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{{TierListEntryA|Twin Shadows Sneaking Up|- 3 star stats<br />+ 3rd turn memoria<br />NOTES}} |
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+ | {{TierListEntryA|Never-Ending Practice|+ V stat distribution<br />+ 3rd turn memoria<br />Great stats and a short CD. Well placed on a tank, who are expected to survive long enough to use the memoria anyways. Does not require the carrier to get disks to be usable. Works exceptionally well combined with Evade. However lacks the power to close out a game similar to how offensively oriented memorias does}} |
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⚫ | {{TierListEntryA|Fuuuusion!!|- I stat distribution<br />+ 3rd turn memoria<br />While the Accele MP Up is completely useless, the Blast Up is fairly high and is on a short CD. Apart from the stats it is however inferior to [[Twin Shadows Sneaking Up]], and should only be used on blasters who doesn't have access to Twin Shadows, and don't require DEF to survive}} |
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+ | {{TierListEntryA|Unwavering Belief|- I stat distribution<br />~ 4th turn memoria<br />A stronger effect than [[Fuuuusion!!]], but also at a higher CD. Works well as a backup on tanks who may expect to survive to the 4th round if the game goes on that long, however other, shorter CD memos might be preferred over this, as to decrease the likeliness of getting to the 4th round all together}} |
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Revision as of 17:18, 17 June 2018
This page is created by TFF, to assure consistency this page is locked, remarks should be noted here or (preferably) in the #wiki channel on discord.
While this is called a tier list, and the memorias will be listed in tiers, the key aspect should be noted to be the notes on the memorias. In other words, do not blindly assume a memoria in a higher tier is great for all intents and purposes. While Towards the Light! is ranked highly, don't go it on Ayano Rika.
Due to the sheer amount of memorias only 4-star and particular special mentiones will be listed, if you cannot find a 1-, 2- or 3-star memoria listed here, you may assume it to belong in the F-tier.
The memorias are ranked mainly for mirrors, but will mostly hold true for normal questing too.
The order of the memorias within each tier is arbitrary, and thus does not reflect any difference in power level within the tier.
The memorias are ranked based on the following guidelines:
- Memorias are assumed MLB and max rank where possible (Walking an Entwined Path etc. is assumed as high level as possible)
- Higher ATK or DEF is preferred over higher HP, and memoria's stat distribution are noted based on how much stats they have in their preferred stat. Normal 4 star memoria follows the format below, higher number being better:
- V 2200+
- IV 2100 to 2199
- III 2000 to 2099
- II 1900 to 1999
- I 1899-
- Stat distribution is more important for active memorias than for passive memorias, due to their effect seeing less use. This implies that using a memoria solely for it's stats is a valid tactic for active memorias, despite not being so for passive memorias.
- Effects are evaluated based on their actual effectiveness. This means that while Here With You has Magia Damage Up [IX / 25%], ie effect IX, it is still strictly worse than My Bible which has Damage Increase [V / 25%] & Anti-Curse [100%], ie V. They have the same percent increase, but My Bible works on all attacks, including magia, while Here With You solely works on magia.
- Effects are evaluated based on their impact and limitations as described in Damage Calculation. This implies, amongst others, that Attack Up is superior to Damage Up at equal percent, and that Blast Up is somewhat harder to build around due to it's relatively low cap compared to its effectiveness.
- Cooldowns are considered halved and rounded down when considered, mirroring how they work in mirror. This implies that there is no effective difference between a cooldown of 4 and 5, both will here be referred to as 3rd turn memoria.
- For active memorias, cooldown is a relatively large factor in the evaluation of the memoria. Memorias available on the 3rd turn have a great preference, 4th turn may be considered useful, and other memorias are all considered F-tier, no matter their effects.
- Active and passive memorias will be listed separately, and there is no relation between the tiers in the lists. Ie, there is no basis for considering a passive memoria in the S-tier to be equally good to an active in the S-tier.
- Notes are described with - for negative note, + for positive note and ~ for average.
- Memoria who gives the carrier an icon over their health bar is considered slightly worse than those who do not, due to it being easier to guess the enemies setup for memoria which can be seen. Those who don't are refereed to as "invisible icon".
