Legendary Espers1%
Epic Espers9%
Rare Espers90%

An Esper with the corresponding elemental class is guaranteed when you spin elemental records.

If you do not receive a Legendary Esper within 99 consecutive Elemental spins (the guarantee count is shared among the 3 Elemental Echoes), the next Elemental Echo spin guarantees a Legendary Esper whose elemental class matches your current selection.

Echo Tribute

During the event, spin with Gold Records at the Divine Turntable to acquire Echo Points. 1 Spin = 1 Point.

Redeem Echo Points for awesome rewards.

Points will be erased at the end of the event, please redeem them in time.

Miracles and bosses

6

Cube Miracle

Cube Miracle: A miracle that rose out from the western region's sea. It hangs above the southern end of Estero Harbor and resembles the shape of a cube, hence the name. As the Cube Miracle shifts and changes, it leaves a wake of wanton destruction to the harbor, absorbing buildings and constructions into the cube with its appalling gravitational force. The Union has sent teams to explore the cube many times, only to find a brand new scene engaging different enemies each time they arrive. As the Union's explorations increased though, they've managed to learn fragments of the miracle's patterns.

Miracle Map

The Cube Miracle opens every 2 days and remains open for 2 days.

The Cube Miracle is a maze-like space of different floors, the 3rd being the highest currently accessible.

Espers are free to explore the maze and can defeat Defenders guarding the end of the current space or proceed further within if they so wish.

Once Stage 1 is explored, Stage 2 will be unlocked, which means a higher difficulty level. It's currently known to have a total of 8 Stages.

Tiles in the Cube Miracle are extremely unstable. After stepping on a tile, other tiles of the same level will fall and disappear, leaving explorers with no way back.

Events Espers May Encounter in Cube Miracle

Eerie Defenders: Dangerous projected opponents Espers will encounter inside the Cube Miracle. Defeat these entities to obtain Esper XP, Gold, a few Cube Points, Equipment Fusion Materials, and other rewards.

Mad Defenders: Frenzied projected opponents Espers will encounter inside the Cube Miracle. Defeat these entities to obtain Esper XP, Gold, plenty of Cube Points, Equipment Fusion Materials, and other rewards.

Ultimate Defenders: Ultimate projected opponents Espers will encountered inside the Cube Miracle. Defeat these entities to obtain Esper XP, Gold and other rewards, and unlock the final advanced box that contains Cube Stones and plenty of Gold.

Esper Projections: Temporal distortions within the Cube Miracle can lead to strange Esper projections, one of whom you can admit to your search party.

Vital Cloud: A mass of concentrated healing energy that revives 1 random fallen Esper.

Rune Vertexes: A vertex in the Cube Miracle produces 2 Runes each time. Different vertexes generate different types of Runes. You can choose to obtain 1 of the Runes.

Rune Amplification: Amass power to amplify 1 Rune. Feel the pulse!

Battle Rules

Fallen Espers can't fight again during a single exploration of the Cube Miracle.

Even if you are defeated, any fallen defenders will disappear permanently and won't appear again.

Runes Overview

The Runewheel has 6 slots and can activate up to 6 Runes.

After a Rune is picked up, it will be automatically loaded into the Runewheel and take effect until there are no more available slots.

Only one copy of a Rune can be activated at the same time.

Exploration Rewards

A box generated with powers of the Cube Miracle, guarded by the projections of Eerie Defenders and Mad Defenders. According to the Union's report, it contains Cube Points, Equipment Fusion Materials, and other rewards.

An extra advanced box will be unlocked upon completing a tier of the Cube Miracle containing Cube Stones and plenty of Gold. The Tier 3 box can only be unlocked after defeating its guardian, the Ultimate Defender.

Cube Points and Cube Stones can be exchanged for valuable items in the Cube Shop.

Miracle Challenge!

Challenge the target Ritual Miracle within the given number of turns to obtain points. Accumulate points to win awesome rewards.

Players must complete the required difficulty or above to earn points.

One reward drawing attempt will be given every time players reach a certain amount of points.

Ripple Dimension

The aggregation of certain wave energies in close proximity is known to cause the emergence of the Ripple Dimension. Explore and destroy the Phantasms within to collect Esper Ripples. Each 3-Star Dimension grants up to 5 Esper Ripples and each 4-Star Dimensions grants up to 8 Esper Ripples.

Ripple Dimensions, once discovered, will only last for 60 minutes before vanishing into the aether. Would-be explorers are advised to make haste.

Any Ripple Dimensions you discover will be immediately shared with your friends and Club members, then 15 minutes later with all other Espers on the World Channel.

Ripple Dimensions are inherently unstable and can only tolerate as many as 30 Espers at a time.

