Members, Unit Setup, and Training

Train Members, form a unit, and take on Lives. Checking each Member's stats and skills makes it easier to build a unit for your goal.

Stats, Modifiers, and Total Power

Performance, Technique, and Sense have no difference in score calculation. Total Power itself is the basis for score calculation.

Passive Skills, Outfit Skills, and Memory

For each applicable Member and applicable stat, Passive Skills calculate their effect separately and round fractions up. Multipliers are added together first, then multiplied by the base stat. For effects limited to a number of recipients, eligible Members are selected by the sum of their three base stats, highest first. Ties are resolved by formation order, with earlier slots taking priority.

Outfit Skills also use the base stat and round fractions up for each stat.

Memory works the same way and applies to every stat of every Member. The initial five Memory cards grant a combined 1% bonus, or 0.2% per card.

Member Enhancement Bonus

Raising a Member to Lv. 20 or higher grants a Member Enhancement Bonus. For each Member, add their Performance, Technique, and Sense after applying Outfit Skill, Passive Skill, and Memory effects; the bonus is 0.06% of that total, rounded up. The game does not round each of the three stats separately: it rounds once after adding them together. You can check the bonus value at the bottom left of the Members page. As a result, even Members outside your unit contribute a small amount to your score.

Formula

Pre-Enhancement Stat for each attribute = Base Stat + Outfit Skill Effect + Passive Skill Effect + Memory Effect

Pre-Enhancement Total Power = Pre-Enhancement Performance + Pre-Enhancement Technique + Pre-Enhancement Sense

Member Enhancement Bonus = ceil(Pre-Enhancement Total Power × 0.06%)

Enhanced Total Power = Pre-Enhancement Total Power + Member Enhancement Bonus

Final Total Power = Sum of every Member's Enhanced Total Power

Members

Each Member has different stats and skills. Start by training the Members you use often or like, then add them to your unit. Members are ★3, ★4, or ★5; their initial level caps are 20 for ★3, 30 for ★4, and 40 for ★5.

Stat distribution types

Sort a card’s three base stats from highest to lowest and classify it by the highest stat’s share of their sum, such as “40% type” or “42% type.” This classification is independent of which stat is Sense, Performance, or Technique; cards of the same type can assign them in different orders. Percentages are rounded to one decimal place.

Cards use the nine distributions below. Five-star cards use five types from 40% to 44%; four-star cards use 40%, 41%, 42%, 45%, and 46%; three-star cards use all nine types from 39% to 47%. None has three equal stats. The 40% type is the least concentrated five-star distribution.

Type Highest Middle Lowest Rarities
39% 39.0% 31.1% 29.9% ★3
40% 40.0% 30.6% 29.4% ★5・★4・★3
41% 41.0% 30.7% 28.3% ★5・★4・★3
42% 42.0% 30.2% 27.8% ★5・★4・★3
43% 43.0% 30.2% 26.8% ★5・★3
44% 44.0% 29.7% 26.3% ★5・★3
45% 45.0% 29.7% 25.3% ★4・★3
46% 46.0% 29.2% 24.8% ★4・★3
47% 47.0% 29.2% 23.8% ★3

Base stat values

Values below assume Special Training 4, bloom 0, and each rarity’s maximum level: 80 for five-star, 70 for four-star, and 60 for three-star. Outfit, Passive, Memory, Board, and Member Enhancement effects are excluded. Stats are ordered from highest to lowest.

Rarity Type Highest Middle Lowest Total
★5 40% 9,484 7,256 6,971 23,711
★5 41% 9,702 7,264 6,697 23,663
★5 42% 9,917 7,131 6,564 23,612
★5 43% 10,132 7,116 6,315 23,563
★5 44% 10,346 6,984 6,184 23,514
★4 40% 8,062 6,168 5,926 20,156
★4 41% 8,246 6,175 5,692 20,113
★4 42% 8,430 6,062 5,580 20,072
★4 45% 8,975 5,924 5,046 19,945
★4 46% 9,155 5,812 4,936 19,903
★3 39% 6,024 4,804 4,618 15,446
★3 40% 6,165 4,717 4,532 15,414
★3 41% 6,306 4,722 4,353 15,381
★3 42% 6,446 4,635 4,267 15,348
★3 43% 6,586 4,626 4,105 15,317
★3 44% 6,725 4,540 4,020 15,285
★3 45% 6,863 4,530 3,859 15,252
★3 46% 7,001 4,444 3,775 15,220
★3 47% 7,138 4,435 3,615 15,188