Some special notes on skill interactions:
- Evade is cancelled by any Status Ailment
- Crit does not stack, if recipient of two Critical Chance Up effects the highest percentage is used. This makes crit memorias and crit connects a bad combo.
- Evade does not stack
- Evade does not work on counter, chase etc.
- A girl will not counter, taunt, cover etc. if the girl cannot take any action due to stun, charm etc.
- The AI will assume no crits, no evades, no intervening from other girls through cover etc. and no Damage Cut from the receiving girl when chosing targets, this means that any evade, cover etc. will greatly increase your girls probability of surviving the round, and Damage Cut generally increases the chance for that girl. Damage negating memorias are thus considered great due to their ability to keep the girl alive to the following turn, not only for the damage negated.
- The AI will focus the target with the lowest DEF, if it has type advantage the target will be a girl of the weak element.
- Blast Up has a cap at +100%, implying that a carrier of Towards the Light! will reach the cap and somewhat waste the effect if she is recipient of any Blast Up connect.
- Chance to overkill is considered worse than barely, but consistently, finishing a girl. This means Crit, large Blast Up, chance to Armour Pierce etc. is considered somewhat harshly compared to other effects.
Passives
S-tier
Name | Notes |
---|---|
I Made Friends! I Made Friends! HP: 1800 ATK: 2200 Chance to Critical Hit [IV / 25%] & Attack Up [IV / 20%] |
+ V stat distribution + High Attack Up ~+ Critical Up The combination of great stats and high ATK+ is amazing. The crit+ is high enough to get a decent amount of crits of, however the risk of significantly overkilling with these crits due to the offensive nature of the battles in mirrors makes the effective usability of this effect somewhat lower that what might be initially assumed. This is generally good on anyone and anything, but should primarily be put on offensive girls who do not expect go get critical from other sources |
The Sword Which Strikes in the Space Between Light and Dark The Sword Which Strikes in the Space Between Light and Dark HP: 2115 ATK: 1915 Attack Up [IV / 20%] & Attack Up While At Max Health [V / 25%] |
~- II stat distribution + High Attack Up + High Attack Up on max HP Great for girls who does not get focused on the first turn, either because there is no enemy hero left prioritising due to type advantage or because there is another character with lower DEF on the girls team of the same element. Similar ATK+ to I Made Friends! after taking damage makes it useful also after taking damage |
Assistant Instructor of the Ryuushin Style Assistant Instructor of the Ryuushin Style HP: 2205 ATK: 1805 Chance to Counter [V / 30%] & Chance to Provoke [VI / 35%] |
- I stat distribution + Provoke + Counter A great memoria for tanks. The taunt chance is high enough to get one taunt of each turn on average, and a single provoke will usually save the initial target for that turn if she would normally die that turn, barring a crit or similar. Greatly increasing the survivability of attack oriented girls without forcing them to equip defensive memorias makes this memoria very strong. The high counter chance, while not as strong on a tank, does effectively increase the tanks dps a significant amount, since the tank will be able to survive multiple hits, and thus usually get of a few counters, dealing 80% of the tank's normal damage. The otherwise poor stat distribution is not that much of a problem here, since the tanks main objective is to keep herself and her allies alive. The carrier should if possible be put somewhere so that if she taunts a blast other girls are not caught in the wake of the attack. The second passive for a carrier of this memoria should be defensive, as to increase her tankiness. The Sunlight That Shines Into the Complex is a good second memoria here, allowing the carrier to cover even if the taunt failed, even if the carrier will then not counter. An invisible icon memoria |