Explore the Ripple Dimension to obtain Meredith (Epic) and Ye Suhua (Rare).

Dimension Discoverer

Ripple Dimensions, once discovered, will only last for 60 minutes before vanishing into the aether. Would-be explorers are advised to make haste.

Newly found Ripple Dimensions will be immediately shared with your friends and Club members.

Ripple Dimensions will be shared with all other Espers on the World Channel 15 minutes from discovery.

Sentinel Hunt: Divine Servants

Background

The Divine Servants reside inside the Call of the Abyss. Each of them has a unique power that is distinct from other divine powers. They will be awoken by the resonance of the Miracles.

The Union scholars named them the Divine Servants as they serve the Miracles.

The first Divine Servant that humankind has come into contact with is the Dark Star Lord.

To fight against the impending disaster, the Sentinel Hunt, led by the Union and aided by major clubs, has been established. It's responsible for organizing manpower to attack and exhaust the Divine Servants when they appear.

After each Sentinel Hunt fight, the Union will reward warriors based on their damage dealt to the Divine Servants.

Gameplay Overview

The Sentinel Hunt event unlocks once every 3 days and runs from 1:30:00 (UTC) to 23:59:59 (UTC) on the 3rd day. It's called an Ultrasonic Season.

At the start of a season, warriors are allocated to different divisions on a Club-by-Club basis. Since the challenge is difficult, only Lvl 30+ warriors can participate.

The Union will give each warrior 5 Ultrasonic Tickets to challenge the Divine Servants. If the tickets run out, warriors must pay 25 Nexus Crystals to get into Call of the Abyss every time.

Up to three 5-Esper squads (a total of 15 Espers) are available in each battle. Squads join battle one by one in order: if one squad loses, the next squad subs in. Higher-level warriors can deploy more squads (Lvl 30-44: 1 squad; Lvl 45-59: 2 squads; Lvl 60: 3 squads).

Squad members will be given a score based on their damage dealt in each challenge.

The total score is calculated based on the 3 Divine Servant challenges with the highest scores. A season takes 90 minutes to be tallied, i.e. 00:00 - 01:30 (UTC). This is called the assembly phase. During this phase, the last season's results will be calculated and rewards will be sent.

Reward Overview

Warriors will reach different score tiers based on their total scores and can claim the corresponding rewards.

When a season is tallied, different tiers and quantities of gift boxes will be mailed out based on players' rankings in a division. There are 3 tiers of boxes, and their content is as follows

Gift of Courage: Guarantees a piece of Lvl 60 Elite/Superior equipment, with a small chance of granting additional Nexus Crystals.

Gift of the Challenge: Guarantees a piece of Lvl 60 Superior/Flawless equipment, with a small chance of granting additional Nexus Crystals or Gold Records.

Gift of Conquest: Guarantees a piece of Lvl 60 Flawless equipment, with a small chance of granting additional Nexus Crystals, Gold Records, Legendary Boost Stones, or Reset Stones.

When a season is tallied, Club Points will be sent via mail based on warriors' Club rankings in their divisions. Only those who have participated in this season's Sentinel Hunt can get Club rewards.

If warriors quit their Club in the middle of a season, their previous results will still be recorded at the Club. If they join another Club after quitting in the middle of a season, they will not be able to join that season and must wait for the next season.

Sentinel Hunt: Projections

Background

After the Shackled Miracle arrived, the catastrophe brought by the Miracles ushered in another change.

The Ultrasonic Phenomenon has begun to occur among the Miracles, that is, all Miracles are emitting power at the same time and influencing each other.

This phenomenon has amplified the energy of the Miracle Nexus and projected Miramon into reality. If they are not hunted down, Miramon will eventually return to reality.

To fight against the impending disaster, the Sentinel Hunt, led by the Union and aided by major clubs, has been established. It's responsible for organizing manpower to attack and exhaust the Ultrasonic Projections when they appear.

After each Sentinel Hunt fight, the Union will reward warriors based on their damage dealt to the Projections.

Gameplay Overview

A Sentinel Hunt phase lasts 7 days and consists of an Assembly Phase and an Attack Phase.

Assembly Phase: TUE. Attack Phase: 00:00 WED - 23:59:59 next MON (UTC). Projections can only be challenged during the Attack Phase.

Since the battles are quite challenging, members must reach Lvl 30 to participate.

During the Attack Phase, each warrior will receive 3 Ultrasonic Tickets per day from the Union at 00:00 (UTC). The tickets allow you to challenge the Projections.

In each Hunt, a Club will face 3 different Ultrasonic Projections: Phobetor Projection, Countess Sonica Projection, and Dark Star Lord Projection (unlocks at Lvl 60).

