Levels, Star Promotion, Ascension, skills, Resonance, Level Breakthrough and relics
Dislyte Esper progression
Levels and EXP
Every Esper needs the same EXP whatever their rarity: 1,749,870 from level 1 to 60, or 35 Special Experimon, and 14,759,070 more from 60 to 70 (296 Special Experimon). The last ten levels cost more than eight times the first sixty.
- 1Total EXP: 0
- 10Total EXP: 3,810From the row above: 3,810
- 20Total EXP: 19,960From the row above: 16,150
- 30Total EXP: 75,000From the row above: 55,040
- 40Total EXP: 248,150From the row above: 173,150
- 50Total EXP: 714,330From the row above: 466,180
- 60Total EXP: 1,749,870From the row above: 1,035,540
- 70Total EXP: 16,508,940From the row above: 14,759,070
Special ExperimonEXP each: 50,000
Elite ExperimonEXP each: 20,000
Advanced ExperimonEXP each: 4,000- Basic ExperimonEXP each: 1,000
Star Promotion
Promotion needs the Esper at their level cap and Starimon of the star rating they have now: three 3-star Starimon take a 3-star Esper to 4 stars.
- 3 to 4 starsNeeds level: 30Starimon:
Rare Starimonx3Gold: 5,000 - 4 to 5 starsNeeds level: 40Starimon:
Epic Starimonx4Gold: 10,000 - 5 to 6 starsNeeds level: 50Starimon:
Legendary Starimonx5Gold: 50,000
Ascension
The six Ascension phases open at levels 1, 15, 35, 40, 45, 50. Each takes Waves of the Esper's own element (Inferno Waves for an Inferno Esper, and so on) and Gold; Umbra Espers take a mix of elements. The third phase upgrades one skill, and the rest add stats.
Legendary Espers
- 1Opens at: Lvl 1Basic Wave: 15Gold: 3,000
- 2Opens at: Lvl 15Basic Wave: 20Gold: 6,000
- 3Opens at: Lvl 35Basic Wave: 25Advanced Wave: 15Gold: 9,000
- 4Opens at: Lvl 40Advanced Wave: 20Elite Wave: 10Gold: 12,000
- 5Opens at: Lvl 45Advanced Wave: 30Elite Wave: 15Gold: 15,000
- 6Opens at: Lvl 50Advanced Wave: 40Elite Wave: 30Gold: 18,000
- TotalBasic Wave: 60Advanced Wave: 105Elite Wave: 55Gold: 63,000
Epic Espers
- 1Opens at: Lvl 1Basic Wave: 10Gold: 2,000
- 2Opens at: Lvl 15Basic Wave: 15Gold: 4,000
- 3Opens at: Lvl 35Basic Wave: 20Advanced Wave: 10Gold: 6,000
- 4Opens at: Lvl 40Advanced Wave: 15Elite Wave: 5Gold: 8,000
- 5Opens at: Lvl 45Advanced Wave: 25Elite Wave: 10Gold: 10,000
- 6Opens at: Lvl 50Advanced Wave: 35Elite Wave: 20Gold: 12,000
- TotalBasic Wave: 45Advanced Wave: 85Elite Wave: 35Gold: 42,000
Rare Espers
- 1Opens at: Lvl 1Basic Wave: 5Gold: 1,500
- 2Opens at: Lvl 15Basic Wave: 10Gold: 3,000
- 3Opens at: Lvl 35Basic Wave: 15Advanced Wave: 5Gold: 4,500
- 4Opens at: Lvl 40Advanced Wave: 10Elite Wave: 5Gold: 6,000
- 5Opens at: Lvl 45Advanced Wave: 15Elite Wave: 10Gold: 7,500
- 6Opens at: Lvl 50Advanced Wave: 20Elite Wave: 15Gold: 9,000
- TotalBasic Wave: 30Advanced Wave: 50Elite Wave: 30Gold: 31,500
Skills and Abilimon
Each Abilimon raises one of the Esper's skills a level, picked at random among those not yet maxed, so the total an Esper needs is the sum of their skills' levels above 1 (12 for most Espers). The Abilimon has to match the Esper's rarity.
