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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 memoriae will be listed in tiers, the key aspect can be found in the notes on the memoriae. 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 put it on Ayano Rika.

Due to the sheer amount of memoriae, only 4★ and particular special mentions will be listed. If you cannot find a 1★, 2★ or 3★ memoria listed here, you may assume it belongs in the F-tier.

The memoriae are ranked mainly for mirrors, but the ranking will mostly also hold true for normal questing.

The order of the memoriae within each tier is arbitrary, and thus does not reflect any difference in power level within the tier.

Notes are described with - for negative note, + for positive note and ~ for average.

Evaluation Guidelines

The memoriae are ranked based on the following guidelines:

  • Memoriae are assumed MLB and max rank where possible (Walking an Entwined Path etc. is assumed as high level as possible)
  • For passives higher ATK is preferred over higher HP, and memoriae' stat distribution are noted based on how much ATK they have. Normal 4★ memoriae follow the format below, higher number being better:
    • V 2200+
    • IV 2100 to 2199
    • III 2000 to 2099
    • II 1900 to 1999
    • I 1899-
  • For actives, DEF is preferred if the girl is expected to survive more than 2 attacks. This is due to the fact that as described in Damage Calculation the Base damage subtracts DEF / 3. However, most final damage increasing effects are based of this Base damage, which makes the DEF somewhat more useful than a third of it's face value. Note however that high DEF lowers the target priority of the girl by the AI. In total this means that, for girls you wish to have survive and use actives stack DEF, for girls you expect to tank few hits, but do so before they can use their actives stack HP. For tanks or girls you otherwise expect to survive more than 2 hits stack DEF.
  • Stat distribution is more important for active memoriae than for passive memoriae, due to their effect seeing less use. This implies that using a memoria solely for it's stats is a valid tactic for active memoriae, despite not being so for passive memoriae.
  • 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 memoriae, cooldown is a relatively large factor in the evaluation of the memoria. Memoriae available on the 3rd turn have a great preference, offensive 4th turn may be considered useful, and other memoriae are all considered F-tier, no matter their effects.
  • Offensive active memoriae are considered favourably to defensive ones due to the simple fact that if the enemies are all dead, there is no need for defense. The active memoriae together with available connects on the later turns give impactful enough effects to often simply end the battle, rendering defencive options useless in many situations.
  • Active and passive memoriae will be listed separately, and there is no relation between the tiers in the lists. Ie, there is no basis for considering an active memoria in the S-tier to be equally good to a passive in the S-tier.
  • 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 referred to as "invisible icon".

Some special notes on skill interactions:

  • Evade is cancelled by any Status Ailment
  • Chance to Critical Hit does not stack, if recipient of two Critical Chance Up effects, the highest percentage is used. This makes Chance to Critical Hit memoriae and Chance to Critical Hit connects a bad combo.
  • Similarly evade does not stack
  • Evade does not work on counter, chase or similar effects.
  • A girl will not counter, provoke, guardian etc. if the girl cannot take any action due to stun, charm etc. However, there is currently a bug with Assistant Instructor of the Ryuushin Style allowing the carrier to still be able to provoke while affected, meaning that stunning, charming etc. a tank with Assistant Instructor of the Ryuushin Style is strictly bad, as she will be able to do her tank job, but at the same time not pollute the disk pool, allowing the AI to pull only disks from it's attack focused characters.
  • A girl will not counter an attack she evaded.
  • The AI will assume no crits, no evades, no intervening from other girls through guardian etc. and no Damage Cut from the receiving girl when choosing targets, this means that any evade, guardian etc. will greatly increase your girls probability of surviving the round, and Damage Cut generally increases the chance for that girl. Damage negating memoriae 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 it expects to do the most damage on. This is usually synonymous with targeting the girl with the lowest DEF, except if it has type advantage, then 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 either leave the girl alive, or overkill (do a lot more damage than needed) is considered worse than barely, but consistently, finishing the girl. This means Crit, chance to Armour Pierce etc. is considered somewhat harshly compared to other effects.