Each Projection starts at level 1. For every level the Club defeats, the Projection will level up once. Meanwhile, the Club will receive an Ultrasonic Chit, which grants all members (who are in the Club when the Chit is given) a chance to draw a reward.

An Ultrasonic Chit contains, but is not limited to, the following rewards: Legendary Abilimon Ripples, Shimmer Record Fragments, Gold Records, Elemental Records, Reset Stones, Growth Materials, Stamina, MemoChips, and Club Points. The higher the Projection's level, the better the Ultrasonic Chit and its rewards.

You can get up to 30,000 Nexus Crystals in an Ultrasonic Chit! But only a few lucky players will get this grand prize (0.001% chance when they draw)!

At the start of a new Hunt, data such as all Projection levels, challenge records, Chit acquisition, and Club rankings will be reset. Meanwhile, players' Ultrasonic Tickets that were issued in the last phase will be cleared.

Note: Ultrasonic Chits disappear at the end of a Hunt. Members who haven't claimed their rewards or have quit the Club before the Hunt ends will receive a randomly allocated item from the Mystery Box via mail.

Challenge Falsetto Fantasy to obtain Rune Box Points, and unlock Rune Boxes to obtain generous rewards.

When players have insufficient Ultrasonic Tickets, they can use Nexus Crystals to purchase a max of 5 additional attempts per Ultrasonic Projection in each phase.

The cost in Nexus Crystal increases as more attempts are purchased.

The number of additional purchased attempts is counted separately for each of the 3 Ultrasonic Projections.

Additional challenges offer different single-battle rewards than challenges using Ultrasonic Tickets. They won't grant Club Points related rewards.

Battle Overview

A maximum of 3 5-Esper squads (15 Espers total) can be used in a battle. Squads enter combat in order; the next squad will start over if the previous squad loses.

When a player gets a higher rating in battle, the number of squads they can deploy will be increased. (At first, the player can only deploy 1 squad. If the 1st squad gets a B+ rating, they will be able to deploy 2 squads. If both the 1st and 2nd squads get a B+ rating, they will be able to deploy 3 squads.)

In Sentinel Hunt battle, as the 5-Esper squad deals more damage and the battle progresses, the Projection becomes more powerful.

A score and rating will be given to each squad according to damage dealt in each battle. The higher the rating and the more energy deducted from the Projection, the better the single battle reward.

In each Hunt, you can unlock Blitz for each Projection after completing 1 battle against that Projection. After unlocking a new squad number for the first time, you will need to complete the battle again to unlock Blitz.

Purchasing additional challenges with Nexus Crystals won't deduct challenge attempts, and their results won't impact Projections' energy, grant Rune Box Points, affect the Club's result in that challenge, or appear in the Club's challenge records.

Battle Rewards

Players can claim rewards based on their single-squad ratings. However, for additional challenges purchased with Nexus Crystals, they will only receive rewards related to Strongstones and will not earn Club Points.

Approximate rewards for different ratings

E- to D-: Some Basic Strongstones of random elemental classes, Club Points (increases with ratings)

D to SSS+: Some Basic and Advanced Strongstones of random elemental classes, Club Points (increases with ratings)

EX to EX++: Some Basic, Advanced, and Elite Strongstones of random elemental classes, Club Points (increases with ratings)

Towers

5

Spatial Tower

The Spatial Tower features 100 floors.

Clear each floor to receive a reward and unlock the next one.

Each floor in the Spatial Tower can only be challenged once, and cannot be reattempted upon clearing.

Friend Assist is unavailable in the Spatial Tower.

Explore all 100 floors of the Spatial Tower to unlock the Temporal Tower.

Temporal Tower

Clear the Spatial Tower first to unlock the Temporal Tower (Temporal Tower features 50 floors).

Clear each floor to get a reward and unlock the next one.

Temporal Tower Monthly Season:

Each Phase resets at 00:00 on the 1st of each month, after which the progress, rankings and recommended formations from the previous phase are cleared.

Every new Phase will require challenging the Temporal Tower from 1F again.

At the start of a new Season, enemy formations and rewards for each floor may change.

A Temporal Disturbance will occur on every 5th floor of the Temporal Tower, granting more lucrative rewards.

Friend Assist is unavailable in the Temporal Tower.

Hard

After clearing 50F on Normal, Hard mode will unlock, containing a total of 50 floors.

In Hard mode, you must select a challenge formation and can only deploy Espers that meet the formation's requirements.

You can switch challenge formations, but challenge records will be saved independently for each formation. As a result, your current floor may change after switching.

Rewards for clearing each floor can only be claimed once. You cannot claim rewards again after switching formations.

When each challenge formation clears the highest floor on Hard mode for the first time, a clearance reward will be granted for that formation. Note: This reward can only be claimed once and does not refresh monthly.

