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An overview of basic gameplay mechanics.

Discs[]

Discs are the primary attacks used by Magical Girls. Each Magical Girl has a set of 5 Discs.

During the player's turn in a battle, the disc sets of the team's Magical Girls are combined together, and 5 random discs are then made available for the player. 3 discs (including Magia/Doppel) must then be chosen to attack with.

There are three type of discs: Accele, Blast, and Charge.

Accele Accele[]

  • When used alone, an Accele disc deals damage to a single enemy, and increases the Magia gauge of the attacker.
    • An Accele disc used as the 2nd or 3rd disc will give slightly more Magia than one used as the 1st.
  • An Accele disc in the first position will allow all subsequent discs to restore a little Magia.
  • Using 3 Accele discs in the same turn forms an Accele combo , which increases the Magia gauge of all team members by a flat 20 MP. This amount is unaffected by MP gain buffs or debuffs.

Blast BlastvBlasthBlastbBlasts[]

  • When used alone, a Blast disc deals damage to a line of enemies, in a row, column, or diagonal, depending on the type noted on the top right corner.
    • Blast attacks do not normally increase the Magia gauge.
  • A damage multiplier is applied to Blast discs depending on the position it is in the attack order. The first position has a 1.0x modifier, the second has a 1.1x modifier, and the third has a 1.2x damage modifier.
  • Using 3 Blast discs in the same turn (mixing directional types is allowed) forms a Blast Combo, increasing the damage of all 3 attacks.
  • While the vast majority of Blast discs are hoizontal or vertical, diagonal Blast discs do exist.
    • Only 3 playable characters in the game have them:
      1. Little Kyubey
      2. Himuro Lavi
      3. Himuro Lavi (Kimochi ver.)
    • Diagonal blast discs can be connected onto units that don't have diagonal blast discs and vice versa; they are simply converted to their respective discs according to the chart below:
BlastConversionSheet

Charge Charge[]

  • When used alone, a Charge disc deals damage to a single enemy, slightly restores the magia gauge, and increases the Charge count by 1.
  • Using 3 Charge discs in the same turn forms a Charge combo, automatically increasing the Charge count by 2 plus any bonuses held by characters who contributed at least one disc to the combo.
  • The Charge count continues to increase between turns until an Accele or Blast disc is used, up to a maximum of 20 Charges.
  • Using an Accele or Blast disc while there is an active Charge count will result in a Charged Attack. All Charge counts are consumed and the attack will gain both a damage and an MP restoration multiplier that scales with the Charge count.
    • Charged Accele discs have a higher MP increase multiplier, while Charged Blast discs have a higher damage multiplier.

MP Calculation[]

Base MP of a Single Accele, Blast or Charge Disc
Position 1st Disc 2nd Disc 3rd Disc (With Accele as 1st Disc)
A (Quests) 7.0 10.5 14.0 10.0 13.5 17.0
B (Quests) 0.0 0.0 0.0 - 3.0 3.0
C (Quests) 2.0 3.0 4.0 - 6.0 7.0
A (Mirrors) 10.5 15.8 21.0 13.5 18.8 24.0
B (Mirrors) 0.0 0.0 0.0 - 3.0 3.0
C (Mirrors) 3.0 4.5 6.0 - 7.5 9.0


Character Type MP Modifier
Type Attacking (%) Attacked* (%)
Magia 120 120
Support 120 100
Ultimate, Infinite, Devil 110 120
Mystic 110 110
Heal 100 120
"Ultimate", "Infinite", Akuma 100 100
Attack 100 80
Exceed 90 100
Balanced 90 90
Defense 80 100
*Base MP gained when attacked is 4MP in Quests and 6MP in Mirrors.
*Note that Ultimate Madoka-senpai's unique type "Ultimate" is not the same as the Ultimate-type. Same for Infinity Iroha-chan and "Infinite".


MP Charged Bonus
Charge(s) Accele MP Modifier
1 1.3
2 1.6
3 1.9
4 2.2
5 2.5
6 2.7
7 2.9
8 3.1
9 3.3
10 3.5
11 3.9
12 4.3
13 4.7
14 5.1
15 5.5
16 6.0
17 6.5
18 7.0
19 7.5
20 8.0

Disc Draw Mechanics[]

The 5 discs available for each turn of the battle are not entirely random; the selection is created as follows:

1. Determine the characters' priority

  • The default priority is 2
  • The priority of Magical Girls whose discs were selected during the previous turn is 0
  • If a character got a Puella Combo during the previous turn, their priority is -1
    • The team leader has a 40% chance to increase her priority by 1
    • Only Accele, Blast and Charge discs are considered. Magia and Doppel are excluded.
    • In the case of Connects, the priority of the sender is set to 0, while the receiver's priority isn't affected by that disk

2. Select characters according to their priority

  • 3 characters are chosen from highest to lowest priority
    • Characters of equal priority are selected randomly
    • If there are less than 3 characters available, all of them are selected

3. Choose the disc pool

  • From a maximum total of 15 discs (of max 3 selected characters), 5 discs are randomly chosen

Disc Draw Skills[]