Passives

S-tier

Name Notes
Memoria 1122 sI 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
~+ Decent 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 critical hits of, however the risk of significantly overkilling with these critical hits 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 DarkThe 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 1267 sKyubey Knight Breaking ThroughKyubey Knight Breaking Through
HP: 2025 ATK: 2025
Attack Up [V / 25%] & Charged Attack Damage Up [V / 15%]
~ III stat distribution
+ Very High Attack Up
~ Charge Up
Giving a very high Attack Up coupled with average stats, this memoria is great on offensive characters. While not amazing, the Charge Up will allow the girl to do significant damage on charge consuming disks, making the memoria better on girls who may expect to pull blast disks to consume those disks. This memoria does not hold the risk that I Made Friends! has of unfavourably critical hit killing an enemy, leaving you to be puella comboed by the enemy the next turn

A-tier

Name Notes
Memoria 1203 sAssistant Instructor of the Ryuushin StyleAssistant 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 provoke chance is high enough to get one provoke 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 Critical Hit or similar. Greatly increasing the survivability of attack oriented girls without forcing them to equip defensive memoriae 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 provokes 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 guardian even if the provoke failed, even if the carrier will then not counter. An invisible icon memoria

NOTE: Currently bugged, so even if the carrier is stunned, charmed or bound, this memoria will still work
Memoria 1255 sThe Power to Protect Who You LoveThe Power to Protect Who You Love
HP: 2215 ATK: 1810
Defense Up When At Critical Health [III / 40%] & Defense Up [IV / 30%] & Damage Cut [III / 15%]
- I stat distribution
+ Damage Cut
+ Defense Up
~+ Defense Up When At Critical Health
An amazing tank memoria, giving the carrier unmatched survivability. The carrier would need to either carry a high damage memoria as the second passive such as The Sword Which Strikes in the Space Between Light and Dark, a tank memoria such as Assistant Instructor of the Ryuushin Style, or a game ending active memoria combo, to make use of the tankiness.

B-tier

Name Notes
Memoria 1161 sAbout to Leave in HaregiAbout to Leave in Haregi
HP: 1902 ATK: 2102
Chance to Dazzle on Attack (1 Turn) [III / 20%] & 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. Note that the Dazzle chance is nullified by the presence of Ultimate Madoka on the enemy team
Memoria 1246 sBorn Amidst LightBorn Amidst Light
HP: 2225 ATK: 1825
Attack Up [IV / 20%] & Chance to Anti-Evade [XIII / 85%]
- I stat distribution
+ High Attack Up
+~ High Anti-Evade
Having the attack up of I Made Friends! and The Sword Which Strikes in the Space Between Light and Dark, but lacking in stats and an offensive secondary effect. Can allow the carrier to avoid running anti-evade active memos and still be fairly safe from evade. Whether it is worth using a passive effect to prevent evade is however debatable, and since the effect is not guaranteed the carrier can still be subject to evade memes
Memoria 1239 sIroha of the Midsummer BeachIroha of the Midsummer Beach
HP: 2010 ATK: 2010
Attack Up [IV / 20%] & MP Gain Up [IV / 12.5%]
~ III stat distribution
+ High Attack Up
- MP Gain Up
The attack up is great, same effect as the attack up part of I Made Friends!. The MP gain up is however completely useless in mirrors. This combined with the average stats rates the memoria high, but not in any top tier. May be played on anyone, but may be considered a worse version of memoriae such as I Made Friends! or The Sword Which Strikes in the Space Between Light and Dark
Memoria 1130 sMy BibleMy Bible
HP: 2202 ATK: 1802
Damage Increase [V / 25%] & Anti-Curse [100%]
- 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). May be played on anyone. An invisible icon memoria
Memoria 1069 sTowards 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 or other girls expecting frequently taking part in blast combos. It should however be taken into considerations that while this memoria only offers 10% more damage increase on blasts than My Bible and About to Leave in Haregi, it offers 25% less damage increase to other disks, leaving it a comparably mediocre choice even on a blast gorilla if her allies does not carry enough blasts to get reliable blast combos. The carrier will also go significantly over cap if recipient of a Blast Up connect as noted above. This should all 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 memoriae
Memoria 1219 sWithout 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 in "Some special notes on skill interactions" greatly increases the survivability of the carrier due to the AI not factoring in the damage reduction from it when assigning attacks, 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

