Skills
Contents
Centre Skills[edit]
Please see Center Effects.
Skills[edit]
Overview[edit]
Every non-N card has a special skill that can activate during a live. Increasing the card's skill level will increase the skill's activation probability and duration.
The activation timer defines the frequency at which skills can activate. However, there are a few exceptions:
- The timer must elapse once from the start of the song before a skill can activate.
- Skills will not activate in the 3 seconds preceding the last note.
In addition, skill timers work differently in Grand Live. Skills can only activate once in every three activation intervals, and which intervals they can activate on is offset depending on which team the card is on (i.e. Team A is not offset, Team B is offset by 1 interval, Team C is offset by 2 intervals).
Types[edit]
The following are the skill types as of 2021-01-15. The effects were most recently revised on 2019-06-14.
| Japanese | English | Description | SSR | SR | R |
|---|---|---|---|---|---|
| スコアアップ | Score Up | Boosts the score of certain judgements | 17% on Perfect/Great | 15% on Perfect | 10% on Perfect |
| コンボボーナス | Combo Bonus | Boosts the score of any judgement that continues a combo | 18% boost | 14% boost | 8% boost |
| ライフ回復 | Life Recovery | Recovers Life | 3HP per Perfect | 3HP per Perfect | 2HP per Perfect |
| ダメージガード | Damage Guard | Prevents Life from decreasing | n/a | Prevents Life from decreasing | n/a |
| COMBOサポート | Combo Support | Maintains a combo on lower judgements | n/a | Nice continues combo | Nice continues combo |
| PERFECTサポート | Perfect Support | Changes lower judgements to Perfect | Bad and above | Nice and above | Great |
| オーバーロード | Overload | Deducts Life on activation to provide a Score Up and Combo Continue | 18% boost on Perfect/Great, Bad/Nice maintain combo | 16% boost on Perfect/Great, Bad/Nice maintain combo | n/a |
| オールラウンド | All-Round | Provides a Combo Bonus and Life Recovery | 13% Combo Bonus, 1HP per Perfect | 10% Combo Bonus, 1HP per Perfect | |
| コンセントレーション | Concentration | Provides a Score Up, but makes the Perfect judgement window narrower | 22% on Perfect | 19% on Perfect | |
| スキルブースト | Skill Boost | Enhances the effects of other skills while active:
|
| ||
| (キュート/クール/パッション)フォーカス | Cute/Cool/Passion Focus | Provides a Score Up and Combo Bonus, but only if all idols in the team are the required type | 16% Score Up on Perfect, 14% Combo Bonus | 14% Score Up on Perfect, 11% Combo Bonus | |
| アンコール | Encore | Copies the previous skill that activated | n/a | ||
| ライフスパークル | Life Sparkle | Provides a Combo Bonus, the strength of which increases with the player's Life | See table | See table | |
| トリコロール・シナジー | Tricolor Synergy | Provides a Score Up, Life Recovery and Combo Bonus, but only if the team contains idols of all three types | 16% Score Up and 1HP recovered on Perfect, 15% Combo Bonus | ||
| コーディネイト | Coordinate | Provides a Score Up and Combo Bonus | 10% Score Up on Perfect, 15% Combo Bonus | ||
| チューニング | Tuning | Provides a Combo Bonus and Perfect Support | 12% Combo Bonus, Nice and above become Perfect | ||
| ロングアクト | Long Act | Provides a Score Up which is higher on long notes | 10% Score Up, or 30% Score Up on long notes | ||
| フリックアクト | Flick Act | Provides a Score Up which is higher on flick notes | 10% Score Up, or 30% Score Up on flick notes | ||
| (キュート/クール/パッション)アンサンブル | Cute/Cool/Passion Ensemble | Provides a Skill Boost to Score Up and Combo Bonus effects, but only to idols in the team of the same type | 1.5 times effect | ||
| スライドアクト | Slide Act | Provides a Score Up which is higher on flick notes | 10% Score Up, or 40% Score Up on slide notes | ||
| ボーカルモチーフ | Vocal Motif | Provides a Score Up, the strength of which increases with the team's Vocal | See table | See table | |
| ダンスモチーフ | Dance Motif | Provides a Score Up, the strength of which increases with the team's Dance | See table | See table | |
| ビジュアルモチーフ | Visual Motif | Provides a Score Up, the strength of which increases with the team's Visual | See table | See table | |
| トリコロール・シンフォニー | Tricolor Symphony | Provides a Skill Boost with an additional boost to Score Up and Combo Bonus | 1.5 times Score Up and Combo Bonus, others same as SSR Skill Boost | ||
| オルタネイト | Alternate | Applies a boosted version of the maximum Score Up but applies a negative Combo Bonus | 1.5 times largest Score Up, -20% Combo Bonus | ||
| リフレイン | Refrain | Applies the maximum Score Up and Combo Bonus that activated so far in the current live | n/a | ||
| シンデレラマジック | Cinderella Magic | Applies the maximum boosts of all other idols' skills | n/a |
If there are multiple skills of the same type that activate, the most beneficial one will override the others unless a Resonance effect is active. More specifically:
- Any skill that provides a Score Up effect counts as a Score Up; if multiple of these activate the strongest Score Up boost is applied, overriding the others.