- Legendary (5 stars)Abilimon:
Legendary AbilimonGold each: 1,000 - Epic (4 stars)Abilimon:
Epic AbilimonGold each: 1,000 - Rare (3 stars)Abilimon:
Rare AbilimonGold each: 1,000
Level Breakthrough
A level 60 Esper can break through to a cap of 70 for 5 Levelmon and 500,000 Gold. Breaking through also upgrades the Esper's Captain Ability; each Esper's page lists both versions.
Resonance
Each of the six Resonance gates takes one of the Esper's own Materia, which come from duplicate copies. Every Esper's page lists what their gates do.
Esper Resonance
Duplicate Espers will be converted into Esper Materia. (After obtaining Materia 6 times, they will be converted into Dioprisms and Monoprisms, used to purchase items in the Divine Sequencer Shop.)
Use an Esper's Materia to conduct Resonance for that Esper. Each Resonance costs 1 Materia.
Each Esper can conduct up to 6 Resonances. Each Resonance unlocks Divine Gates that boost an Esper's powers.
The powers from different Esper's Divine Gates are different.
Each successful Resonance converts an Esper's star to purple. After 6 Resonances, all stars will be purple.
Each Resonance unlocks a part of the track for that Esper's Solo.
An Esper's Solo will be unlocked after 6 Resonances.
Growth in the game's words
Esper Growth
Level Up
Espers can level up by doing battle or by absorbing the divine power of Experimon.
The latent energies hidden within Experimon makes them an ideal vehicle for boosting Espers' XP.
Star Promotion
The level cap on an Esper is determined by their Star Rating: 3-Star = Lvl 30, 4-Star = Lvl 40, 5-Star = Lvl 50, 6-Star = Lvl 60.
Espers who reach their current level cap will only be able to advance further by Star Promotion.
Promoting an Esper's Star Rating will require Starimon of the same Star Rating. You will need 3/4/5 Starimon to promote to 4/5/6-Star.
Star Promotion improves attributes.
Starimon are excellent materials for promoting Espers.
Starimon's Star Ratings can be changed via Fusion and Disassembly.
Ability Upgrade
You can upgrade an Esper's ability with Rare/Epic/Legendary Abilimon, which will keep upgrading abilities randomly until all abilities are maxed.
You cannot upgrade an ability with Abilimon once the ability level cap is reached.
Esper Ascension
Espers can be Ascended at Lvl 1.
Further Ascensions are available at Lvl 15/35/40/45/50, up to a maximum of 6 Phases.
Ascensions have an associated materials cost. Ascension boosters may be obtained by challenging the Sonic Miracle.
You can combine Basic and Advanced Ascension boosters into Elite boosters.
Esper Fusion
Esper Fusion is the latest technology from the Esper Union's Research Labs, designed to further boost the power of Espers. It fuses recorded Divine Waves into a new frequency, thus creating a new Esper.
Esper Fusion Rules (Camille)
Players can complete related missions to meet the fusion requirements for Camille.
Complete 4 missions each time to fuse Camille.
Esper Fusion Rules (Alexa and Lucas)
Each Fusion requires 1 specified main Esper and 3 secondary Espers of 3 different elemental classes.
There are growth requirements that Esper Fusion materials need to meet. When all materials meet the requirements, simply tap Fuse to get a new Esper.
Selected Esper materials won't disappear when fused. However, they can't be fused again to get the same Esper's Materia.
Esper Fusion Rules (Jin Yuyao and the Fatum Sisters)
Jin Yuyao and the Fatum Sisters are the key Espers for defeating Kronos and Apep in the Ritual Miracle respectively.
To fuse Jin Yuyao, you'll need Jin Yuyao's Main Wave and 3 Espers who excel at defeating Apep (growth requirements must be met).
To fuse Fatum Sisters, you'll need Fatum Sisters' Main Wave and 3 Espers who excel at defeating Kronos (growth requirements must be met).
Main Waves of Jin Yuyao and the Fatum Sisters can be obtained from the Ritual Miracle Conqueror event.
Selected Esper materials won't disappear when fused. However, they can't be fused again to get the same Esper's Materia.
Esper Fusion Rules (Odette)
Each Esper fusion requires Inferno Crystal Diamonds, Wind Crystal Diamonds, Flow Crystal Diamonds, and Shimmer Crystal Diamonds, which are produced in the Desolate Lands.
After acquiring sufficient Crystal Diamonds, tap Fuse to acquire a new Esper.
Esper Fusion Rules (Everett)
Each Esper fusion requires the Main Esper Materia that's met its growth requirements and 3 materials: Inferno Crystal Diamonds, Wind Crystal Diamonds, and Flow Crystal Diamonds.
