Heroes
The roster is 40 heroes, each defined by a class (combat role), a cell (story), an element (combat RPS), and a position. Heroes are collected via the Summon gacha, leveled with XP, ascended with shards, and equipped with gear and a Famion.
The five classes
| Class | Role | Speed bonus | Stat identity (per basePower) |
|---|---|---|---|
| Enforcer | Tank | 0 | Highest HP (2.0×) & DEF (0.4×), low damage |
| Striker | Melee DPS | +10 | High ATK (0.45×), decent HP/SPD |
| Esper | Magic / tech DPS | 0 | Highest SP.ATK (0.42×), ignores 30% DEF |
| Reaper | Ranged DPS | +5 | Highest SPD (0.38×) & ATK (0.45×), fragile |
| Healer | Support | −10 | Team defense + healing, slow |
Class speed bonuses (CLASS_SPEED_BONUS) feed turn order. Each
class's full stat ratios (CLASS_STAT_RATIOS) are equalized to ~1.15 power-sum so that
gear/level investment yields comparable power-per-point across classes.
Class-specific passives and actives (Striker execute, Reaper crit-on-3rd-hit, Enforcer taunt, Healer aura, Esper Mind Blast) are detailed on the Combat page.
Stats
Every hero has six base stats:
| Stat | Meaning |
|---|---|
| HP | Health |
| ATK | Physical attack power |
| DEF | Physical defense |
| SP.ATK | Special (magic/tech) attack power |
| SP.DEF | Special defense |
| SPD | Speed — drives turn order |
Effective stat formula
A stat's in-battle value scales with level, ascension, and allocated points:
effective = floor( (base + base·0.02·(level−1) + allocatedPoints·pointValue) × ascensionMult )
- +2% of base per level.
pointValue: HP-allocated points are worth +5 each; all other stats +1 each.ascensionMultcomes from the ascension tier (see below).
Hero Power
A single comparison number used for stage/mission gating and squad totals:
Power = floor( ATK + SP.ATK + DEF + SP.DEF + SPD + HP/10 ) (using effective stats + gear + Famion)
Leveling (XP)
Max level is 100. The XP-to-next-level curve has three regions:
| Levels | XP for next level |
|---|---|
| 1–5 | Fixed fast-onboard ramp: 10, 15, 25, 40, 60 |
| 6–40 | floor(100 · 1.15^(level−1)) (exponential) |
| 41–100 | XP@40 + (level−40) · 2500 (linear tail) |
The linear tail past 40 exists because the pure exponential made level 99+ cost tens of
millions of XP each. Hero XP is earned from manual stage clears (xpPerHour × 15), from
idle rewards (squad heroes gain XP at the active stage's xpPerHour), and from XP items.
Stat point allocation
On top of automatic level scaling, heroes earn allocatable stat points:
- 3 points per level, 3 points per ascension star.
- Max 100 points invested in any single stat.
- Spending: HP points give +5 HP each; every other stat +1 each.
- Players get a number of free stat resets; respec is supported.
Ascension
Ascension is the long-term power ceiling, gated by hero shards (from duplicates) and universal shards. Six tiers (0★–5★):
| ★ | Name | Hero shards | Universal shards | Level cap | Stat multiplier |
|---|---|---|---|---|---|
| 0 | Recruit | 0 | 0 | 10 | 1.00× |
| 1 | Operative | 5 | 1 | 25 | 1.15× |
| 2 | Agent | 15 | 2 | 50 | 1.30× |
| 3 | Elite | 30 | 3 | 80 | 1.50× |
| 4 | Commander | 50 | 5 | 100 | 1.75× |
| 5 | Legendary | 80 | 10 | 100 | 2.00× |
The highest ascension star reached anywhere in the roster also raises the global gear enhancement cap by +5 per star (base 15 → up to 40). See Gear.
HP & healing
Heroes carry HP damage between campaign battles (the Tower uses a separate HP track). Restore HP with gold:
heal cost (per hero) = ceil( missingHpPercent × 75 ) gold
"Heal all" charges the sum across the squad. Famions passively regenerate HP over time (~60%/hr) rather than costing gold.
Squad building
A squad is 3 heroes. Duplicate heroes cannot occupy two slots. Two synergy systems stack on top of raw power:
Squad cell bonus
Evaluated in this priority order (first match wins), applied as a % multiplier to total squad power:
| Condition | Bonus |
|---|---|
| Squad (≥2) includes both a Light and a Dark hero | +20% |
| All 3 heroes share one cell | +30% |
| All 3 heroes are different cells | +15% |
| A same-cell pair (2 heroes), or a 3-hero squad with exactly 2 distinct cells | +10% |
| Otherwise | 0% |
Element matchups
Independent of cell — bring heroes whose element counters the arc's dominant enemy element for up to +25% damage / −15% damage taken. This is the main per-battle team-building lever.
Acquisition summary
| Source | What you get |
|---|---|
| Summon gacha | New heroes (50 fragments/pull, 15% elite tier, pity at 30) |
| Duplicates | 10 hero shards + 2 universal shards (fuel for ascension) |
| Free summon | One guaranteed free pull during onboarding (once ever) |
| Battle Pass | Free-track hero shards (e.g. Tonyo shards at free tier 25) |
| Alpha Founder | One hero carried across the post-alpha wipe (permanent perk) |
Initial roster state: all heroes locked, starting with 500 gold and 150 fragments (3 pulls' worth).