C-tier

Name Notes
Memoria 1226 sGuide to ReleaseGuide to Release
HP: 2215 ATK: 1815
Chance to Fog on Attack (3 Turns) [III / 20%] & Damage Up [IV / 20%]
- I stat distribution
+~ Fairly high Damage Up
+~ Fog Edge
While the Fog chance is rather low, fog effectively reduces the damage of the fogged target by a forth. Due to the duration the fog probably stays until the target is dead, disabling dodge in this period, which makes for a decent effect. The damage Up is somewhat low compared to other options, and the stats leaves a lot to be desired. In most regards a worse version than About to Leave in Haregi due to the fact that you usually intend to kill the target you are attacking anyways, which leaves the long fog time rather redundant in most scenarios. May be played on anyone. Note that the Fog chance is nullified by the presence of Ultimate Madoka on the enemy team
Memoria 1138 sA Pleasant ImbalanceA 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 1156 sWarm ChristmasWarm 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 memoriae 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 where the carrier is expected to often be the blaster in a Charge-Blast chain, however it should be taken great care not to waste this effect on an overkill
Memoria 1054 sSurrounded by White WingsSurrounded 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!
Memoria 1144 sWalking an Entwined PathWalking 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 Effect: Damage Increase [V / 25%] & Regenerate HP [III / 4%]
+ 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 1190 sThe Sunlight That Shines Into the ComplexThe Sunlight That Shines Into the Complex
HP: 2105 ATK: 1905
Chance to Guardian [III / 20%] & Defense Up [IV / 30%]
-~ II stat distribution
+ High Defense 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 allied offensively oriented girls as Assistant Instructor of the Ryuushin Style. The guardian chance is lower, and the carrier will only guardian one girl from a blast. It should be noted that as Provoke's chance is determined once, guardian'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, however it will then only protect 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 guardian chance, but also the option to go an offensive memoria such as I Made Friends! on her second passive slot. However this memoria's best use is on a girl already carrying Ryuushin Style, gaining the benefit of both memoriae
Memoria 1252 sMex4Mex4
HP: 2200 ATK: 1750
Defense Up While At Max Health [VIII / 80%] & Damage Cut [III / 15%]
- I stat distribution
+~ High Defence Up on max HP
+ Damage Cut
Due to the extremely high defence boost at max HP and how the mirror ai works, the carrier of this memoria is almost guaranteed not to get focused before last. Due to this fact the carrier may hold memoriae such as The Sword Which Strikes in the Space Between Light and Dark with mostly no risk of losing the max HP boost. Works well on girls who can drop one offensive passive memoria and thrive as being the last girl standing
Memoria 1260 sI Won't Forgive You If You Open ItI Won't Forgive You If You Open It
HP: 2125 ATK: 1925
Chance to Bind on Attack (1 Turn) [III / 20%] & Damage Up [V / 25%]
~- II stat distribution
+ High Damage Up
-~ Bind Edge
Despite the stats lacking in ATK, because it gives a very high Attack Up, this memoria is great on offensive characters. The Bind Edge is a two edged sword. While it may bind the enemy, leaving the character useless for the next turn as well as removing evade and guardian for that character. It might also give the enemy a free puella combo, possibly from the opponent's offensive character if the attack where your bind procced was taunted or guarded. The only time the bind effect will have a positive impact is if the character you bound has connect ready, you bind the opponents offensive character, or you bind the entire opponents team. Getting a bind, but not binding everyone, when the opponent has two or three girls alive just increases or guarantees a puella for the opponent, not great. In other cases the bind is simply un-impactful. Note that the Bind chance is nullified by the presence of Ultimate Madoka on the enemy team