Within a rarity, a more concentrated type has a higher main stat but a slightly lower sum of all three stats. Between the five-star 40% and 44% types, the main stat differs by 862 and the total by 197. Outfits and Passives that boost a single stat can turn this distribution difference into a Total Power difference. The type percentage describes stat distribution, not a final-score increase.

Unit Setup

When setting up a unit, check how Member stats and skills work together. The card order affects the activation order of Special Skills, so adjust the order as well. See Live for how skills work during a Live.

Training

Strengthen Members through the holomem Board. Check stats such as Performance, Technique, and Sense, then prioritize Members that suit the units you use most.

holomem Board

Each holomem has its own Board. Unlocking cells grants effects used in Lives, mini-games, and more.

  • Leader type: Effects that apply when the holomem is the Leader of a Live unit.
  • Member type: Effects that apply when the holomem is a Member of a Live unit.
  • Support type: Effects that apply even when the holomem is not in the unit.
  • Connect cells: Place a Member to activate that Member's Connect effect. The assignment can be changed at any time for free. A Member card can be placed in only one Connect cell and cannot be placed in the Connect cells of two holomems at the same time.

Unlocking cells other than Connect cells requires various Cubes, Core Cubes, and that holomem's Board Pt. Cubes can be obtained from the Exchange and holowork. You receive holomem Board Pt by raising holomem Rank, and can collect the EXP needed for Rank Up by completing each holomem's Achievements.

Connect range and selection

A Connect boosts unlocked nodes within the assigned card's shape at its listed rate. “Eight cells” describes its range, not a guarantee of eight effective nodes. Empty positions, locked nodes, and unmet effect conditions do not contribute to score, so first check what the placement actually strengthens.

A 135% rate adds 135% of the original effect. For example, a 4% Score Support node becomes 4 × (1 + 1.35) = 9.4%. This does not mean 135% more final score. A four-cell shape with a higher rate can therefore outperform an eight-cell shape.

Check whether the Board owner is the Leader or a performing Member and whether song singer requirements are met, then choose reachable support and stat nodes. Left and right shapes cover different effects, so the better direction can change with Board development even at the same rate. Match the slot, unlocks, and bloom when comparing, and separate filling an empty slot from replacing a developed card.

See Choosing and using Connects for a spatial map, matched results, and a reversal during partial development.

レベルアップ

レベルアップ raises a Member's stats. The stat increase is generally the same at every level. The required レッスンPt can be obtained from ホロワーク, ねぽらぼマート, and other sources. The cumulative value below is the レッスンPt required from Lv. 1 to each level; the previous-level value is the Pt required from the immediately preceding level.

Lv. Total Previous Lv. Total Previous Lv. Total Previous
2 40 40 3 100 60 4 190 90
5 310 120 6 460 150 7 650 190
8 880 230 9 1,160 280 10 1,500 340
11 1,900 400 12 2,400 500 13 3,000 600
14 3,700 700 15 4,550 850 16 5,500 950
17 6,700 1,200 18 8,050 1,350 19 9,600 1,550
20 11,400 1,800 21 13,500 2,100 22 15,900 2,400
23 18,600 2,700 24 21,600 3,000 25 24,900 3,300
26 28,550 3,650 27 32,550 4,000 28 36,900 4,350
29 41,600 4,700 30 46,650 5,050 31 52,050 5,400
32 57,850 5,800 33 64,050 6,200 34 70,650 6,600
35 77,650 7,000 36 85,050 7,400 37 92,850 7,800
38 101,050 8,200 39 109,650 8,600 40 118,650 9,000

特訓

特訓 raises the level cap. The required items can be obtained from Lives, ホロワーク, and other sources.

開花

開花 strengthens Skills, コネクト効果, and more. Each Member can 開花 up to five stages; the required Pt is obtained by getting the same Member again.