A-tier
Name | Notes |
---|---|
About to Leave in Haregi About to Leave in Haregi HP: 1902 ATK: 2102 Chance to Dazzle on Attack [III / 20%] (1 Turn) & Damage Up [V / 25%] |
+~ IV stat distribution + High Damage Up + Dazzle Edge While the dazzle chance is rather low, dazzle effectively reduces the damage of the dazzled target by half, which makes for a very strong effect. This on top of the Damage Up and good stats makes for a solid memoria. May be played on anyone |
Towards the Light! Towards the Light! HP: 2200 ATK: 1800 Blast Damage Up [V / 35%] |
- I stat distribution + High Blast Up Very high increase in blast damage for the carrier, making it the choice for blast gorillas, and strong on other blast oriented girls. The carrier will however go significantly over cap if recipient of a Blast Up connect as noted above, this should be taken into consideration when equipping this memoria. As an example in a Nanami Yachiyo and Tart duo Yachiyo should absolutely equip this memoria, however Tart might be better off going Damage Increase or Attack Up memorias |
B-tier
Name | Notes |
---|---|
My Bible My Bible HP: 2202 ATK: 1802 Damage Increase [V / 25%] & Anti-Curse |
- I stat distribution + High Damage Increase ~ Anti-Curse The Anti-Curse is good versus Magical Halloween Theater, which is very commonly used (Also good versus Yusa Hazuki connect, however she is not commonly used). The Damage Increase makes the memoria versatile, and may be played on anyone, however it might be advisable to put it on characters who expect to live past 3rd turn, to make use of the anti-curse versus Haloween Theater. An invisible icon memoria |
The Sunlight That Shines Into the Complex The Sunlight That Shines Into the Complex HP: 2105 ATK: 1905 Chance to Guardian [III / 20%] & Defense Up [IV / 30%] |
-~ II stat distribution + High Defence Up ~+ Fairly high chance to Guardian This memoria makes the carrier a lot tankier due to the high Defense Up. The main component is however that it offers similar, but less, survivability to offensively oriented girls as Assistant Instructor of the Ryuushin Style. The cover chance is lower, and the carrier will only cover one girl from a blast. It should be noted that as Provoke's chance is determined once, cover's chance is determined once per targeted girl, which in the case of blasts targeting two girls give this memoria a similar chance of protection as Ryuushin Style, even if for only one of the girls. While weaker on a tank than Ryuushin Style, Complex makes the carrier a lot tankier, which may allow for more offensive tanks to carry this, giving a slight cover chance, but also the option to go an offensive memoria such as I Made Friends! on her second passive slot. Also works very well on a girl already carrying Ryuushin Style, gaining the benefit of both memorias. |
C-tier
Name | Notes |
---|---|
Warm Christmas Warm Christmas HP: 2002 ATK: 2002 Charged Attack Damage Up [V / 15%] & Blast Damage Up [III / 25%] |
~ III stat distribution ~ Decent Blast Up ~ Charged Damage Up Charged Damage Up have limited usage, giving a lower damage increase than Damage Up memorias even on charged attacks and forcing the carrier of the memoria to consume the charge to get any use of the effect, which can often disrupt puella chains. The Blast Up is fairly high, but not as high as to go significantly over the Blast Up cap if the carrier is recipient of a Blast Up connect. The memoria might see use there the carrier is expected to often be the blaster in a Charge-Blast chain, however it should be taken care not to waste this effect on an overkill |
Without Conveying Our Feelings... Without Conveying Our Feelings... HP: 1355 ATK: 1655 Damage Increase [III / 15%] & Damage Cut [III / 15%] |
