Skills

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All cards have skills associated with them. These skills can provide score boost and other effects such as life recovery or judgment enhancement. Some skills have life or judgment conditions for the full effect. The rarity of the card determines the effectiveness of the skill. As an example, for cards with the same skill and skill level, a 4☆ card will provide a larger score boost compared to a 3☆ card.
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A card's skill type can be determined based on the skill description. To find this description, locate the box in the bottom right corner of a card with the text "スキル" in green. To the right of this text will be the name of the skill (not to be confused with the type of the skill). Below that is the skill level. Finally, below the line is the skill description; see below for the types of skills and their descriptions.
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Skills activate 6 times every game. This timing of the skill activation is dependent on the song.
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==Types of skills==
There are 7 types of skills in the game. Every skill provides a skill boost upon activation, however, skills like perfect scorer or life scorer have judgment and life requirements, respectively, for the full skill effect. Some skills are also only available to certain card rarities.
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<translate> Type</translate> 	<translate> Japanese</translate> 	<translate> English</translate>
<translate> Scorer</translate> 	5秒間 スコアがX%UPする 	<translate> X% score boost for 5 seconds.</translate>
<translate> Perfect locker</translate> 	Y秒間 GREATがPERFECTになり、5秒間 スコアがX％UPする 	<translate> GREAT notes will become PERFECT notes for Y seconds; X% score boost for 5 seconds.</translate>
<translate> Perfect locker</translate> 	Y秒間 GOOD以上がPERFECTになり、5秒間 スコアがX％UPする 	<translate> GOOD notes and higher will become PERFECT notes for Y seconds; X% score boost for 5 seconds.</translate>
<translate> Perfect locker</translate> 	Y秒間 BAD以上がPERFECTになり、5秒間 スコアがX％UPする 	<translate> BAD notes and higher will become PERFECT notes for Y seconds; X% score boost for 5 seconds.</translate>
<translate> Healer</translate> 	ライフがY回復し、5秒間 スコアがX%UPする 	<translate> Recover Y life; X% score boost for 5 seconds.</translate>
<translate> Perfect scorer</translate> 	5秒間 PERFECTのときのみスコアがX%UPする 	<translate> X% score boost for 5 seconds for PERFECT notes only.</translate>
<translate> Life scorer</translate> 	5秒間 発動時ライフが800未満ならスコアがX%UP、800以上ならスコアがY%UP、更にライフが10増加毎に+1%UPする（最大Z%) 	<translate> For 5 seconds, X% score boost if life is less than 800 or Y% score boost if life is 800. For every +10 life above 800, score boost increased by +1% (up to Z%).</translate>
<translate> Combo scorer</translate> 	5秒間 スコアがY％UP、GOOD以下を出すまではスコアがX％UPする 	<translate> X% score boost (lowered to Y% after getting a GOOD or lower) for 5 seconds.</translate>
<translate> Birthday/Anniversary scorer</translate>	ライフがY回復し、5秒間 PERFECTのときのみスコアがX%UPする 	<translate> Recover Y life; X% score boost for 5 seconds for PERFECT notes only.</translate>
<translate> Unit scorer</translate> 	5秒間 スコアがX%UPする自身を除き「Y」メンバーを1人編成する毎にスコアが10%UPし、全員一致で更に10%UPする（最大Z%) 	<translate> X% score boost for 5 seconds.Gain an additional +10% boost for every [Y] card (except for themselves), and another +10% boost if all cards are from the same unit (up to Z%).</translate>
<translate> Bloom Festival scorer</translate> 	<translate> Untrained (VIRTUAL SINGER character):</translate> 	<translate> Untrained (VIRTUAL SINGER character):</translate>
<translate> Bloom Festival scorer</translate> 	5秒間 スコアがX%UP自身と異なるユニットを最大2種類まで、1種類編成する毎にスコアが30%UPする(最大Y%) 	<translate> X% score boost for 5 seconds.For every different unit types in your team (up to 2 unit types), gain additional +30% score boost (up to Y%).</translate>
<translate> Bloom Festival scorer</translate> 	<translate> Untrained (original character):</translate> 	<translate> Untrained (original character):</translate>
<translate> Bloom Festival scorer</translate> 	5秒間 スコアがX%UP更に編成からランダムに選んだ他メンバー1人が持つスキルのスコアUP最大値のY%をUP（最大で合計Z%） 	<translate> X% score boost for 5 seconds.A random card in your team gain additional score boost by Y% of current selected card's skill (up to Z% in total).</translate>
<translate> Bloom Festival scorer</translate> 	<translate> Trained:</translate> 	<translate> Trained:</translate>
<translate> Bloom Festival scorer</translate> 	5秒間 スコアがX%UP 更にキャラクターランクによってY%UPする（ランク2毎に+1%、現在の合計Z%/最大〇%) 	<translate> X% score boost for 5 seconds.Gain additional +1% score boost for every 2 ranks of Character Rank (currently up to Z%).</translate>
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===Scorer===
The "scorer" skill provides a score boost for 5 seconds. This boost depends on the rarity of the card that has this skill and the skill level. Cards with rarities 1☆ to 4☆ can have this skill. This is the only type of skill a 1☆ card can have.
