# LV

Leveling a unit is imperative for a lot of card functions, as it's a requirement for raising Limits and performing well in battle.

In order to raise the base level of a companion, either you gain XP through battles (slow), or you "feed" them Boosts. Matching energies yields a 20% increase in XP gains (example: Moritaka, WATER, gains more XP using WATER XP Stars than other colored XP stars). ALL-ROUND Boosts also can be substituted for energy-matching gains.

☆1 Boosts

# XP Star Curves

Unlike Souls, there isn't necessarily a convenient series of leveling, especially with random boosts being thrown in. Below is a chart detailing how many ☆4 Boosts required to reach Limits per rarity, and to the right is a table showing the amount of XP each Boost yields per rarity.

Star Size XP XP (Matching)
1☆ (Small) 20 24
2☆ (Medium) 80 96
3☆ (Large) 320 384
4☆ (Super) 1280 1536
Amount of ☆4 Boosts Required
Card ☆ Rarity Base Limit 1st Order Limit 2nd Order Limit 3rd Order Limit
1☆ 4 8 12 16
2☆ 8 11 13 23
3☆ 12 12 16 43
4☆ 18 13 23 74
5☆ 24 16 43 114

## Random Multiplier

Occasionally, you may experience higher than usual XP gains when leveling this way. Currently, probabilities require extensive testing (which requires a lot of resources). It can be inferred that Failure is exclusive to Skills leveling.

Success Probability Multiplier
Good ? 100%
Great  ? 200%
Fever / Awesome  ? 300%

## Coin Cost

While fast and convenient, leveling this way comes at another cost: coins. As expected, the amount of coins required to gain XP has a base cost of 100 coins per XP star, and is proportional to the current level and the number of XP stars you're using.

${\displaystyle {\text{Required coins}}=({\text{Number of Slots Filled}}(20*{\text{Current LV}}+100))}$

## Level Limits

Each character has a level limit dependent on their rarity (3☆ characters have the same initial limit, but different from 4☆ and 5☆ characters); however, these limits can grow by limit breaking a character. You can limit break all characters, regardless of rarity.

☆ Rarity 1st Order 2nd Order 3rd Order 4th Order
1☆ 20 30 40 50
2☆ 25 35 45 55
3☆ 30 40 50 60
4☆ 35 45 55 65
5☆ 40 50 60 70

# XP per Level

Below are charts graphing the amount of XP required to reach a level, and the deltas between levels. This XP curve is static between characters (as in, everyone has the same level of progression).

LV Total XP required ΔXP
1 12
2 12 15
3 27 27
4 54 36
5 90 50
6 140 80
7 220 100
8 320 130
9 450 150
10 600 200
11 800 250
12 1050 350
13 1400 400
14 1800 550
15 2350 650
16 3000 700
17 3700 750
18 4450 800
19 5250 850
20 6100 900
21 7000 950
22 7950 1000
23 8950 1050
24 10000 1100
25 11100 1150
26 12250 1250
27 13500 1400
28 14900 1500
29 16400 1600
30 18000 1700
31 19700 1700
32 21400 1800
33 23200 1800
34 25000 1800
35 26800 1800
36 28600 1800
37 30400 1800
38 32200 1900
39 34100 1900
40 36000 1900
41 37900 2000
42 39900 2150
43 42050 2200
44 44250 2300
45 46550 2400
46 48950 2600
47 51550 2600
48 54150 2800
49 56950 3000
50 59950 3200
51 63150 3600
52 66750 4200
53 70950 5000
54 75950 5800
55 81750 6600
56 88350 7600
57 95950 8600
58 104550 9600
59 114150 10800
60 124950 11600
61 136550 12800
62 149350 14000
63 163350 15200
64 178550 16400
65 194950 17600
66 212550 19000
67 231550 20400
68 251950 23200
69 275150 24800
70 299950

 Basic Information ▪ Getting Started ▪ Menu Translations ▪ Card Face Translations ▪ Tips and Tricks ▪ Known Bugs ▪ Battle System ▪ Limit Breaking ▪ Gachas ▪ Familiar Levels ▪ Player Rank ▪ Player Guild ▪ Login Incentives ▪ Familiars / Transients ▪ Mobs ▪ Unreleased ▪ Skill Mechanics and Buffs/Debuffs ▪ Friend IDs ▪ Main Quests ▪ Free Quests ▪ Daily Quests ▪ Event Quests ▪ Character Quests ▪ Love Quests ▪ Skill Quests