- 3 star stats + Damage Cut ~ Decent Damage Increase Giving the carrier damage cut, which as noted above greatly increases the survivability of the carrier, on top of giving some damage increase makes for a solid memoria, very good on offensive girls who expect to take some focus fire, but would prefer to survive the first turn. An invisible icon memoria |
Surrounded by White Wings Surrounded by White Wings HP: 1500 ATK: 1500 Blast Damage Up [IV / 30%] |
- 3 star stats + Fairly High Blast Up Entirely superseded by Towards the Light! |
D-tier
Name | Notes |
---|---|
Walking an Entwined Path Walking an Entwined Path HP: 2207 ATK: 1807 Damage Increase [VI / 30%] & Regenerate HP [IV / 5%] |
- Bad stats due to not being able to be limit broken, having an effective ceiling of ATK: 1324 and HP: 1084 + High Damage Increase - HP regen While HP regen has too low effect to matter, the Damage Increase makes the memoria usable. However due to its low stats this memoria, leaving the carrier out of potentially 800 ATK, it is not highly valued. An invisible icon memoria |
A Pleasant Imbalance A Pleasant Imbalance HP: 2102 ATK: 1902 Attack Up While At Max Health [V / 25%] |
-~II stat distribution + High Attack Up on max HP Giving the same stats and ATK+ on max hp as The Sword Which Strikes in the Space Between Light and Dark, but not giving the non-conditional ATK+ offered by Light and Dark, this memoria was greatly powercreeped by Light and Dark. It is still usable on girls who are guaranteed not to get hit by an opponent on the first round due to allies with lower DEF being targeted first |
A Rough Welcome in the Sewers A Rough Welcome in the Sewers HP: 1655 ATK: 1355 Defense Up [IV / 30%] & Anti-Stun |
- 3 star stats + High Defence Up - Anti-Stun Giving the same Defence Up as The Sunlight That Shines Into the Complex, but exchanging the cover for anti-stun, which only serves a purpose versus Continuous Practice and Alina Gray connect, on top of the lower stats due to rarity makes this memoria largely superseded. It may however serve a purpose for girls who does not want to be damaged and left as the last man standing, such as a blast gorilla carrying The Sword Which Strikes in the Space Between Light and Dark |
[[File:Memoria Template:The Mao Family is Lively Today As Well_s.png|30px|link=The Mao Family is Lively Today As Well]]The Mao Family is Lively Today As Well The Mao Family is Lively Today As Well HP: Template:The Mao Family is Lively Today As Well ATK: Template:The Mao Family is Lively Today As Well Template:The Mao Family is Lively Today As Well |
- 3 star stats + High Defence Up - Status Ailment Resistance Up Giving the same Defence Up as The Sunlight That Shines Into the Complex, but exchanging the cover for Status Ailment Resistance Up, which rarely servers a purpose in mirrors, on top of the lower stats due to rarity makes this memoria largely superseded. It may however serve a purpose for girls who does not want to be damaged and left as the last man standing, such as a blast gorilla carrying The Sword Which Strikes in the Space Between Light and Dark |
First Handmade Chocolate First Handmade Chocolate HP: 1430 ATK: 1580 Defense Up [III / 22.5%] & Defense Up When At Critical Health [IV / 50%] |
- 3 star stats ~ Decent Defence Up ~ Defense Up When At Critical Health Giving decent Defence when above 20% health and a lot when below this memoria should only be used by girls who expect to take many hits and survive, allowing them to enter the 20% zone with enough health to make use of the increased defence |
E-tier
Name | Notes |
---|---|
Starlight Power! Starlight Power! HP: 2210 ATK: 1810 Chance to Critical Hit [IV / 25%] & Charged Attack Damage Up [IV / 12.5%] |
