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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.
  • Offensive active memorias are considered favourably to defensive ones due to the simple fact that if the enemies are all dead, there is no need for defence, and active memorias togheter with connects which are available on the later turns give impactful enough effects to often simply end the battle.
  • 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
  • Chance to Critical Hitdoes not stack, if recipient of two Critical Chance Up effects the highest percentage is used. This makes Chance to Critical Hitmemorias and Chance to Critical Hitconnects 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
Memoria 1122 sI 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 Attack Up is amazing. The Chance to Critical Hit Up 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
Memoria 1209 sThe 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 Attack Up to I Made Friends! after taking damage makes it useful also after taking damage
Memoria 1203 sAssistant 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 Chance to Critical Hitor 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
Memoria 1161 sAbout 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
Memoria 1069 sTowards 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
Memoria 1130 sMy 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
Memoria 1190 sThe 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
Memoria 1156 sWarm 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
Memoria 1219 sWithout 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
Memoria 1054 sSurrounded 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
Memoria 1144 sWalking 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
Memoria 1138 sA 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 Attack Up on max hp as The Sword Which Strikes in the Space Between Light and Dark, but not giving the non-conditional Attack Up 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
Memoria 1127 sA 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
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
Memoria 1169 sFirst 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
Memoria 1196 sStarlight 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 Chance to Critical Hit Up 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
Memoria 1180 sStance 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
Memoria 1117 sThe 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
Memoria 1041 sA 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
Memoria 1216 sNow 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
Memoria 1050 sAs 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
Memoria 1037 sBlissful 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
Memoria 1027 sRunway 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
Memoria 1176 sThe 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.
Memoria 1207 sThe 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
Memoria 1070 sEverlasting 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
Memoria 1120 sA 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
Memoria 1175 sHope and Despair
HP: 1807 ATK: 1657
MP Gain Up [V / 15%] & Magia Damage Up [IX / 25%]
- 4 star personal 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
Memoria 1192 sI 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
Memoria 1107 sHere 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
Memoria 1072 sBlack 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
Memoria 1221 sBeing 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
Memoria 1181 sSmile 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 1148 sMemoria Circuit - Core
HP: 0 ATK: 0
Defense Up [I / 7.5%]
Meant for memoria exp, don't use this if you need strength
Memoria 1158 sEveryone 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
Memoria 1152 sThe 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

S-tier

Name Notes
Memoria 1188 sThe 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
Memoria 1155 sDescent 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 Attack Up 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 Attack Up to its full extent, and who reliably reaches 3rd turn, preferably alone, to maximize the disks pulled by the carrier

A-tier

Name Notes
Memoria 1134 sMagical 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
Memoria 1164 sTwin 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
A very strong memoria with low CD and great effect. The anti-evade is a great finisher on evade users, and the blast up is very high. The stats given are low due to the memorias card, with a bad distribution. Great as a finisher on a blaster, but should be put on girls not that reliant on defensive stats
Memoria 1151 sNever-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
Memoria 1218 sFuuuusion!!
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 high DEF to survive
Memoria 1204 sLucky Charm
HP: 1068 DEF: 1268
CD: 5 turns Available: 3rd turn
Critical Hit (Self / 1 Turn)
-- 3 star personal stats
- Amano Suzune personal
+ 3rd turn memoria
Despite the low stats, guaranteed crits on a low CD is a great finisher. Requires Suzune to get disks

C-tier

Name Notes
Memoria 1121 sReliable 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
Good stats and good CD, however the effects leaves something to be desired. Granting less reduction to dealt damage than stronger memorias such as The Way Home after the Rain (Mito) and a not-so-reliable Status Aliment Resistance (which has very limited usage in mirrors to begin with). Can however be used on anyone, not just the girl who gets the disks, and a good stalling memoria for the times when you need to go to 4th round