D-tier

Name Notes
Memoria 1127 sA Rough Welcome in the SewersA Rough Welcome in the Sewers
HP: 1655 ATK: 1355
Defense Up [IV / 30%] & Anti-Stun [100%]
- 3 star stats
+ High Defense Up
- Anti-Stun
Giving the same Defense Up as The Sunlight That Shines Into the Complex, but exchanging the guardian 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
Memoria 1195 sThe Mao Family is Lively Today As WellThe Mao Family is Lively Today As Well
HP: 1590 ATK: 1440
Defense Up [IV / 30%] & Status Ailment Resistance Up [III / 30%]
- 3 star stats
+ High Defense Up
- Status Ailment Resistance Up
Giving the same Defense Up as The Sunlight That Shines Into the Complex, but exchanging the guardian 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 ChocolateFirst Handmade Chocolate
HP: 1430 ATK: 1580
Defense Up [III / 22.5%] & Defense Up When At Critical Health [IV / 50%]
- 3 star stats
~ Decent Defense Up
~ Defense Up When At Critical Health
Giving decent Defense 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 defense
Memoria 1232 sI'll Repeat It No Matter How Many Times It TakesI'll Repeat It No Matter How Many Times It Takes
HP: 2202 ATK: 1797
Blast Damage Up [III / 25%] & Charged Attack Damage Up [II / 7.5%] & Accele MP Gain Up [II / 12.5%]
- I stat distribution
~ Decent Blast Up
- Low Charged Damage Up
- Accele MP Gain Up
Effectively a worse version of Warm Christmas due to the Accele MP Gain Up being useless. A jack of all trades, master of none scenario, where memoria is only really useful for its Blast Damage Up due to the low effectiveness of its effects and horrible stats. May still see use as a pseudo Warm Christmas

E-tier

Name Notes
Memoria 1196 sStarlight 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 memoriae 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 critical hits of, however the risk of significantly overkilling with these critical hits 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 memoriae does the job better
Memoria 1117 sThe 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
Memoria 1041 sA World Once EmptyA 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 OverNow 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 Defense Up
~- Low Defense Up When At Critical Health
This memoria is completely superseded by First Handmade Chocolate
Memoria 1050 sAs a Fashion ModelAs a Fashion Model
HP: 1650 ATK: 1350
Defense Up [IV / 30%]
- 3 star stats
+ High Defense Up
Giving the same Defense 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 WorldBlissful 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 WorldRunway 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 1180 sStance on ArtStance on Art
HP: 2107 ATK: 1907
Anti-Poison [100%] & 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 memoriae. An invisible icon memoria. Note that the likeliness of applying Status Ailments is significantly decreased in the event of Ultimate Madoka being on the enemy team, making the memoria even worse when facing her
Memoria 1176 sThe Third Magical GirlThe Third Magical Girl
HP: 1907 ATK: 2107
Charged Attack Damage Up [V / 10%] & Accele MP Gain Up [III / 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 memoriae 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 memoriae 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 HeldThe Hand Arisa Held
HP: 2110 ATK: 1910
Anti-Bind [100%] & Anti-Stun [100%]
~- 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 LightEverlasting Light
HP: 2100 ATK: 1900
Regenerate HP [III / 4%] & Anti-Bind [100%]
~- 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 TimeA 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 memoriae, while not boosting anything else
Memoria 1175 sHope and DespairHope 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 memoriae, while not boosting anything else
Memoria 1192 sI 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 memoriae, while not boosting anything else
Memoria 1107 sHere With YouHere 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 memoriae, while not boosting anything else
Memoria 1072 sBlack Tea of VictoryBlack Tea of Victory
HP: 2000 ATK: 2000
MP Up When Attacked By Weak Element [V / 100% for mirrors, 150% else]
~ 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-ReproachBeing Wrapped In Self-Reproach
HP: 1900 ATK: 2103
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!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 1148 sMemoria Circuit - CoreMemoria 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 GatheredEveryone 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 1249 sA Handful of WarmthA Handful of Warmth
HP: 1000 ATK: 1000
Episode Experience Gain Increased [I / 15%] % CC Gain Up [I / 5%] (Does Not Work on Supports)
Meant for episode exp grind and CC grind, don't use this if you need strength
Memoria 1152 sThe Story That Starts HereThe Story That Starts Here
HP: 1000 ATK: 1000
MP Gauge 10% Full On Battle Start
Gives a slight head-start in MP buildup, but the low stats and uselessness of MP in mirrors leaves the memoria pointless
Memoria 1225 sOuting in Plain AttireOuting in Plain Attire
HP: 4000 ATK: 0
Regenerate HP [II / 3%] & Status Ailment Resistance Up [III / 30%]
Giving no defense, pointless hp regen, fairly low status Aliment Resistance, but having amazing art. This memoria is best used when printed and framed on a wall
Memoria 1243 sA Short Rest (Madoka, Homura)A Short Rest (Madoka, Homura)
HP: 2220 ATK: 1820
Anti-Curse [100%] & Regenerate HP [I / 2%]
Giving mostly useless effects this memoria is only good for it's stats, which is never a good thing for a passive memoria