- I stat distribution ~+ High Critical Up ~ Charged Damage Up Charged Damage Up have limited usage, giving a lower damage increase than Damage Up memorias even on charged attacks and forcing the carrier of the memoria to comsume the charge to get any use of the effect, which can often disrupt puella chains. The crit+ is high enough to get a decent amount of crits of, however the risk of significantly overkilling with these crits due to the offensive nature of the battles in mirrors makes the effective usability of this effect somewhat lower that what might be initially assumed. The memoria might be useful in a charge composition, but even for those other damage memorias does the job better |
Stance on Art Stance on Art HP: 2107 ATK: 1907 Anti-Poison & Damage Up Versus Enemies Affected With Status Ailments [V / 35%] |
-~ II stat distribution ~- Anti-Poison ~ Damage Up Versus Enemies Affected With Status Ailments Anti-Poison is not very usable, firstly only Alina Gray, Miyako Hinano, and Haruna Konomi's connects apply poison, which of only the two former are commonly used in mirrors, and Science Drunkard, LOVE Chemistry and After-school Invisible Girl apply poison, of which none are used in mirrors. Secondly even if affected by poison, the effect only does 5% of max HP per stack, which is hard to rack up to a significant damage number. The Damage Up Versus Enemies Affected With Status Ailments increase is significant, however applying status ailments in mirrors is unreliable, leaving the memoria the risk of being worth nothing but it's stats. In teams focusing on status aliments this memoria might have a purpose, however more than 2/3 of the carrier's attacks would need to be on girls affected with status aliment to legitimise the use of this memoria over normal Damage Up memorias. An invisible icon memoria |
The Thing Before Your Gaze Is... The Thing Before Your Gaze Is... HP: 902 ATK: 1102 Chance to Evade [III / 20%] |
- 2 star stats ~ Evade While evade completely nullifies an attack, making the carrier survive a turn she would otherwise die from, barring a crit, the evade chance is rather low, and there is too many effects ignoring or disabling evade, such as Twin Shadows Sneaking Up, any status aliment etc., to be useful. An invisible icon memoria |
A World Once Empty A World Once Empty HP: 1010 ATK: 1010 Chance to Evade [III / 20%] |
- 2 star stats ~ Evade While evade completely nullifies an attack, making the carrier survive a turn she would otherwise die from, barring a crit, the evade chance is rather low, and there is too many effects ignoring or disabling evade, such as Twin Shadows Sneaking Up, any status aliment etc., to be useful. Superseded by The Thing Before Your Gaze Is... due to stat difference. An invisible icon memoria |
Now the Two of Us Watch Over Now the Two of Us Watch Over HP: 1585 ATK: 1435 Defense Up When At Critical Health [III / 40%] & Defense Up [II / 15%] |
- 3 star stats - Low Defence Up ~- Low Defense Up When At Critical Health This memoria is completely superseded by First Handmade Chocolate |
As a Fashion Model As a Fashion Model HP: 1650 ATK: 1350 Defense Up [IV / 30%] |
- 3 star stats + High Defence Up Giving the same Defence Up as The Sunlight That Shines Into the Complex, The Mao Family is Lively Today As Well and A Rough Welcome in the Sewers, but nothing else makes this memoria entirely superseded |
Blissful World Blissful World HP: 1110 ATK: 910 Damage Cut [III / 15%] |
- 2 star stats + Damage Cut Giving the same Damage Cut as Without Conveying Our Feelings..., but nothing else, on top of the lower stats, makes this memoria entirely superseded. An invisible icon memoria |
Runway to the World Runway to the World HP: 1105 ATK: 905 Blast Damage Up [III / 25%] |
- 2 star stats ~ Decent Blast Up Entirely superseded by Towards the Light! |
F-tier
Name | Notes |
---|---|
The Third Magical Girl The Third Magical Girl HP: 1907 ATK: 2107 Charged Attack Damage Up [V / 15%] & Accele MP Gain Up [V / 20%] |