After selecting the Main Esper Materia that's met the requirements and acquiring sufficient Crystal Diamonds, tap Fuse to acquire the new Esper.
Esper Fusion Rules (Ming Shuo)
To fuse Ming Shuo, you'll need Ming Shuo's Main Wave, 6 secondary Espers that meet specific requirements, as well as the completion of fusion missions before using Gold to finalize the fusion.
Main Wave (Item): Consumed upon fusion. Obtainable in Desolate Lands (Hard), with a weekly acquisition limit. The acquisition rate and weekly limit increase based on the number of Blessed Espers you own.
Secondary Esper (Esper): Must meet specific upgrade requirements, and won't be consumed upon fusion. Can be reused for repeated fusion attempts of the same Esper.
Fusion Mission: To proceed with fusion, you must complete specific challenge missions. The requirements for fusion missions vary with different numbers of fusion attempts.
Esper Fusion Rules (Limited-Time)
When limited-time fusion is open, you can collect and fuse designated materials and Espers into powerful Espers.
Limited-time fusion requires three types of materials:
| Material Type | Quantity Required |
|---|---|
| Main Wave (Item) | 100 |
| Main Esper (Esper) | 2 |
| Secondary Esper (Esper) | 8 |
Main Wave (Item): Will be consumed after fusion. When the limited-time fusion event ends, unused items will be converted into a small amount of Gold.
Main Esper (Esper): A fixed Esper that must meet specific upgrade requirements. Won't be consumed after fusion.
Secondary Esper (Esper): An optional Esper that must meet specific upgrade requirements. Fusion will transfer some of their powers, resetting their Level/Star Rating/Ascension Phase/Ability Level to their defaults.
Divine Synthesis Pod
The Divine Synthesis Pod automatically selects the 5 highest-level Espers on the player's Esper list. The lowest level of these Espers is the Synthesized Level.
After an Esper is placed into the slot below, they will be affected by the Divine Synthesis Pod, causing their level to match the Synthesized Level. Synthesized Level effects are identical to the Esper's level effects.
The Synthesized Level is not available for Ascension, unlocking Profiles, Bounties, Expedition, Courses, Achievement.
Once the Esper is released, they will no longer be affected by the Divine Synthesis Pod and the slot refresh timer begins.
Espers of different rarities have different slot caps in the Divine Synthesis Pod.
Slots unlock gradually according to the player's game progress.
The Divine Synthesis Pod cap is Lvl 50
Additionally, in the Materia Lab, you can increase the Max Synthesized Level and the Synthesized Level required for Esper Ascension.
Divine Sequencer
Can only disassemble Espers without any advancement (leveling up, ability upgrades, ascension, etc.).
Only when an Esper has reached max resonances can non-upgraded Espers of the same name be disassembled.
Cannot disassemble Espers obtained from Esper Fusion.
Relics
The game calls relics equipment in its menus. Every relic set has its own entry with its set effect and how many pieces it takes.
Equipment Info
Equipment Attributes
Espers can be equipped with equipment to improve their attributes.
The first stat is the equipment's Main Attribute. Other attributes are Secondary Attributes.
Equipment can provide all kinds of different attribute bonuses. A higher Equipment Level gives a better bonus.
Equipment Main Attributes
Blade: its fixed attribute is an ATK bonus.
Ring: its fixed attribute is either a C. RATE, C. DMG, ATK, ATK%, DEF, DEF%, HP, or HP% bonus.
Armor: its fixed attribute is a DEF bonus.
Headphones: its fixed attribute is either an ACC, RESIST, ATK, ATK%, DEF, DEF%, HP, or HP% bonus.
Goggles: its fixed attribute is an HP bonus.
Boots: its fixed attribute is either a SPD, ATK, ATK%, DEF, DEF%, HP, or HP% bonus.
Equipment Secondary Attributes
Equipment comes with 0-4 starting Secondary Attributes, and Grading corresponds to equipment's starting number of Secondary Attributes. In other words, the more Secondary Attributes possessed by an equipment piece, then the higher its Grading.
| Equipment Grading | Initial Secondary Attribute number |
|---|---|
| Shoddy | 0 |
| Good | 1 |
| Elite | 2 |
| Superior | 3 |
| Flawless | 4 |
The Secondary Attributes of equipment are generated at random.