Infinity Tower

Clear the Spatial Tower first to unlock the Infinity Tower (Infinity Tower features 10 floors).

Clear each floor to get a reward and unlock the next one.

Infinity Tower Monthly Phase:

Each Phase resets at 00:00 on the 15th of each month, after which the progress, rankings and recommended formations from the previous phase are cleared.

Every new Phase will require challenging the Infinity Tower from 1F again.

At the start of a new Season, enemy formations and rewards for each floor may change.

A Temporal Disturbance event will occur on every floor of the Infinity Tower. Select different events to get Stars and unlock better Star Rating Rewards.

Friend Assist unavailable in the Infinity Tower.

Reincarnation Tower

Summer Friends

Select 1 friend for each challenge. They'll receive a special blessing in the Reincarnation Tower. Complete the adventure to unlock their summer memory.

Challenge Rules

Each challenge contains 16 normal floors, with difficulty increasing as you progress. You can deploy randomly obtained Esper projections to fight.

You'll proceed to the next floor upon victory and lose 1 Challenger's Heart upon failure. Every time you fail, you can switch an enemy formation once.

Clear normal floors to earn Pass XP.

After clearing 16F, you'll enter a special boss stage. The boss can't be defeated. Your goal is to deal as much damage as possible within a certain number of cycles. Your highest score from this stage will count toward the event leaderboard. No rewards are given for this stage.

You can also tap Start Over anytime to end a challenge instantly.

Captain Abilities don't take effect during combat.

Sonic Blessing

Reach the designated floor to get a random Sonic Blessing.

Sonic Blessings grant various effects.

Create Team

You can spend Wave Fragments to purchase or refresh Esper projections provided by the system.

The higher the floor you reach, the greater the probability that Legendary and Epic Esper projections will appear.

At the start of a challenge, you'll get some Wave Fragments. At the end of a battle, you can also get some Wave Fragments.

You can also return the purchased Esper projections to get some Wave Fragments.

Esper Projections

In event stages, you can only use Esper projections to battle.

All Esper projections start at Tier 1 and can be upgraded up to Tier 3.

When you have 2 of the same Tier 1 Esper projections, they'll be fused into a Tier 2 Esper projection automatically.

When you have 2 of the same Tier 2 Esper projections, they'll be fused into a Tier 3 Esper projection automatically.

Once an Esper projection's Tier is upgraded, all of its attributes will be boosted, including Resonance Level.

Calamity Island

Expedition Duration

There are 4 Pillars unlocked in Calamity Island now. Players can challenge them one after another every week.

Burning Pillar: Monday, Thursday, Sunday

Howling Pillar: Tuesday, Friday, Sunday

Surging Pillar: Wednesday, Saturday, Sunday

Shimmering Pillar: Saturday, Sunday

After clearing 100F of the Burning Pillar, Howling Pillar, or Surging Pillar, the exploration time restriction for that pillar will be lifted.

Expedition Rules

Due to the influence of Divine Waves, each Pillar can only be accessed and explored by Espers with the corresponding elemental class.

Challenge Mode

Each Pillar has three modes: Single Squad, Double Squad, and Triple Squad Mode. Each of them contains several floors of challenges.

After clearing the specified floor of a mode, the next mode of the Pillar will unlock.

In Double Squad Mode and Triple Squad Mode, players must deploy multiple squads. Each squad will engage in a round of battles.

Expedition Limits

To avoid damage from the Divine Waves, only 10 floors in each mode of each Pillar can be explored per day.

Battle Limits

Due to the influence of Divine Waves, battles on Calamity Island have strict time limits. Espers are forced to leave a battle after a certain amount of turns, resulting in a loss of the battle.

In Double Squad Mode and Triple Squad Mode, each round has its own turn limit.

PvP

9

Point War

Match Rules

You will be matched with opponents from both your server and other servers in the Point War.

You can earn Supply Vouchers during the Point War by challenging other squads. Spend Supply Vouchers to get supplies in the Tournament Shop.

Each duel costs 1 Admission Certificate. You'll get 1 Certificate every 2 hours, with a storage limit of 20.

You can configure a defensive team to automatically battle other players' challenges. A defensive victory will also earn you Points.

If your challenge against another squad fails, you have 1 opportunity to re-challenge without spending any Admission Certificates. Quick Battle cannot be used during re-challenges. If you fail again, further attempts will require Admission Certificates.

Tournament Tiers

Defeating the enemy team will add points to your score, whereas a loss will subtract points.

There are 5 enemy squads in each round. Defeat higher Tier enemies to earn more points upon victory.

Winning earns you Supply Vouchers based on your current Tier. The higher your Tier, the more Vouchers you'll get.