D-tier

Name Notes
Memoria 1113 sUnwavering 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 memoria might be preferred over this, as to decrease the likeliness of getting to the 4th round all together
Memoria 1063 sGirls With Glasses on a Date
HP: 1502 DEF: 1502
CD: 5 turns Available: 3rd turn
Chance to Critical Hit [VIII / 45%] (Self / 1 Turn)
- 3 star stats
+ 3rd turn memoria
A functioning finisher on a low CD. Despite the weak stats it might see use on a girl who doesn't receive Chance to Critical Hitfrom other sources and need the extra help to close out a game. However the increase in damage is unreliable and requires that the carrier gets disks, so other memoria are preferred
Memoria 1143 sWound of the Body and Wound of the Heart
HP: 1055 DEF: 1255
CD: 5 turns Available: 3rd turn
Attack Up [VII / 35%] (Self / 3 Turns)
-- 3 star personal stats
- Maki Kaoru personal
+ 3rd turn memoria
High Attack Up, almost reaching that of Descent of a Saint, on a similar CD. However Kaoru might have problems reaching the point where this is usable, and would require getting disks to make use of the memoria
Memoria 1016 sGirl's Boundary
HP: 1100 DEF: 900
CD: 5 turns Available: 3rd turn
Attack Up [VI / 30%] (Self / 1 Turn)
-- 2 star stats
+ 3rd turn memoria
Strong Attack Up on a low CD, almost reaching that of Descent of a Saint, but very poor stats. Requires the carrier to get disks, but a decent finisher
Memoria 1020 sThat's Not a Doll, Right?
HP: 1000 DEF: 1000
CD: 5 turns Available: 3rd turn
Damage Up [VI / 30%] (Self / 1 Turn)
-- 2 star stats
+ 3rd turn memoria
Strong Damage Up on a low CD, but very poor stats. Requires the carrier to get disks, but a decent finisher
Memoria 1024 sI'll Never Regret It
HP: 900 DEF: 1100
CD: 5 turns Available: 3rd turn
Blast Damage Up [VI / 40%] (Self / 1 Turn)
-- 2 star stats
+ 3rd turn memoria
Strong Blast Damage Up, same as that of Fuuuusion!!, on a low CD, but very poor stats. Requires the carrier to get disks, but a decent finisher for a blast user
Memoria 1202 sAll Eyes on Me
HP: 1357 DEF: 1657
CD: 5 turns Available: 3rd turn
Chance to Charm [IV / 37.5%] (All Enemies / 1 Turn)
- 3 star stats
+ 3rd turn memoria
Usable on anyone, and roughly charms every 3rd girls it is used on. This charm may both function as a evade/taunt/counter/etc. disabler, or simply stall for next turn. The result of the effect may be seen before disks are selected, which is a great pluss. The high likeliness of the effect bearing no fruition does however leave much to be desired

E-tier

Name Notes
Memoria 1128 sRecovery 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
Effectively a worse version of Never-Ending Practice, giving worse stats, have a higher CD, and exchanging taunt for cover. On such a late turn cover and taunt are effectively equal, due to the fact that the number of dead girls on your team ought to make it impossible for two alive girls to be targeted by a single blast
Memoria 1167 sFor 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. The damage cut might allow a girl to cheat death, but there's usually better memoria to use than this
Memoria 1224 sReconciliation 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
Granting the anti-evade part of Twin Shadows Sneaking Up at the same CD, but none of the blast up, leaves this memoria outclassed. It might be used on girls who require the stats and would still like to safe themselves against dodge, but using this memoria for that might be overly pessimistic and there are better alternatives for that purpose
Memoria 1105 sColors 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

Granting less ATK- on one girl than The Way Home after the Rain (Mito) does on the entire team, without any of the DEF- effect, with the same CD and worse stats, leaves this memoria very redundant. It may see use if only one girl is guaranteed to survive, and you need to stall to 4th turn to kill her, but there's a lot better options than this

Memoria 1146 sThe 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
Good stats and low CD, but an effect which hardly has any purpose in mirrors, due to the domination of blast, and unreliability of magia. Also offers less damage boost even to magia than options such as Descent of a Saint. May serve a purpose in a magia team, but if you're playing magia teams in mirrors you might want to (strongly) reconsider
Memoria 1213 sA Thing That Talks in Place of Me
HP: 1275 DEF: 1075
CD: 2 turns Available: 2nd turn
Remove Debuffs & Remove Status Ailments (Self)
-- 3 star personal stats
- Yukino Kanae personal
++ 2nd turn memoria
An exceptionally strong debuff and status aliment remover, ready on the 2nd turn. However, if Kanae was the target of any DEF- or burn/poison/curse, those have already had their effect, and removing it is utterly pointless. May serve a purpose in removing damage decrease debuffs or miss chance statuses, but it is hard to justify a slot and a lot of lost stats for this
Memoria 1205 sWishing for Power to Not Lose
HP: 1205 DEF: 1102
CD: 5 turns Available: 3rd turn
Attack Up [V / 25%] & Defense Up [IV / 30%] (Self / 3 Turns)
-- 3 star personal stats
- Narumi Arisa personal
+ 3rd turn memoria
A decent stat boost for Arisa for the rest of the battle on a low CD, but getting to this point without Arisa dead is a challenge, and considering the stat cost of using this memoria over a 4 star, there are other memorias which are recommended over this
Memoria 1141 sSeven Stars in the Moonlit Sky
HP: 1255 DEF: 1055
CD: 5 turns Available: 3rd turn
Defense Down [X / 50%] & Status Ailment Resistance Down [IX / 25%] (Target / 1 Turn)
-- 3 star personal stats
- Misaki Umika personal
+ 3rd turn memoria
Makes it simpler to kill one girl, functioning very similar to Magical Halloween Theater without the curse as the Status Aliment Resistance Down is useless. There are however many stronger alternatives when taking the stat cost of using this memoria over a 4 star into consideration
Memoria 1189 sHello from Atop the Stairs
HP: 1657 DEF: 1357
CD: 5 turns Available: 3rd turn
Chance to Critical Hit [V / 30%] (Self / 1 Turn)
- 3 star stats
+ 3rd turn memoria
Superseeded by Girls With Glasses on a Date

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
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
Memoria 1200 sThe 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)
Memoria 1110 sMy 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
Memoria 1215 sA 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.
Memoria 1067 sI 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
Memoria 1068 sPast 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
Memoria 1071 sFulfilling 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
Memoria 1160 sFor 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
Memoria 1177 sReinforcements 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
Memoria 1168 sDeliver 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
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