Skills/en

All cards have skills associated with them. These skills can provide score boost and other effects such as life recovery or judgment up. 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.
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.
Skills activate 6 times every game. This timing of the skill activation is dependent on the song.
==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.
Type 	Japanese 	English
Scorer 	5秒間 スコアがX%UPする 	X% score boost for 5 seconds.
Perfect locker 	Y秒間 GREATがPERFECTになり、5秒間 スコアがX％UPする 	All GREATs will become PERFECTs for Y seconds; X% score boost for 5 seconds.
Perfect locker 	Y秒間 GOOD以上がPERFECTになり、5秒間 スコアがX％UPする 	All GOODs and higher will become PERFECTs for Y seconds; X% score boost for 5 seconds.
Perfect locker 	Y秒間 BAD以上がPERFECTになり、5秒間 スコアがX％UPする 	All BADs and higher will become PERFECTs for Y seconds; X% score boost for 5 seconds.
Healer 	ライフがY回復し、5秒間 スコアがX%UPする 	Recover Y life; X% score boost for 5 seconds.
Perfect scorer 	5秒間 PERFECTのときのみスコアがX%UPする 	X% score boost for 5 seconds for PERFECTs only.
Life scorer 	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%) 	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%).
Combo scorer 	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 	X% score boost for 5 seconds.If you hit GOOD or lower, score boost will be reduced to Y%.
Birthday scorer	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 	Recover Y life; X% score boost for 5 seconds for PERFECTs only.
Unit scorer 	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%) 	X% score boost for 5 seconds.Gain 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%).
===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.
 Score boost
Rarity	Level 1	Level 2	Level 3	Level 4
1☆ 	20% 	25% 	30% 	40%
2☆ 	30% 	35% 	40% 	50%
3☆ 	60% 	65% 	70% 	80%
4☆ 	100% 	105% 	110% 	120%
===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, GREATs become PERFECTs. For 3☆ cards, GOODs and above become PERFECTs. For 4☆ cards, BADs and above become PERFECTs. Cards with rarities 2☆ to 4☆ can have this skill. 
 Score boost
Rarity	Level 1	Level 2	Level 3	Level 4
2☆ 	10% 	15% 	20% 	30%
3☆ 	40% 	45% 	50% 	60%
4☆ 	80% 	85% 	90% 	100%
 Judgement up duration
Rarity	Level 1	Level 2	Level 3	Level 4
2☆ 	4.5s 	5s 	5.5s 	6s
3☆ 	5s 	5.5s 	6s 	6.5s
4☆ 	5.5s 	6s 	6.5s 	7s
===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. 
 Score boost
Rarity	Level 1	Level 2	Level 3	Level 4
2☆ 	10% 	15% 	20% 	30%
3☆ 	40% 	45% 	50% 	60%
4☆ 	80% 	85% 	90% 	100%
 Life recovered
Rarity	Level 1	Level 2	Level 3	Level 4
2☆ 	150 	200 	250 	300
3☆ 	250 	300 	350 	400
4☆ 	350 	400 	450 	500
===Perfect scorer===
The "perfect scorer" skill provides a score boost for 5 seconds only for notes with the PERFECT judgment. Only 4☆ cards can have this skill.
 Score boost
Rarity	Level 1	Level 2	Level 3	Level 4
4☆ 	110% 	115% 	120% 	130%
===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.
 Score boost
Life threshold	Level 1	Level 2	Level 3	Level 4
< 800 	70% 	75% 	80% 	90%
800 	100% 	105% 	110% 	120%
>= 1000 	120% 	125% 	130% 	140%
=== Combo scorer ===
The "combo scorer" (formerly called "accuracy scorer") skill provides a score boost for 5 seconds. The players will have higher score boost value as long as all notes have the PERFECT or GREAT judgment. Once a note has the GOOD or worse judgment, the player will have the lower score boost value for the remainder of the skill duration. In other words, in order to maximize the score up, players must not combo break during the skill duration.
Only 4☆ cards that were released on limited colorful festival banners can have this skill.
 Score boost
Judgement 	Level 1	Level 2	Level 3	Level 4
While perfect or great	120% 	125% 	130% 	140%
Otherwise 	70% 	75% 	80% 	90%
===Birthday scorer===
The "birthday 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 rarity can have this skill.
Effect 	Level 1	Level 2	Level 3	Level 4
Life recovered	700 	750 	800 	850
Score boost 	60% 	65% 	70% 	80%
=== 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.
Effect 	Level 1	Level 2	Level 3	Level 4
Base score boost 	80% 	85% 	90% 	100%
Maximum score boost	130% 	135% 	140% 	150%
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.
Example party of a player
Card 	Adds to score bonus?	Reason
Among the Dancing Flower Petals in the Wind	No 	It's the card with the skill being calculated and the other 4 cards are not all 25-ji, Nightcord de.
That Girl in the Photo Album 	Yes 	The card's support unit is 25-ji, Nightcord de.
A Moment's Rest 	Yes 	The card's unit is 25-ji, Nightcord de.
A Lively DJ Appears 	No 	The card's support unit is not 25-ji, Nightcord de.
A Secret Between Us 	No 	The card's unit is not 25-ji, Nightcord de.
==Skill levels==
===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.
 Costs
Rarity 	Level 2	Level 3	Level 4	Total
1☆ 	1 	2 	2 	5
2☆ 	5 	10 	10 	25
3☆ 	25 	75 	150 	250
Birthday	500 	1500 	3000 	5000
4☆ 	1000 	3000 	6000 	10000
===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.
Thumbnail	Item 	Exp given
 	Skill up score (beginner) 	1
 	Skill up score (intermediate)	50
 	Skill up score (advanced) 	250
 	Fragment of feelings 	1
 	Pure crystal of feelings 	2000
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.
==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.
==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.
== 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.
==References==