Defeat deducts points, but a small amount of Supply Vouchers will still be rewarded.

Point War tiers are divided into Tier 1-16 based on your battle points.

Players who reach Tier 16 will be ranked based on their points from high to low, and Tier 18 to Tier 24 will be determined by players' ranking percentage.

At the end of each week, you will receive a weekly reward based on your current tier. See your "Tier Info" for more details. You will not receive a weekly reward if your squad fails to participate in the Point War for a week. Points will not be calibrated during the weekly reward tally.

One season consists of a 3-week period. Starting tiers and points in the new season will be calibrated based on the previous season's results.

Back to Back Rewards

Defeat an opponent who has points to increase your winning streak. Additional points can be earned by winning a certain number of matches in a row.

A winning streak will earn bonus points. The longer the winning streak, the more points a player will receive. However, there is a maximum cap on the bonus points. Once the player reaches this limit, they won't receive any additional bonus points for a winning streak.

Replay

You can view replays of Point War battles in Battle Reports.

Point Rewards

Round Reward: you earn some Supply Vouchers for every winning round.

Tier Advancement Reward: The first time players reach Tier 16 or below, they can claim a bonus reward.

Weekly Winner Reward: Upon winning a certain number of challenges every week, players can claim a bonus reward.

Weekly Reward: Sent to squads via mail and based on their weekly Point War tier.

When both Tier Rewards and Ranking Rewards are earned simultaneously, players will only receive the Ranking Rewards.

Casual Match

This is the Arena Prep Room. Here you can send chat invites or invite others via Bluetooth to duel with their squads in real-time in the virtual Casual Match.

For each Casual Match battle, a squad can pick a total of 5 Espers, and then ban 1 Esper from the opponent's squad. The match adopts a 4v4 format. Winning or losing is the duel's only outcome; no other rewards will be given.

Before inviting others' squads via Bluetooth, please enable your Bluetooth and grant Location/Nearby Devices permissions.

When inviting another player's squad via Bluetooth, both devices should be within Bluetooth connectable range, and both devices' Bluetooth must be enabled for the Casual Match.

The Casual Match is a great place just to have fun and develop your skills!

Warm-Up Match

When playing Ranked Match for the first time, a player's initial Tier will be determined based on the current squad level. For players who participated in the last Ranked Match season, their initial Tier will be determined based on their highest tier last season.

Ranked Match Tiers: Bronze, Silver, Gold, Platinum, Diamond, Master, Legend.

Players below Platinum can deploy 4 Espers per match. For Platinum and above players, after both sides take turns picking 5 Espers, they ban 1 Esper from their opponent and finally play in 4v4 format.

As each victory grants Tier points, players' Tiers in the Warm-Up Match will be increased. Meanwhile, each failure will deduct Tier points. Bronze and Silver Tiers have a protection mechanism. Losing in Bronze Tier won't deduct Tier points. Losing in Silver Tier may drop players up to Silver III but won't drop them to Bronze Tier.

Players with different Tiers will be rewarded different amounts of Supply Coins upon victory. Supply Coins can be redeemed for items in the Tournament Shop. Losing a low-Tier battle will still earn players a small amount of Supply Coins.

When players get a higher Tier record for the season, they can claim the Tier's rewards in the reward claiming screen.

Rewards are issued every day based on your wins. You can claim them directly in the reward screen.

Once the event shop closes, unused Supply Coins will be taken back. Please remember to use them in time!

Knockout

Match Rules

You can earn Supply Vouchers during Knockout by challenging other squads. Spend Supply Vouchers to get supplies in the Tournament Shop.

Each duel costs 1 Knockout Entry Ticket. You'll get 1 Knockout Entry Ticket every 4 hours, with a storage limit of 20. You'll start the season with 10 Knockout Entry Tickets.

You can configure a defensive team to automatically battle other players' challenges. A defensive victory will also earn you Medals. You can set 2 defensive teams, each with 5 Espers.

Medals and Rankings

Defeating an enemy team will earn you Medals, whereas a loss will deduct Medals. If you have already bested a player, you can't challenge them again. You can only challenge the same player 3 times.

There are 4 enemy teams in each round. Defeating higher tier enemies grants you more Medals upon victory, but the number of Supply Vouchers remains fixed.

A defeat deducts Medals, but a small amount of Supply Vouchers will still be rewarded.

When a season is tallied, players will be ranked based on the number of Medals, and receive Season Rewards based on their rank. Reward details can be checked on the Rewards screen.

If you haven't participated in the current Knockout season, you won't be able to get Season Rewards.

At the start of a new season, players will receive a certain amount of Medals based on their rank during the last season.

Replay

You can view replays of Knockout matches in Battle Reports.