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 <translate> Score boost</translate>
<translate> Rarity</translate>	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
1☆ 	20% 	25% 	30% 	40%
2☆ 	30% 	35% 	40% 	50%
3☆ 	60% 	65% 	70% 	80%
4☆ 	100% 	105% 	110% 	120%
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===Perfect locker===
The "perfect locker" skill provides a score boost for 5 seconds and treats non-perfect hits as perfects for a certain duration. The score boost and judgment up duration depend on the rarity of the card that has this skill and the skill level. For 2☆ cards, GREAT notes become PERFECT notes. For 3☆ cards, GOOD notes and above become PERFECT notes. For 4☆ cards, BAD notes and above become PERFECT notes. Cards with rarities 2☆ to 4☆ can have this skill. 
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 <translate> Score boost</translate>
<translate> Rarity</translate>	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
2☆ 	10% 	15% 	20% 	30%
3☆ 	40% 	45% 	50% 	60%
4☆ 	80% 	85% 	90% 	100%
 <translate> Judgement up duration</translate>
<translate> Rarity</translate>	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
2☆ 	4.5s 	5s 	5.5s 	6s
3☆ 	5s 	5.5s 	6s 	6.5s
4☆ 	5.5s 	6s 	6.5s 	7s
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===Healer===
The "healer" skill provides a score boost for 5 seconds and recovers life instantly. The amount of score boost and life restored depend on the rarity of the card that has this skill and the skill level. Cards with rarities 2☆ to 4☆ can have this skill. 
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 <translate> Score boost</translate>
<translate> Rarity</translate>	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
2☆ 	10% 	15% 	20% 	30%
3☆ 	40% 	45% 	50% 	60%
4☆ 	80% 	85% 	90% 	100%
 <translate> Life recovered</translate>
<translate> Rarity</translate>	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
2☆ 	150 	200 	250 	300
3☆ 	250 	300 	350 	400
4☆ 	350 	400 	450 	500
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===Perfect scorer===
The "perfect scorer" skill provides a score boost for only PERFECT notes for 5 seconds. Only 4☆ cards can have this skill.
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 <translate> Score boost</translate>
<translate> Rarity</translate>	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
4☆ 	110% 	115% 	120% 	130%
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===Life scorer===
The "life scorer" skill provides a score boost based on the player's current life for 5 seconds. Players with less than 800 life will have the lower score boost value. Players with 800 or more life will have the higher score boost value, increasing by 1% for every 10 life above 800. This additional score boost is capped at 1000 life. Only 4☆ cards that were released on limited colorful festival banners can have this skill.
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 <translate> Score boost</translate>
<translate> Life threshold</translate>	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
< 800 	70% 	75% 	80% 	90%
800 	100% 	105% 	110% 	120%
>= 1000 	120% 	125% 	130% 	140%
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=== Combo scorer ===
The "combo scorer" (formerly called "accuracy scorer") skill provides a score boost for 5 seconds. The player will have higher score boost value as long as all notes have the PERFECT or GREAT judgment. If the player gets a GOOD, BAD, or MISS judgment, they will have the lower score boost value for the remainder of the skill duration. In other words, in order to maximize the score boost, no combo breaks must occur during the skill duration.
Only 4☆ cards that were released on limited colorful festival banners can have this skill.
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 <translate> Score boost</translate>
<translate> Judgement</translate> 	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
<translate> While hitting only PERFECT and GREAT notes</translate>	120% 	125% 	130% 	140%
<translate> Otherwise</translate> 	70% 	75% 	80% 	90%
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===Birthday/Anniversary scorer===
The "birthday scorer" or "anniversary scorer" skill provides a score boost for 5 seconds only for notes with the PERFECT judgment and recovers life instantly. It combines the "perfect scorer" judgment requirement and "healer" life recovery into a single skill. Only cards with the birthday or anniversary rarity can have this skill.