- Similarly, skills that provide Combo Bonus effects, skills that provide Life Recovery effects and skills that provide Skill Boost effects can override each other. The overriding occurs independently for each type of effect; for example, if a Tricolor Synergy and an 18% Combo Bonus occur at the same time, the Tricolor Synergy will provide its Score Up and Life Recovery effects while having its Combo Bonus effect overridden.
- Any Combo Bonus effect will override the negative effect from Alternate, unless Resonance is active, in which case the negative effect will be combined with the positive effect. For example, if an 18% Combo Bonus and -20% Alternate are in effect, the combined effect is 18% without Resonance and -2% with Resonance.
- The higher Score Up from Long/Flick/Slide Act is treated as a normal Score Up on the relevant category of notes. Thus, a 17% Score Up will override Long Act (10%) on normal notes, but will be overridden (30%) on long notes.
Cinderella Magic notes:
- The overall effect of the skill is determined by combining the other idols' skills and taking the maximum in each category in the usual manner.
- The drawbacks of Overload, Concentration and will also activate if these skills are in the team.
- Resonance does not affect the effect of Cinderella Magic, and if while Resonance is in effect Encore copies Cinderella Magic, it does not stack with Cinderella Magic.
- In Grand Live, the four other idols in the same unit are considered.
Other skill notes:
- Damage Guard will stop Overload from deducting life.
- If skills activate at the same time, they resolve in the priority Centre -> Centre-left -> Centre-right -> Far left -> Far right. This is important for determining which skill Encore copies.
- Combo Bonus Down is not multiplied by Skill Boost effects.
Life Sparkle effect table[edit]
The values were revised on 2018-07-31.
| SSR Cards | SR Cards | ||
|---|---|---|---|
| Current Life | Combo Bonus | Current Life | Combo Bonus |
| 0~49 | 9% | 0~59 | 7% |
| 50~109 | 10% | 60~109 | 8% |
| 110~159 | 11% | 110~159 | 9% |
| 160~199 | 12% | 160~209 | 10% |
| 200~249 | 13% | 210~259 | 11% |
| 250~299 | 14% | 260~319 | 12% |
| 300~329 | 15% | 320~329 | 13% |
| 330~379 | 16% | 330~379 | 14% |
| 380~409 | 17% | 380~419 | 15% |
| 410~439 | 18% | 420~469 | 16% |
| 440~479 | 19% | 470~479 | 17% |
| 480~499 | 20% | 480~519 | 18% |
| 500~539 | 21% | 520~569 | 19% |
| 540~579 | 22% | 570~609 | 20% |
| 580~609 | 23% | 610~829 | 21% |
| 610~809 | 24% | 830~889 | 22% |
| 810~859 | 25% | 890~939 | 23% |
| 860~909 | 26% | 940~989 | 24% |
| 910~949 | 27% | 990~1039 | 25% |
| 950~999 | 28% | 1040~1089 | 26% |
| 1000~1049 | 29% | 1090~1139 | 27% |
| 1050~1099 | 30% | 1140~1199 | 28% |
| 1100~1139 | 31% | 1200~1249 | 29% |
| 1140~1189 | 32% | 1250~1299 | 30% |
| 1190~1239 | 33% | 1300~1349 | 31% |
| 1240~1289 | 34% | 1350~1399 | 32% |
| 1290~1329 | 35% | 1400~1459 | 33% |
| 1330~1379 | 36% | 1460~1509 | 34% |
| 1380~1429 | 37% | 1510~1559 | 35% |
| 1430~1479 | 38% | 1560+ | 36% |
| 1480~1519 | 39% | ||
| 1520~1569 | 40% | ||
| 1570+ | 41% | ||
Motif effect table[edit]
Pending.