Rewards

Round Reward: you earn some Supply Vouchers for every winning round.

Season Reward: Sent to you via mail based on your rank in a Knockout season.

Insignia

Players can equip Knockout Insignia by tapping the avatar located at the top left of the Home screen after participating in Knockout.

Players' current Knockout ranking will be synched on their Insignia.

The data on the Insignia may be delayed and should be used for reference only. The rankings displayed on the Knockout screen shall prevail.

Battle

Knockout Battle

Deploy Espers on the Formation page.

A player can deploy a maximum of 2 teams, totaling 10 Espers, in Knockout.

If an Esper is selected as a Captain and their Captain ability applies to the current instance, the Captain ability will be activated and affect the entire team.

Competition is set on Auto-Battle, which means players can't manually cast abilities in combat. They can, however, skip the combat process to view results.

Competition is elimination based. A winning team will continue to fight against another team that hasn't fought yet. Winning teams will suffer a Fatigue effect, which reduces their damage dealt and increases damage taken.

Upon entering the next match, all Espers on the battlefield will recover a percentage of their HP and some ability cooldowns.

In Knockout, your Espers will battle using the system's preset Rival Rune attributes and set bonuses, rather than equipment.

In Knockout battles, if C. RATE exceeds 100%, the excess will be converted into C. DMG. Conversion Ratio: 1% C. RATE = 1% C. DMG.

In each match, Espers deal more damage and receive less healing as the number of turns increases.

VR Battlegrounds

The Union has set up VR Battlegrounds in the War Room for players to train their Espers, so that they can better understand and improve their strength before combat.

The opponents are training projections specially prepared by the Union. Their levels can be set, with Lvl 20 as the starting level, and their attributes will change as they level up.

Players can deploy Espers they own and edit their attributes and levels in Settings.

Battlegrounds

Battlegrounds is a multiplayer matchmaking competition. In each match, 16 players compete in a 1v1 format until the last player survives, and this player becomes the Apex Player.

In Battlegrounds, the Star Rating, Level, Abilities, and Ascension Level of players' Espers are maxed, but Resonance remains unchanged. During the event, players can temporarily switch equipment sets. The equipped equipment has designated attributes.

During the event, there are 5 Helper Espers for players to use every week.

Battlegrounds Combat Rules

Two players are matched together in a battle, and they can deploy Espers to create a formation.

Auto-battle is adopted the whole time.

Winners can choose runes as rewards and use them in the following battles.

If a battle has not ended even after the designated number of turns, the party that deals higher damage wins.

If a player loses, the battle ends and their ranking and rewards are calculated based on the number of remaining players.

Battlegrounds Reward Rules

Battlegrounds rewards contain Task Rewards and Glory Rewards. Greater Glory Rewards can be acquired by upgrading the Battle Pass to the Hero E-Pass.

Glory Tokens expire at the end of each Battlegrounds event.

Leaderboard

This leaderboard is based on players' Tier rankings in their divisions. If players have the same Tier, the player who reached the Tier first ranks higher.

At the end of the event, the top 100 players will receive a special limited insignia, which lasts for 30 days and can be changed in Player Settings.

Highlight

Players can view replays of the top 100 players in the leaderboard on the Highlight page.

The Highlight page refreshes once every 5 minutes.

Clubs

6

Club

Managing a Club

The founder will automatically become the Clubmaster of their new Club and have the right to remove members, transfer the Clubmaster position and appoint Deputy Clubmasters.

Deputy Clubmasters can remove ordinary members.

Both Clubmasters and Deputy Clubmasters can update Club Bulletin and send notifications to all Club members by mail.

Club Events

Club members can earn rewards and Club Points by participating in various Club activities. Club Points can be used to purchase items in the Club Shop.

Certain Club events grant Activeness and Club XP. Club XP increases the Club's level.

Club Levels

A Club's member cap is set at 30 when initially founded.

High-level Clubs will gain access to special items from the Club Shop.

Leaving Clubs

Members who leave a Club will need to wait 24 hours before joining a new Club.

Club Shop

Club members can spend Club Points to purchase special items in the Club Shop.

The items available in the Club Shop will get better as the Club levels up.

Other

If the Clubmaster has been offline for 14 days, a Deputy Clubmaster will become the new Clubmaster. If all Deputy Clubmasters have been offline for 14 days, the most recent Club member to log in will become the new Clubmaster.

Credits Overview

Personal Credit is the sum of Club Activeness over the last 7 days and different Club activities.

You can view your current Credits in the Club member list.

Club Task

Daily Tasks

Club members will gain access to 3 special Club Tasks every day, but these tasks do not carry forward to the next day.

Club members can complete Daily Club Tasks to obtain rewards and Club Points, as well as Activeness and Club XP.