Actives

S-tier

Name Notes
Memoria 1188 sThe 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 / 1 Turn)
+ V stat distribution
+ 3rd turn memoria
~+ High Attack Down on all
++ High Defense Down on all
Great stats, great CD, greatly increases the damage of any attacker, so the user doesn't need to be the one getting the disks, and if you're unable to close of the round the opponents' ATK will be greatly decreased. Great on anyone expecting to consistently survive to the 3rd round
Memoria 1155 sDescent of a SaintDescent 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
+ High Attack Up on self
~ Charged Damage Up on self
Poor stat distribution (has 4-star even though it is a 3-star memoria, making the memoria easy to obtain, which is still very strong). 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, who reliably reaches 3rd turn, with high ATk as she may utilize the Attack Up to its full extent, preferably alone, to maximize the disks pulled by the carrier

A-tier

Name Notes
Memoria 1164 sTwin Shadows Sneaking UpTwin Shadows Sneaking Up
HP: 1655 DEF: 1355
CD: 5 turns Available: 3rd turn
Chance to Anti-Evade [100%] & Blast Damage Up [VII / 45%] (Self / 1 Turn)
- 3 star stats
+ 3rd turn memoria
+ Anti-Evade to self
+~ Decent Blast Up to self
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 memoria's rank, and with a bad distribution on top. Great as a finisher on a blaster, but should be put on girls not that reliant on defensive stats
Memoria 1151 sNever-Ending PracticeNever-Ending Practice
HP: 1802 DEF: 2202
CD: 5 turns Available: 3rd turn
Chance to Provoke [100%] & Defense Up [IX / 67.5%] (Self / 1 Turn)
+ V stat distribution
+ 3rd turn memoria
+ High Defense Up
+ Guaranteed provoke
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 memoriae does
Memoria 1134 sMagical Halloween TheaterMagical Halloween Theater
HP: 2102 DEF: 1902
CD: 4 turns Available: 3rd turn
Defense Down [IX / 45%] (One / 1 Turn) & Chance to Curse [100%] (One / 1 Turn)
~- II stat distribution
+ 3rd turn memoria
+ High Defense Down on one
+ Curse on one
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 (remember that you can hold on an opponent to check if they are below this threshold), 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. It is important to take note that the curse effect is not guaranteed in the event of Ultimate Madoka being on the enemy team, severely lowering the usefulness of this memoria
Note: MLB and non-MLB CD is the same

B-tier

Name Notes
Memoria 1218 sFuuuusion!!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
+~ Decent Blast Up to self
- Accele MP Gain Up to self
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
Note: MLB and non-MLB CD is the same
Memoria 1204 sLucky CharmLucky Charm
HP: 1068 DEF: 1268
CD: 5 turns Available: 3rd turn
Chance to Critical Hit [100%] (Self / 1 Turn)
-- 3 star personal stats
- Amano Suzune personal
+ 3rd turn memoria
++ Guaranteed Critical hits
Despite the low stats, guaranteed critical hits on a low CD is a great finisher. Requires Suzune to get disks
Memoria 1251 sOne More StoryOne More Story
HP: 1000 DEF: 1000
CD: 5 turns Available: 3rd turn
Attack Up [VI / 30%] & Defense Up [V / 37.5%] (Self / 1 Turn)
-- 2 star stats
+ High Attack Up
+~ Fairly high Defense Up
While this memoria severely lacks in stats, granting the carrier Attack Up at 3rd turn is very strong. Requires the carrier to survive to the 3rd turn, preferably alone to make full use of, similarly to Descent of a Saint, which the stats make a hard task. Usable on anyone expected to live to the 3rd turn who can take a hit in the defense department