~+ IV stat distribution ~ Charged Damage Up - Accele MP Gain Up Charged Damage Up have limited usage, giving a lower damage increase than Damage Up memorias even on charged attacks and forcing the carrier of the memoria to comsume the charge to get any use of the effect, which can often disrupt puella chains. Accele MP up is inherently useless in mirrors. The memoria might be useful in a charge composition, but even for those other damage memorias does the job better. The actual effects of this memoria is incorrect in-game, leaving the Accele MP Up the main component of the memoria. |
The Hand Arisa Held The Hand Arisa Held HP: 2110 ATK: 1910 Anti-Bind & Anti-Stun |
~- II stat distribution - Anti-Stun - Anti-Bind Anti-bind only has a purpose versus a Tomoe Mami connect, and Anti-Stun only serves a purpose versus Continuous Practice and Alina Gray connect, but countering these effects is not worth using a memoria slot on |
Everlasting Light Everlasting Light HP: 2100 ATK: 1900 Regenerate HP [III / 4%] & Anti-Bind |
~- II stat distribution - HP regen - Anti-Bind Two pointless effects, HP regen having too low effect to matter and Anti-bind only has a purpouse versus a Tomoe Mami connect |
A Bygone Time A Bygone Time HP: 1900 ATK: 2100 Regenerate HP [V / 6%]& Magia Damage Up [IV / 12.5%] |
~+ IV stat distribution - HP regen - Magia Damage Up Two pointless effects, HP regen having too low effect to matter and Magia Damage Up giving less or equal damage on magias to Attack Up or Damage Up memorias, while not boosting anything else |
Hope and Despair Hope and Despair HP: 1807 ATK: 1657 MP Gain Up [V / 15%] & Magia Damage Up [IX / 25%] |
- Low stats - Melissa de Vignolles personal - MP Gain Up - Magia Damage Up Two pointless effects, MP up is inherently useless in mirrors and magia Damage Up giving less or equal damage on magias to Attack Up or Damage Up memorias, while not boosting anything else |
I Can Make a Serious Face Too, You Know? I Can Make a Serious Face Too, You Know? HP: 2005 ATK: 2005 Regenerate HP [V / 6%] & Magia Damage Up [IV / 12.5%] |
~ III stat distribution - HP regen - Magia Damage Up Two pointless effects, HP regen having too low effect to matter and Magia Damage Up giving less or equal damage on magias to Attack Up or Damage Up memorias, while not boosting anything else |
Here With You Here With You HP: 1802 ATK: 2202 Magia Damage Up [IX / 25%] |
+ V stat distribution - Magia Damage Up A Pointless effect, giving less or equal damage on magias to Attack Up or Damage Up memorias, while not boosting anything else |
Black Tea of Victory Black Tea of Victory HP: 2000 ATK: 2000 MP Up When Attacked By Weak Attribute [V / 6 MP] |
~ III stat distribution - MP Up on Weak A pointless effect, as any character getting MP from it will soon be dead |
Being Wrapped In Self-Reproach Being Wrapped In Self-Reproach HP: 1900 ATK: 2102 Anti-Skill Seal & Accele MP Gain Up [III / 15%] |
~+ IV stat distribution - Accele MP Gain Up - Anit-Skill Seal Anti-Skill Seal only has a purpose versus a Shion Chisato connect or personal, as well as Napping to Your Heart's Content on a Day Off, none of which are commonly used, making Anti-Skill Seal a pointless effect. Accele MP up is inherently useless in mirrors |
Smile to Everyone! Smile to Everyone! HP: 1000 ATK: 1000 CC Gain Up [II / 10%] (Does Not Work on Supports) |
Meant for CC grind, don't use this if you need strength |
Memoria Circuit - Core Memoria Circuit - Core HP: 0 ATK: 0 Defense Up [I / 7.5%] |
Meant for memoria exp, don't use this if you need strength |
Everyone Has Gathered Everyone Has Gathered HP: 1000 ATK: 1000 Episode Experience Gain Increased [II / 20%] |
Meant for episode exp grind, don't use this if you need strength |
The Story That Starts Here The Story That Starts Here HP: 1000 ATK: 1000 MP Gauge Increased On Battle Start [10% full] |
Gives a slight head-start in MP buildup, but the low stats and uselessness of MP in mirrors leaves the memoria pointless |
Actives
- This section is still under construction, what you are reading is a tentative version
Name | Notes |
---|---|
Recovery and Resolve Recovery and Resolve HP: 1902 DEF: 2102 CD: 7 turns Available: 4th turn Guardian & Defense Up [IX / 67.5%] (Self / 1 Turn) |