Weekly Tasks

All Club members will gain access to 1 special Weekly Club Task per week. All Club members will need to work together to complete the task, and each task will only be valid for that week.

Club members who complete their Weekly Task together will gain access to special rewards and Club Points, and earn Activeness and Club XP.

Activeness

Club members to reach a certain threshold of Activeness each week will be entitled to another reward.

Clubs' Activeness resets every week.

Activeness Leaderboard

The top 3 Club members by Activeness over the last 7 days (this week) will be honored on a special leaderboard.

Reward Overview

Club members can obtain one full reward set per week (a weekly reward and Activeness Tier rewards). These rewards can only be claimed once per week even in the event of a change in Club membership.

Club Help

Wish Cards

You can post 1 Wish Card daily. Once posted, the wish cannot be changed until it's fulfilled.

When posting a Wish Card, you can select an already owned Esper to make a wish. Based on the Esper's elemental class, the Wish Card requires 4 corresponding elemental Stickers.

Wish Stickers

Obtain 4 corresponding Wish Stickers to redeem the Wish Card Reward.

Members can donate Wish Stickers to each other to speed up Wishes.

Wish Rewards

Once your wish is fulfilled, tap on the posted Wish Card to claim your rewards.

There are 3 tiers of wish rewards that always grant Ripples of the Esper on the Wish Card and Record Fragments of the Esper's elemental class, and may also grant additional Shimmer Record Fragments. The quantity of Esper Ripples is determined by the Esper's rarity. Rare/Epic Espers: 2 Esper Ripples. Legendary Espers: 1 Esper Ripple.

Holobattle defensive formations

Defensive Formation Rules

Add Espers that you already have to your defensive formation.

You should deploy two teams of defensive formations in each challenge, each team containing up to 3 Espers.

Espers in defensive formations can also be deployed in attacking formations.

During the sign-up stage, players can edit Espers in their defensive formations. But once the battle stage starts, players can no longer edit the formations. Defensive formations from the last Holobattle will be used by default if players don't edit the formations on time.

During the battle stage, Clubmasters and Deputy Clubmasters can pre-adjust participants and defensive formations. The adjustment takes effect in the next match.

Holobattle sign-up and map

Sign-Up Rules

Sign-Up Time: Every Sunday at 01:30:00 - Monday at 00:59:59 (UTC+0)

Each Club must have 10-30 participants who are Lvl 30 or higher.

Club members can sign up for the event by setting up their defensive formations.

If the Club doesn't have 30 members sign up, Clubmaster and Deputy Clubmasters can select members to participate. Each Club must have at least 10 participants to qualify for Holobattle.

When the sign-up stage ends, if the Club has 10 or more participating members, it successfully signs up and starts the wait for matchmaking. If the number of participants is below 10, the Club will drop out of this week's event. If a Club has no online members for 5 days or more, the Club will drop out of next season's event.

Once the Club successfully signs up, all its participants will join three Holobattle matches. The Club can no longer change its participants during the battle stage.

Defensive Formation Rules

Add Espers that you already have to your defensive formation.

You should deploy two teams of defensive formations in each challenge, each team containing up to 3 Espers.

Espers in defensive formations can also be deployed in attacking formations.

During the sign-up stage, players can edit Espers in their defensive formations. But once the battle stage starts, players can no longer edit the formations. Defensive formations from the last Holobattle will be used by default if players don't edit the formations on time.

During the battle stage, Clubmasters and Deputy Clubmasters can pre-adjust participants and defensive formations. The adjustment takes effect in the next match.

Matching Rules

Clubs will be matched with suitable opponents on Monday at 01:00:00 (UTC +0). Each match lasts 48 hours.

A total of 3 matches take place each week, and the Club Score can fluctuate depending on match results.

Attack Rules

Players can select a target to attack.

A player can't attack the same enemy repeatedly.

Victory Rules

The attacking Club wins a match upon reaching a certain Holo Cup Score threshold within 48 hours.

The attacking Club loses a match if a certain Holo Cup Score threshold is not reached within 48 hours, and the enemy Club wins.

Reward Rules

Once all 3 matches have finished, results will be calculated. Members in the top 10% of Clubs will be rewarded with a crown avatar decoration as a token of glory.

Holobattle attacking formations

Deployment Rules

Deploy Espers on the Formation page.

You can deploy 2 Esper squads, each of which can have up to 3 Espers.

If an Esper is selected as a Captain and their Captain ability applies to the current instance, the Captain ability will be activated and affect the entire team.

Shops and passes

6

Shops

Gold Shop

You can buy everyday necessities with Gold in the Gold Shop.