C-tier

Name Notes
Memoria 1121 sReliable NegotiatorReliable Negotiator
HP: 1800 DEF: 2200
CD: 5 turns Available: 3rd turn
Damage Down [X / 50%] (All / 1 Turn) & Status Ailment Resistance Up [IX / 60%] (Self / 1 Turn)
+ V stat distribution
+ 3rd turn memoria
~ High Damage Down on all
- Status Ailment Resistance Up
Good stats and good CD, however the effects leaves something to be desired. Granting less reduction to dealt damage than stronger memoriae 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). It may however be used on anyone, not just the girl who gets the disks, and a good stalling memoria for the times when you absolutely need to go to 4th turn
Memoria 1224 sReconciliation Between the East and WestReconciliation Between the East and West
HP: 1900 DEF: 2102
CD: 4 turns Available: 3rd turn
Chance to Anti-Evade [100%] (Self / 1 Turn)
~+ IV stat distribution
+ 3rd turn memoria
+ Anti-Evade to self
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 evade without having a great need for the Blast Damage Up. However using this memoria might simply be overly pessimistic, and there are usually better alternatives for that purpose
Note: MLB and non-MLB CD is the same
Memoria 1259 sLet Us, Have a WarLet Us, Have a War
HP: 1908 DEF: 2108
CD: 6 turns Available: 4th turn
Blast Damage Up [VI / 40%] & Damage Up [IV / 20%] (Self / 1 Turn)
+~ IV stat distribution
~ 4th turn memoria
+~ Decent Blast Up to self
~+ Good Damage Up
Strong effects on a somewhat too high cooldown. May work well on tanks expected to survive to the 4th turn if the battle goes on for that long, and has stats suited for a tank. Giving great damage increase to blasts, and decent to all disks makes this superior to Unwavering Belief
Note: MLB and non-MLB CD is the same

D-tier

Name Notes
Memoria 1113 sUnwavering BeliefUnwavering 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
+ High Blast Up to self
A stronger effect than Fuuuusion!!, but also at a higher CD. Works well as a backup on tanks equipped with 2 or more blasts 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 DateGirls 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
~+ High Critical Up to self
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 Hit from 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 HeartWound of the Body and Wound of the Heart
HP: 1055 DEF: 1255
CD: 5 turns Available: 3rd turn
Attack Up [VII / 35%] (Self / 1 Turn)
-- 3 star personal stats
- Maki Kaoru personal
+ 3rd turn memoria
+ High Attack Up on self
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 BoundaryGirl'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
+~ Decently High Attack Up on self
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 1024 sI'll Never Regret ItI'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
+~ Decent Blast Up to self
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 1257 sLethal Weapons Known as StationeryLethal Weapons Known as Stationery
HP: 1080 DEF: 1280
CD: 5 turns Available: 3rd turn
Damage Increase [VIII / 40%] (Self / 1 Turn)
-- 3 star personal stats
- Senjougahara Hitagi personal
+ 3rd turn memoria
While the memoria severely lacks in stats, the damage up it offers is very high, at a low cooldown. While decent, Senjougahara would hardly survive to the point where she can use this, so other memoria are recommended