Probability and Duration[edit]
If the idol's type matches the song type then a 1.3 multiplier is applied to the activation probability. For all-type songs this is applied to all idols.
The boost from potential is applied additively before the 1.3 multiplier.
| Description | Probability (%) by skill level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| 超低確率 | 25.0 | 26.4 | 27.8 | 29.2 | 30.6 | 31.9 | 33.3 | 34.7 | 36.1 | 37.5 |
| 低確率 | 30.0 | 31.7 | 33.3 | 35.0 | 36.7 | 38.3 | 40.0 | 41.7 | 43.3 | 45.0 |
| 中確率 | 35.0 | 36.9 | 38.9 | 40.8 | 42.8 | 44.7 | 46.7 | 48.6 | 50.6 | 52.5 |
| 高確率 | 40.0 | 42.2 | 44.4 | 46.7 | 48.9 | 51.1 | 53.3 | 55.6 | 57.8 | 60.0 |
| 超高確率 | 45.0 | 47.5 | 50.0 | 52.5 | 55.0 | 57.5 | 60.0 | 62.5 | 65.0 | 67.5 |
| Description | Duration (s) by skill level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| 一瞬の間 | 2.00 | 2.11 | 2.22 | 2.33 | 2.44 | 2.55 | 2.66 | 2.77 | 2.88 | 2.99 |
| わずかな間 | 3.00 | 3.16 | 3.32 | 3.49 | 3.65 | 3.81 | 3.97 | 4.13 | 4.30 | 4.46 |
| 少しの間 | 4.00 | 4.22 | 4.44 | 4.66 | 4.88 | 5.10 | 5.32 | 5.54 | 5.76 | 5.98 |
| しばらくの間 | 5.00 | 5.27 | 5.54 | 5.81 | 6.08 | 6.35 | 6.62 | 6.89 | 7.16 | 7.43 |
| かなりの間 | 6.00 | 6.33 | 6.66 | 6.99 | 7.32 | 7.65 | 7.98 | 8.31 | 8.64 | 8.97 |
Translation Guide[edit]
For those having trouble interpreting skill descriptions.
| Skill type | Japanese description template | Comments |
|---|---|---|
| Score Up | _秒毎、_確率で_____間、PERFECT(/GREAT)のスコア__%アップ | Look for the mention of PERFECT and %. |
| Combo Bonus | _秒毎、_確率で_____間、COMBOボーナス__%アップ | Look for COMBO and %. |
| Life Recovery | _秒毎、_確率で_____間、PERFECT(/GREAT)でライフ_回復 | 回復 = recovery |
| Damage Guard | _秒毎、_確率で_____間、ライフが減少しなくなる | Key phrase ライフが減少しなく, only card without English text |
| Combo Continue | _秒毎、_確率で_____間、NICEでもCOMBOが継続する | Mentions of NICE and COMBO |
| Judgement Strengthen | _秒毎、_確率で_____間、GREAT(/NICE/BAD)をPERFECTにする | Two mentions of judgement types in GREAT(/NICE/BAD)をPERFECTにする |
| Overload | _秒毎、_確率でライフを__消費し、____の間PERFECTのスコア__%アップ、NICE/BADでもCOMBO継続 | Longest description, usually spans 3 lines. ライフを__消費し gives the amount of life decrease per activation |
| All-Round | _秒毎、_確率で_____間、COMBOボーナス__%アップ、PERFECTでライフ_回復 | Combined Combo Bonus and Life Recovery descriptions |
| Concentration | _秒毎、_確率で_____間、PERFECTのスコア__%アップ、PERFECT判定される時間が短くなる | Score Up followed by judgement comment |
| Skill Boost | _秒毎、_確率で_____間、他アイドルの特技効果を大アップ | |
| Cute/Cool/Passion Focus | (キュート/クール/パッション)アイドルのみ編成時、__秒毎、_確率で____間、PERFECTのスコア__%アップ、COMBOボーナス__%アップ | |
| Encore | _秒毎、_確率で_____間、直前に発動した他アイドルの特技効果を繰り返す | |
| Life Sparkle | _秒毎、_確率で_____間、ライフ値が多いほどCOMBOボーナスアップ | |
| Tricolor Synergy | 3タイプ全てのアイドル編成時、_秒毎、_確率で_____間、PERFECTのスコア__%アップ/ライフ1回復、COMBOボーナス__%アップ | |
| Coordinate | _秒毎、_確率で_____間、PERFECTのスコア__%アップ、COMBOボーナス__%アップ |