~+ IV stat distribution ~ 4th turn memoria NOTES |
Reconciliation Between the East and West Reconciliation Between the East and West HP: 1900 DEF: 2102 CD: 4 turns Available: 3rd turn Anti-Evade (Self / 1 Turn) |
~+ IV stat distribution + 3rd turn memoria NOTES |
Colors of a Clear Summer Colors of a Clear Summer HP: 1900 DEF: 2100 CD: 5 turns Available: 3rd turn Attack Down [VII / 35%] (Target / 1 Turn) |
~+ IV stat distribution + 3rd turn memoria NOTES |
The Three of Us, Forward The Three of Us, Forward HP: 1827 DEF: 2207 CD: 5 turns Available: 3rd turn Magia Damage Up [X / 27.5%] (Self / 1 Turn) |
+ V stat distribution + 3rd turn memoria NOTES |
Reliable Negotiator Reliable Negotiator HP: 1800 DEF: 2200 CD: 5 turns Available: 3rd turn Damage Down [X / 50%] (All Enemies / 1 Turn) & Status Ailment Resistance Up [IX / 60%] (Self / 1 Turn) |
+ V stat distribution + 3rd turn memoria NOTES |
S-tier
Name | Notes |
---|---|
The Way Home after the Rain (Mito) The Way Home after the Rain (Mito) HP: 1805 DEF: 2205 CD: 5 turns Available: 3rd turn Attack Down [X / 50%] & Defense Down [IX / 45%] (All Enemies / 1 Turn) |
+ V stat distribution + 3rd turn memoria Great stats, great CD, greatly increases the damage of any attacker, so the user doesn't need to get the disks, and if you're unable to close of the round the opponents' ATK will be greatly decreased. Great on anyone |
Descent of a Saint Descent of a Saint HP: 2205 DEF: 1805 CD: 5 turns Available: 3rd turn Attack Up [VIII / 40%] & Charged Attack Damage Up [VII / 20%] (Self / 1 Turn) |
- I stat distribution + 3rd turn memoria Poor stats, but an amazing active on a low CD makes this memoria extremely strong. While this memoria is stronger for characters who may have use for the Charge Up, the ATK+ is strong enough to make it viable on anyone, however it is recommended to use on an off-tank with high ATk as she may utilize the ATK+ to its full extent, and who reliably reaches 3rd turn, preferably alone, to maximize the disks pulled by the carrier |
A-tier
Name | Notes |
---|---|
Magical Halloween Theater Magical Halloween Theater HP: 2102 DEF: 1902 CD: 4 turns Available: 3rd turn Defense Down [IX / 45%] & Chance to Curse [100%] (Target / 1 Turn) |
~- II stat distribution + 3rd turn memoria Quite bad stats, but good CD and effect. Applies curse to one target, which may be used to finish of a low (below 15%) HP character, or deny evade from a healthy character. Also applies DEF-, greatly aiding in killing tankier targets. Very versatile, works on any girl. It is important to take note of which of the enemy girls have My Bible equipped to not waste the curse effect |
Twin Shadows Sneaking Up Twin Shadows Sneaking Up HP: 1655 DEF: 1355 CD: 5 turns Available: 3rd turn Anti-Evade & Blast Damage Up [VII / 45%] (Self / 1 Turn) |
- 3 star stats + 3rd turn memoria NOTES |
Never-Ending Practice Never-Ending Practice HP: 1802 DEF: 2202 CD: 5 turns Available: 3rd turn Provoke & Defense Up [IX / 67.5%] (Self / 1 Turn) |
+ V stat distribution + 3rd turn memoria Great stats and a short CD. Well placed on a tank, who are expected to survive long enough to use the memoria anyways. Does not require the carrier to get disks to be usable. Works exceptionally well combined with Evade. However lacks the power to close out a game similar to how offensively oriented memorias does |
B-tier
Name | Notes |
---|---|
Fuuuusion!! Fuuuusion!! HP: 2215 DEF: 1815 CD: 4 turns Available: 3rd turn Blast Damage Up [VI / 40%] & Accele MP Gain Up [VI / 22.5%] (Self / 1 Turn) |
- I stat distribution + 3rd turn memoria While the Accele MP Up is completely useless, the Blast Up is fairly high and is on a short CD. Apart from the stats it is however inferior to Twin Shadows Sneaking Up, and should only be used on blasters who doesn't have access to Twin Shadows, and don't require DEF to survive |
C-tier
Name | Notes |
---|
D-tier
Name | Notes |
---|---|