E-tier

Name Notes
Memoria 1202 sAll Eyes on MeAll Eyes on Me
HP: 1358 DEF: 1658
CD: 5 turns Available: 3rd turn
Chance to Charm [III / 35%] (All / 1 Turn)
- 3 star stats
+ 3rd turn memoria
~ Chance to charm anyone
Usable on anyone, and roughly charms every 3rd girls it is used on. This charm may both function as a evade/provoke/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. It is important to take note that the effect is almost null in the event of a 4 slot Ultimate Madoka being on the enemy team, rendering this memoria completely useless in those scenarios
Memoria 1105 sColors of a Clear SummerColors of a Clear Summer
HP: 1900 DEF: 2100
CD: 5 turns Available: 3rd turn
Attack Down [VII / 35%] (One / 1 Turn)
~+ IV stat distribution
+ 3rd turn memoria
- Decent Attack Down on one
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 1205 sWishing for Power to Not LoseWishing 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
~ Decent Defense Up
~+ Fair Attack Up on self
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 memoriae which are recommended over this
Memoria 1141 sSeven Stars in the Moonlit SkySeven 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%] (One / 1 Turn)
-- 3 star personal stats
- Misaki Umika personal
+ 3rd turn memoria
+ High Defense Down on one
- Status Ailment Resistance Down
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 StairsHello 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
~ Decent Critical Up to self
Superseeded by Girls With Glasses on a Date
Memoria 1020 sThat's Not a Doll, Right?That'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 1253 sThe Two CopiesThe Two Copies
HP: 1578 DEF: 1425
CD: 4 turns Available: 3rd turn
Chance to Poison [100%] (One / 1 Turn)
- 3 star stats
+ 3rd turn memoria
This memoria accomplishes the similar single target evade nullification as Magical Halloween Theater, but it is not cancelable by My Bible. However worse stats, similar cooldown, no defence down, and a weaker effect leaves the memoria mostly redundant. It is important to take note that the poison effect is not guaranteed in the event of Ultimate Madoka being on the enemy team, severely lowering the usefulness of this memoria
Note: MLB and non-MLB CD is the same