Disc draw skills immediately replace the current disc draw with discs based on the skill's specific criteria, and do not follow the same rules as normal disc draws. Multiple disc draw skills can be used on the same turn. The AUTO-battle AI will never use disc changing skills.
1. The discs from all available characters are filtered according to the draw type (e.g. Charge Draw will only select Charge discs)

2. Discs are chosen at random from the eligible pool

  • If there are less than 5 eligible discs in the selection pool, discs will be drawn from it at random, and the pool will be refreshed each time it is emptied, until five discs have been drawn
    • The random discs "created" when less than five discs meet the draw criteria are the reason that it is sometimes possible to draw more discs of a certain type than exist for a given character when using a disc draw skill (e.g. A solo Maki Kaoru using her Charge Draw would draw five of her own Charge discs, despite only having two. Likewise, Maki Kaoru paired with Ashley Taylor and Akuma Homura-chan would still generate five Kaoru Charge discs, as neither of her teammates have any Charge discs to contribute to the initial pool.)
  • Disk draw skills ignore the priority mechanism, and are not limited to 3 characters
    • The one exception is Redraw Discs, which ignores priority, but is limited to 3 characters

Note: 'Available characters' exclude characters who can't perform any action because of the effects of bind, stun, or charm.

Connect[]

For a comparison chart of Connects, see Connect List

Every magical girl has a connect (Japanese: コネクト) skill.

Every time a Magical Girl attacks, she adds a charge to her Connect gauge, up to a total 3 charges.

Once a Magical Girl's Connect gauge is full, she gains the ability to connect to another member of her team. To do so, drag one of her discs ("A") onto another Magical Girl ("B").

  • B will attack instead of A, using the Disc type selected
  • B will gain all of the boosts from A's Connect
  • The disc counts as an attack by both A and B, meaning that a Puella Combos can be formed using 2 other discs from either character.
  • A's Connect gauge is reset, while B will gain a charge to her gauge

A Magical Girl's Connect will normally improve as her Rarity increases.

Magia[]

See main article: Magia

Doppel[]

See main article: Doppel

Spirit Enhancement[]

See main article: Spirit Enhancement

Attribute Enhancement[]

See main article: Attribute Enhancement

Damage Calculations[]

For a detailed breakdown of the game's calculation system, please see this Youtube video by Discord member Razielim

In its simplest terms, damage is calculated as the Attacker's ATK, minus 1/3 of the defender's DEF, adjusted by various modifiers. These include:

  • Buffs and debuffs
    • Buffs and debuffs of the same category cancel one another out additively (e.g. 70% Attack Up - 30% Attack Down = 40% Attack Up)
    • Most buffs and debuffs have a net cap of +100%, and a net floor of -95%
      • Buffs and debuffs can be stacked past 100% for the purpose of canceling their opposite (e.g. 30% Attack Up - 150% Attack Down = effective 95% Attack Down)
  • Elemental advantage/disadvantage (+50% for advantage, -50% for disadvantage)
  • Damage modifiers such as Damage Increase or Damage Cut
    • Positive and negative damage modifiers cancel one another out additively in the same way as buffs and debuffs
    • Damage modifiers contribute towards a shared net cap of +200%, and a net floor of -70%
    • Critical Hits additively apply up to +100% to the damage modifier pool, but do not contribute towards its cap
    • Magia Damage Up and Down are completely unrelated to the general damage modifier pool, and have the same caps as normal buffs
  • Status Ailments
  • Disc modifiers
  • Combos, such as Puella Combo

Attack Up vs. Damage Up/Damage Increase[]

Attack Up is generally considered to be superior to Damage Up, as it increases the gap between the the attacker's ATK and the defender's DEF. The damage bonus provided by Damage Up multiplies the final damage after being reduced by defense, and is thus less effective against opponents whose DEF is high relative to the attacker's ATK.

However, Damage Up & Damage Increase should not be dismissed entirely. Damage Up increases damage multiplicatively, whereas multiple attack buffs stack additively with one another. In situations where the enemy's DEF is much lower than the attacker's ATK, a combination of Attack Up and Damage Up/Increase will often give better results than Attack Up alone.

Finally, Attack Up as a boost is capped at 100%. Damage Up and Damage Increase, by comparison, are considered separate boosts and therefore can stack with it to give a much greater bonus.

Defense Up vs. Damage Cut[]

In the same vein as Attack Up vs Damage Up, Defense modifiers are generally more effective than Damage Modifiers. Conversely, Damage Cut may be more useful when the attacker's ATK is very high compared to the defender's DEF, as the total amount of damage reduction may be greater.

Defense vs. HP[]

Defense is preferable to HP when considering Memoria. More DEF reduces the amount of damage taken. More HP allows for more damage to be taken, but at the cost of taking harder hits, meaning the extra HP does not last long.

Which Discs Should I Use?[]

Players will be limited by which of their team's discs are presented on a given turn. In general, aim for whatever combos are available. Puella Combos are often beneficial, as they will set up for Connects.

In a situation where there isn't an easy combo, a spreadsheet has been created that shows the most efficient disc combinations for damage and MP gain: Google Doc

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