Set Bonuses
Equipment is divided into Celestial Equipment and Ethereal Equipment. There are 4 types of Celestial Equipment: Blade, Ring, Armor, and Headphones. There are 2 types of Ethereal Equipment: Goggles and Boots.
Equipping 4 pieces of Celestial Equipment from the same set will activate a special Celestial Equipment Set bonus, and 2 pieces of Ethereal Equipment will activate a special Ethereal Equipment Set bonus. Activating these set bonuses will provide extra special attributes or buffs to the wearing Esper and/or their team.
Equipment Enhancement
Equipment Enhancements cost Gold.
Equipment may be Enhanced up to +15, but the likelihood of success decreases at higher levels.
Enhancing equipment's level will boost its Main Attribute.
Equipment's Secondary Attributes will receive a boost when Enhanced to +3/+6/+9/+12/+15.
Equipment can have up to 4 Secondary Attributes, Enhancements to which will likely add a new Secondary Attribute if available.
Tap Instant to shorten the process of auto enhancing equipment.
Quick Enhance
All equipment equipped on an Esper can be enhanced together with Quick Enhance.
Quick Enhance enhances all equipped equipment in the order of Blade, Ring, Armor, Headphones, Goggles, and Boots.
Quick Enhance unlocks for Lvl 16+ squads.
Equipment Boost
Use Boost Stones to boost equipment of any level.
The Boost Stone in use must match the right equipment set and attribute.
Boosted equipment randomly increases the Secondary Attribute by a certain amount.
When boosting equipment's Secondary Attribute, the attribute cannot be stacked and will only be replaced if the new value is higher.
Equipment Recast
Equipment Reset
Reset Stones can reset equipment's Secondary Attributes.
Resetting does not change the Main Attribute and only resets all Secondary Attributes of an equipment piece to the starting value.
Only equipment with 4 Secondary Attributes can be reset.
Boosted equipment can also be reset, but its boosted attributes will not be inherited.
Equipment Rewind
Rewind Crystals offer you the chance to remove all enhancements from your Equipment.
Rewind will return Equipment to its unenhanced state.
You can only rewind Equipment with enhancement level 3 or higher.
Rewind will also remove attribute bonuses granted by Boost.
Equipment Fusion
Create equipment of various affinities with special materials found in the Cube Miracle.
40 Basic materials can be fused into a Lvl 40 equipment piece of a specified part; 50 Advanced materials can be fused into a Lvl 50 equipment piece of a specified part; 60 Elite materials can be fused into a Lvl 60 equipment piece of a specified part.
Materials of lower grade can be fused into ones of higher grade. Fuse 3 Basic materials into an Advanced material, and 3 Advanced materials into an Elite material.
Equipment Storage Capacity
Equipment storage capacity starts at 500. Higher Squad Levels grant higher capacity. The capacity will be increased to 3,000 at Squad Lvl 60.
After the squad reaches Lvl 60, equipment storage capacity will increase as the player's current max-level Legendary Espers increase.
When one has 10 Lvl 60 Legendary Espers, equipment storage capacity increases to 4,000.
When one has 20 Lvl 60 Legendary Espers, equipment storage capacity increases to 5,000.
When one has 30 Lvl 60 Legendary Espers, equipment storage capacity increases to 6,000.
When equipment pieces exceed the limit, newly acquired equipment will be converted into Gold of the same value. So, don't forget to clear some space before reaching the equipment storage limit.
Formations
Formation
Deploy Espers on the Formation page.
Squad Capacity: 5 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.
Formation Assist
You can send a formation assist request to other players. Once your account reaches Lvl 35, you can help other players, too.
A total of 10 assist requests can be sent per day. Attempts reset daily at 00:00 (UTC).
You can only accept 1 formation plan from 1 recommender per assist request.
All formation plans recommended by other players can be viewed via Esper Gallery - Formation Assist. Storage Limit: 100
Once the number of recommended plans reaches the limit, newly received plans will replace the old ones.
If you give a Like to a recommended plan, it will no longer be deleted or replaced. Limit: 50.
When deploying Espers in Story Chapters, Ritual Miracle, Sonic Miracle, and other gameplay, you can quickly apply formations designed by other players.
Tip: Once you send a formation assist request, other players will be able to know the basic info, growth, and equipment of the Espers in your squad.