F-tier

Name Notes
Memoria 1229 sAn Uncrossable GapAn Uncrossable Gap
HP: 2010 DEF: 2010
CD: 5 turns Available: 3rd turn
Accele MP Gain Down [X / 27.5%] & Magia Damage Down [VII / 35%] (All / 1 Turn)
~ III stat distribution
+ 3rd turn memoria
- Accele MP Down
- Magia Damage Down
Ok stats, and a low CD, but offering a horrible effect, which you would have to work hard to find any use for. Any girl intending to kill you with magia will already have had full use of her accels, and it's a wiser choice to simply kill her with the effect of a better memoria than using this on her
Memoria 1128 sRecovery and ResolveRecovery and Resolve
HP: 1902 DEF: 2102
CD: 7 turns Available: 4th turn
Chance to Guardian [100%] (Self / 1 Turn) & Defense Up [IX / 67.5%] (Self / 1 Turn)
~+ IV stat distribution
~ 4th turn memoria
+ High Defense Up
+ Guaranteed guardian
Effectively a worse version of Never-Ending Practice, giving worse stats, have a higher CD, and exchanging provoke for guardian. On such a late turn guardian and provoke 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 OnesFor 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
- HP regen
+ Damage Cut
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 1250 sThe Goddess Stares QuietlyThe Goddess Stares Quietly
HP: 1000 DEF: 1000
CD: 5 turns Available: 3rd turn
Regenerate HP [IV / 5%] & Damage Cut [VIII / 40%] (Self / 1 Turn)
- 2* stats
- Regenerate HP
+ High Damage Cut
Good damage cut on a low cd, but very low stats making the carrier unlikely to use make use of it. Has very similar problem to that of For My Treasured Ones
Memoria 1214 sMorning is the Moment of DestinyMorning is the Moment of Destiny
HP: 1803 DEF: 2195
CD: 6 turns Available: 4th turn
Magia Damage Down [X / 50%] (One / 1 Turn)
+ V stat distribution
~ 4th turn memoria
- Magia Damage Down
While this memoria has good stats, the effect is utterly horrible, offering less damage decrease even on magia than memoriae such as The Way Home after the Rain (Mito), and on a high CD
Memoria 1146 sThe Three of Us, ForwardThe 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
- Magia Damage Up
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 1200 sThe Natural Me is...The Natural Me is...
HP: 2115 DEF: 1915
CD: 5 turns Available: 3rd turn
Blast Damage Down [X / 27.5%] (One / 3 Turns)
~- II stat distribution
+ 3rd turn memoria
- Blast Damage Down
Fairly bad stats. The CD is low, but the effect is bad, offering less damage decrease even on blasts than memoriae such as The Way Home after the Rain (Mito)
Memoria 1110 sMy Dreams Continue After I Wake UpMy Dreams Continue After I Wake Up
HP: 2002 DEF: 2002
CD: 6 turns Available: 4th turn
Chance to Guardian on Allies with Critical Health [100%] (Self/1 Turn) & Regenerate HP [IX / 10%] (Self/1 Turn)
~ III stat distribution
~ 4th turn memoria
- HP regen
~- Chance to Guardian on Allies with Critical Health
The guardian, 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 BreezeA 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
- Status Ailment Resistance Up
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 1234 sFrom Top to BottomFrom Top to Bottom
HP: 2110 DEF: 1910
CD: 6 turns Available: 4th turn
Remove Debuffs (Self)
-~ II stat distribution
- Remove Debuffs
By the time this memoria comes into play the battle is most likely already over. On top of this, the memoria only actually affects the outcome of the fight if the carrier is affected by a Damage Down or Attack Down. With low stats on top of it's un-usefulness, there are many better options to chose than this memoria.
Memoria 1244 sA Short Rest (Iroha, Yachiyo)A Short Rest (Iroha, Yachiyo)
HP: 2218 DEF: 1818
CD: 5 turns Available: 3rd turn
Accele MP Gain Up [VII / 25%] (Self / 1 Turn)
Accele Up is completely useless in mirros, so this memoria is left in the dirt
Memoria 1247 sThe Light of Hope Without DespairThe Light of Hope Without Despair
HP: 1825 DEF: 2225
CD: 8 turns Available: 5th turn
Defense Down [VI / 30%] (One / 1 Turn) & Magia Damage Up [VIII / 22.5%] (Self / 1 Turn)
- 5th+ turn memoria
Memoria 1067 sI Won't Stray From This PathI 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 FuturePast and Future
HP: 2100 DEF: 1900
CD: 8 turns Available: 5th turn
Damage Increase [VI / 30%] (Self/3 Turns) & Damage Cut [V / 25%] (Self/3 Turns)
- 5th+ turn memoria
Memoria 1071 sFulfilling the Sworn PromiseFulfilling the Sworn Promise
HP: 2000 DEF: 2000
CD: 8 turns Available: 5th turn
Chance to Critical Hit [VI / 35%] & Chance to Anti-Evade [100%] (Self / 3 Turns)
- 5th+ turn memoria
Memoria 1160 sFor This Fine DayFor This Fine Day
HP: 2105 DEF: 1905
CD: 8 turns Available: 5th turn
Attack Down [X / 50%] & Damage Down [IX / 45%] (One / 1 Turn)
- 5th+ turn memoria
Memoria 1177 sReinforcements That Transcend TimeReinforcements That Transcend Time
HP: 2007 DEF: 2007
CD: 8 turns Available: 5th turn
Attack Up [X / 50%] & Chance to Defense Pierce [IX] (Self / 1 Turn)
- 5th+ turn memoria
Memoria 1168 sDeliver 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
Memoria 1254 sTo Continue Living in This WorldTo Continue Living in This World
HP: 2110 DEF: 1912
CD: 8 turns Available: 5th turn
Chance to Chase [VII / 21%] (Self / 3 Turns) & Defense Down [IV / 12.5%] (All / 3 Turns)
- 5th+ turn memoria
Memoria 1261 sA Universe-Colliding Dream CollaborationA Universe-Colliding Dream Collaboration
HP: 1925 DEF: 2125
CD: 8 turns Available: 5th turn
Attack Up [V / 25%] & Chance to Critical Hit [V / 30%] & Defense Up [IV / 30%] (Self / 3 Turns)
- 5th+ turn memoria
Memoria 1264 sGarnish Everyone Cutely!Garnish Everyone Cutely!
HP: 2220 DEF: 1820
CD: 8 turns Available: 5th turn
Redraw Discs
- 5th+ turn memoria