Unwavering Belief Unwavering Belief HP: 2202 DEF: 1802 CD: 7 turns Available: 4th turn Blast Damage Up [X / 60%] (Self / 1 Turn) |
- I stat distribution ~ 4th turn memoria A stronger effect than Fuuuusion!!, but also at a higher CD. Works well as a backup on tanks who may expect to survive to the 4th round if the game goes on that long, however other, shorter CD memos might be preferred over this, as to decrease the likeliness of getting to the 4th round all together |
E-tier
Name | Notes |
---|
F-tier
Name | Notes |
---|---|
[[File:Memoria Template:Morning is the Moment of Destiny_s.png|30px|link=Morning is the Moment of Destiny]]Morning is the Moment of Destiny Morning is the Moment of Destiny HP: Template:Morning is the Moment of Destiny DEF: Template:Morning is the Moment of Destiny CD: Template:Morning is the Moment of Destiny turns Available: Expression error: Unexpected < operator. turn Template:Morning is the Moment of Destiny |
+ V stat distribution ~ 4th turn memoria While this memoria has good stats, the effect is utterly horrible, offering less damage decrease even on magia than memorias such as The Way Home after the Rain (Mito), and on a high CD |
The Natural Me is... The Natural Me is... HP: 2115 DEF: 1915 CD: 5 turns Available: 3rd turn Blast Damage Down [X / 27.5%] (Target / 3 Turns) |
~- II stat distribution + 3rd turn memoria Fairly bad stats. The CD is low, but the effect is bad, offering less damage decrease even on blasts than memorias such as The Way Home after the Rain (Mito) |
For My Treasured Ones For My Treasured Ones HP: 2005 DEF: 2005 CD: 5 turns Available: 3rd turn Regenerate HP [IV / 5%] & Damage Cut [IV / 20%] (Self / 3 Turns) |
~ III stat distribution + 3rd turn memoria Average stats and good CD, but a fairly low impact active, barely giving more damage cut than passives such as Without Conveying Our Feelings..., and the HP regen having too low effect to matter |
My Dreams Continue After I Wake Up My Dreams Continue After I Wake Up HP: 2002 DEF: 2002 CD: 6 turns Available: 4th turn Guardian on Allies with Critical Health & Regenerate HP [IX / 10%] (Self / 1 Turn) |
~ III stat distribution ~ 4th turn memoria The cover, while guaranteed for allies at critical health, can easily be circumvented by simply killing the allies before they reach this zone, if they are even alive when the memoria becomes usable at 4th turn. With neither good CD nor good stats nor a reliable effect this memoria is best left in the image gallery |
A Gentle Breeze A Gentle Breeze HP: 2210 DEF: 1810 CD: 5 turns Available: 3rd turn Status Ailment Resistance Up [VII / 50%] (Self / 3 Turns) |
- I stat distribution + 3rd turn memoria There is simply no good reason to get Status Ailment Resistance over other actives, so despite the low CD the stats and effect make this memoria pointless. |
I Won't Stray From This Path I Won't Stray From This Path HP: 2200 DEF: 1800 CD: 8 turns Available: 5th turn Attack Up [VI / 30%] & Defense Up [V / 37.5%] (Self / 3 Turns) |
- 5th+ turn memoria |
Past and Future Past and Future HP: 2100 DEF: 1900 CD: 8 turns Available: 5th turn Damage Increase [VI / 30%] & Damage Cut [V / 25%] (Self / 3 Turns) |
- 5th+ turn memoria |
Fulfilling the Sworn Promise Fulfilling the Sworn Promise HP: 2000 DEF: 2000 CD: 8 turns Available: 5th turn Chance to Critical Hit [VI / 35%] & Anti-Evade (Self / 3 Turns) |
- 5th+ turn memoria |
For This Fine Day For This Fine Day HP: 2105 DEF: 1905 CD: 8 turns Available: 5th turn Attack Down [X / 50%] & Damage Down [IX / 45%] (Target / 1 Turn) |
- 5th+ turn memoria |
Reinforcements That Transcend Time Reinforcements That Transcend Time HP: 2007 DEF: 2007 CD: 8 turns Available: 5th turn Attack Up [X / 50%] & Chance to Defense Pierce [IX / 50%] (Self / 1 Turn) |
- 5th+ turn memoria |
Deliver Your Wish! Deliver Your Wish! HP: 2207 DEF: 1807 CD: 8 turns Available: 5th turn Damage Increase [VI / 30%] & Damage Up Versus Enemies Affected With Status Ailments [VI / 40%] (Self / 1 Turn) |
- 5th+ turn memoria |