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<translate> Effect</translate> 	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
<translate> Life recovered</translate>	700 	750 	800 	850
<translate> Score boost</translate> 	60% 	65% 	70% 	80%
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=== Unit scorer ===
"Unit scorer" is a collection of skills that have similar effects, however require different units to function. There are 5 different unit scorers, one each for every unit in the game (Leo/need, MORE MORE JUMP!, Vivid BAD SQUAD, Wonderlands×Showtime, and 25-ji, Nightcord de.), and are named accordingly (ex. Leo/need scorer). These skills provide 5 seconds of score boost that vary depending on the composition of the party. For every card other than the card with the skill in the party that is associated with the unit targeted by the skill, the score boost value is increased by 10%. If every card in the party is associated with the unit targeted by the skill, the score boost value is increased by an additional 10%. For VIRTUAL SINGER cards, the support unit associated with the card counts as being associated with the unit.
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<translate> Effect</translate> 	<translate> Level 1</translate>	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>
<translate> Base score boost</translate> 	80% 	85% 	90% 	100%
<translate> Maximum score boost</translate>	130% 	135% 	140% 	150%
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To better understand how these skills work, the following party will be used as an example. It will be used to calculate the score bonus of the Among the Dancing Flower Petals in the Wind card, a 25-ji, Nightcord de. scorer card. In this party, there are two VIRTUAL SINGER cards with the 25-ji, Nightcord de. support unit, one VIRTUAL SINGER card without the 25-ji, Nightcord de. support unit, one card with the 25-ji, Nightcord de. unit, and one card without the 25-ji, Nightcord de. unit. Thus, the score bonus value is 20% more than the base value.
If the last two cards, A Lively DJ Appears and A Secret Between Us, were cards with the 25-ji, Nightcord de. unit or support unit, then the score bonus value would be 50% more than the base value.
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<translate> Example party of a player</translate>
<translate> Card</translate> 	<translate> Adds to score bonus?</translate>	<translate> Reason</translate>
<translate> Among the Dancing Flower Petals in the Wind</translate>	<translate> No</translate> 	<translate> It's the card with the skill being calculated and the other 4 cards are not all 25-ji, Nightcord de.</translate>
<translate> That Girl in the Photo Album</translate> 	<translate> Yes</translate> 	<translate> The card's support unit is 25-ji, Nightcord de.</translate>
<translate> A Moment's Rest</translate> 	<translate> Yes</translate> 	<translate> The card's unit is 25-ji, Nightcord de.</translate>
<translate> A Lively DJ Appears</translate> 	<translate> No</translate> 	<translate> The card's support unit is not 25-ji, Nightcord de.</translate>
<translate> A Secret Between Us</translate> 	<translate> No</translate> 	<translate> The card's unit is not 25-ji, Nightcord de.</translate>
=== Bloom Festival scorer ===
“Bloom festival scorer” is a collection of skills exclusive to Bloom Festival limited cards. Each Bloom Festival limited card has two different skills, and changing between untrained and trained card art allows the player to select which skill is used. The untrained skill has two types, one for original characters and one for VIRTUAL SINGER characters. The trained skill is the same for original characters and VIRTUAL SINGER characters.
==== Untrained (VIRTUAL SINGER character) ====
The untrained skill of VIRTUAL SINGER Bloom Festival limited cards provides a score boost for 5 seconds that varies based on team composition. For each different unit on the player’s team (up to 2 units), 30% is added to the score boost. VIRTUAL SINGER cards with subunits count towards this total, but VIRTUAL SINGER cards without subunits do not. Each unit or subunit can only be counted once. For example, a team with three VIRTUAL SINGER cards without subunits and two cards with the Leo/need unit or subunit would only count as one different unit.
Effect 	Level 1	Level 2	Level 3	Level 4
Base score boost 	70% 	75% 	80% 	90%
Maximum score boost	130% 	135% 	140% 	150%
==== Untrained (original character) ====
The untrained skill of original character Bloom Festival limited cards provides a score boost for 5 seconds that varies based on team composition. Each card with this skill will randomly select another card on the team and add 50% of the selected card’s score boost to its own. The selected card’s maximum score boost is used for this calculation. For example, if a trained Bloom Festival limited card at skill level 1 is randomly chosen, 70% will be added, even if the card's effective boost is less than 140%. If a unit scorer card at skill level 1 is randomly chosen, 65% will be added, even if no cards on the team match the unit of the unit scorer.