Gold Shop selections are refreshed every 6 hours, and can be manually refreshed at the cost of Nexus Crystals. You can manually refresh up to 10 times a day.

Friendship Shop

Buy everyday necessities with Friendship Points in the Friendship Shop.

The Friendship Shop is automatically restocked daily.

Tournament Shop

Spend Supply Vouchers in the Tournament Shop to get Union supplies.

The Tournament Shop is restocked every Monday (not manually).

The first 10 sets of Donar Ripples and Ming Shuo Divinate Fragments purchased in the Season Shop will be sold at a discount.

Cube Shop

Buy items with Cube Points in the Cube Shop.

The Cube Shop is automatically restocked every 14 days.

Club Shop

Purchase items with Club Points in the Club Shop.

The Club Shop is automatically restocked every Monday.

Only Club members can purchase supplies from the Club Shop.

Divine Sequencer Shop

You can purchase items with Dioprisms, Divinate Crystals, and Monoprisms in the Divine Sequencer Shop.

The Divine Sequencer Shop is restocked after every update (not manually).

Ritual Shop

Purchase items with Ritual Points in the Ritual Shop.

The Ritual Shop is restocked every Monday (not manually).

Skin Shop

Skin Vouchers can be used to purchase items in the Skin Shop, obtainable through high-ranking rewards in Point War, Beatbout, Knockout, and Falsetto Fantasy.

Players cannot purchase a skin if they already own it or if they do not have the corresponding Esper.

Certain Skins require you to meet specific conditions to purchase.

Championship Shop

Unlocks after the Championship begins (including off-season).

In the Championship Shop, you can purchase items with Champ Coins, which are obtained from the Championship.

The Championship Shop is restocked every Monday (not manually).

Shadowsong Shop

Available after Nocturne Echoes pool opens.

Each Ether Disc used grants 1 Shadowsong Shop Point. Use these points to redeem exclusive heroes and valuable items.

The Shadowsong Shop will close about 3 days after the Nocturne Echoes event ends. Be sure to redeem your rewards in time.

All remaining Shadowsong Shop Points will be cleared when the shop closes. Plan ahead to avoid losses.

M-Pass

Types

Aqua M-Pass features the basic tier of rewards which are available to all Espers, while rarer rewards can be unlocked by upgrading Aqua M-Pass to Sapphire M-Pass and Radiant M-Pass.

M-Pass Level and M-Coins

Espers can obtain M-Coins through Quests to level up their M-Pass. The M-Pass will increase 1 level for every 50 M-Coins collected until Lvl 60.

Before the M-Pass expires, some players will receive an M-Coin bonus based on the actual number of days they can get M-Coins. It allows them to accumulate M-Coins faster to redeem for rewards.

M-Coins expire at the end of each M-Pass event.

Rewards

Reach certain M-Pass levels to get corresponding rewards.

E-Pass

Types

Elite E-Pass features the basic tier of rewards which are available to all Espers, while rarer rewards can be unlocked by upgrading Elite E-Pass to Hero E-Pass and Glory E-Pass.

E-Pass Level and E-Coins

Espers can obtain E-Coins through Missions to level up their E-Pass. The E-Pass will increase 1 level for every 50 E-Coins collected until Lvl 30.

E-Coins expire at the end of each E-Pass event.

Rewards

Reach new E-Pass levels to get corresponding rewards.

Showdown Pass

Types

Valor Pass features the basic tier of rewards which are available to all Espers, while rarer rewards can be unlocked by upgrading Showdown Pass to Master Pass and Champion Pass.

Pass Level

Espers can obtain Showdown Coins through winning Beatbout battles to level up their Pass. The Pass will increase 1 level for every 50 Showdown Coins collected until Lvl 30.

Showdown Coins expire at the end of each Showdown Pass event.

Rewards

Reach new Pass levels to get corresponding rewards.

Monthly Card

Purchase to get Nexus Crystal x300 and a limited-time Namecard - Planet Dreams instantly. Also, for 30 days from the date of purchase, players will receive Nexus Crystal x100 via mail daily at 00:00 (UTC+0), even if they do not log in.

Players can have a total of 2 Monthly Cards at any one time. Once purchased, the Monthly Card cannot be valid for more than 60 days.

Limited-time Namecards are only available before the Monthly Card expires.

Black Gold Monthly Card

Purchase to get Gold Record x5 instantly. Also, for 30 days starting from the date of purchase, players will receive Gold Record x1 via mail daily at 00:00 (UTC+0), even if they do not log in.

Players can have a total of 2 Black Gold Monthly Cards at any one time. Once purchased, the Black Gold Monthly Card can't be valid for more than 60 days.

Gold bonus is valid for story stages, Sonic Rift, Sonic Miracle, Ritual Miracle, and Desolate Lands.