If there are multiple cards with this skill type on a team, each one will choose a card independently for this effect. If the skill activates twice in one live, the card(s) chosen may be different. Selecting retry in a solo live will not change the chosen card(s).
If a card with this skill is in the lead position of the team, the card it selects will be shown when its skill is displayed.
Effect 	Level 1	Level 2	Level 3	Level 4
Base score boost 	60% 	65% 	70% 	80%
Maximum score boost	120% 	130% 	140% 	150%
==== Trained ====
The skill of trained Bloom Festival limited cards provides a score boost for 5 seconds that varies based on the player’s Character Rank for that character. For every 2 Character Ranks, 1% is added to the base score boost.
Effect 	Level 1	Level 2	Level 3	Level 4
Base score boost 	90% 	95% 	100% 	110%
Maximum score boost	140% 	145% 	150% 	160%
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==Skill levels== 
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===Skill level costs===
The cost of leveling up a skill is dependent on the rarity of the card. The higher the rarity, the more expensive it is to level up a skill.
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 <translate> Costs</translate>
<translate> Rarity</translate> 	<translate> Level 2</translate>	<translate> Level 3</translate>	<translate> Level 4</translate>	<translate> Total</translate>
1☆ 	1 	2 	2 	5
2☆ 	5 	10 	10 	25
3☆ 	25 	75 	150 	250
<translate> Birthday/Anniversary</translate>	500 	1500 	3000 	5000
4☆ 	1000 	3000 	6000 	10000
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===Leveling up skills===
Skills are leveled up using skill up scores, fragments of feelings, or pure crystals of feelings. There are three variants of skill up scores: beginner, intermediate, and advanced. The following table shows the amount of exp each item contributes toward leveling up a skill.
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<translate> Thumbnail</translate>	<translate> Item</translate> 	<translate> Exp given </translate>
 	<translate> Skill up score (beginner)</translate> 	1
 	<translate> Skill up score (intermediate)</translate>	50
 	<translate> Skill up score (advanced)</translate> 	250
 	<translate> Fragment of feelings</translate> 	1
 	<translate> Pure crystal of feelings</translate> 	2000
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The following steps detail how to level up a card's skill:
# Open the character menu by tapping on the button labeled "メンバー"
# Tap on the button labeled "Training"
# Tap on the button labeled "スキルアップ"
# Tap on the card to be trained
# Select the items to be used and confirm
When viewing a specific card, the are two tabs on the right side. The "想いの結晶" tab is for fragments and pure crystals of feelings. The "スキルアップ用スコア" tab is for skill up scores. The buttons on the bottom "リセット", "おすすめ", "決定" are reset, recommended, and confirm, respectively. The recommended button automatically chooses the least items needed for the highest skill level. The number of items consumed can be manually changed in 5 ways:
* "«" button: resets the number to 0
* "−" button: decreases the current number by 1
* text input: sets the number of items to any integer
* "+" button: increases the current number by 1
* "»" button: sets the number to the minimum needed for the highest skill level, or maximum available
Items will only be consumed after the confirm button is pressed.
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==Skills in single player==
In solo and challenge lives, the score boost and any other effects are based on a card's skill. Skills will activate in a random order for the first 5 activations. Every skill is guaranteed to activate at least once. The last skill will always be the skill of the leader of the party.
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==Skills in multiplayer==
Skill effects and activations operate differently in multi lives and cheerful lives. Rather than using the skills of the cards themselves, the skill effects are based on each player's party. The non-score boost effect is based on the leader of each player's party. The score boost effect is calculated with the following formula: 100\% + \text{skill}_{1} + \frac{\text{skill}_{2}}{5} + \frac{\text{skill}_{3}}{5} + \frac{\text{skill}_{4}}{5} + \frac{\text{skill}_{5}}{5} , where skill1 is the card in the first position of that player's party (i.e. the leader), skill2 is the card in the second position of that party, and so forth. Any judgement or life requirements for each skill must still be met. For example, the score boost of a card with the perfect scorer skill when hitting a GREAT would be 0% for that note.
The order for the first 5 skill activation in multiplayer is random, with each player's leader skill activating once. The final skill activation is the skill of the leader of the player with the highest score at the time.
The previous behavior where skills always activated in the following order: Player 2, Player 1, Player 4, Player 5, Player 3, was considered a bug.
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== Update history ==
July 27, 2023 
* Skill order in multiplayer is now random instead of fixed.
December 19, 2022 
* Combo scorer skill judgment requirement changed from only PERFECTs to only PERFECTS or GREATs.
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==References==
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