Active Skills

**Active (アクティブ) Skills** are those that have a chance to activate for a certain amount of time during a Live. They are only activated by bromides in the Member row of your Band Formation.

## Active Skill Composition

**Please note:** Some of the explanations below may quickly become outdated as new bromides with higher stats and/or new skills are added.

In order to maximize your score output, it's important to form bands with well-balanced compositions. The recipe to a high score is to mix bromides with Combo UP and Score UP skills. The general formula to determine how the skill will affect your score is:

Base Score x Score UP % x Combo Multiplier = Final Score

* **Base Score:** The score earned from a note before any skill effects are added.
* **Score UP %:** The percentage that the score is increased. This comes from Score UP skills such as Score UP, Double UP, Tap Score UP, etc.
* **Combo Multiplier:** Combo Bonus + Combo UP %
* **Combo Bonus %:** The +5% combo bonus you receive for each 50 combo interval.
* **Combo UP %:** The percentage that the combo multiplier is increased. This comes from Combo UP and Double UP.

Skills only provide their effect when they are activated during a Live. Because score and combo are multiplied, it's preferable to use skills that activate at the same time. Using skills that have the same activation interval and time (such as Score UP + Combo UP) is one of the ideal configurations for band formation.

You gain a +5% combo bonus for every 50 combo interval (i.e., 50 combo = 5% combo bonus, 100 combo = 10% combo bonus, etc.) even if you don't have any bromides with Combo UP in your band. Because of this, it's better to prioritize Score UP since you will automatically gain a combo bonus from having a high combo.

Below are more detailed explanations on Combo UP and Score UP skills.

**Double UP**
The score and combo multiplier will increase by a specific %.

With this single skill, you can simultaneously activate Score UP and Combo UP (more information below) which makes it a good stand-alone skill that can be stacked. Bromides with this skill such as We're the Invincible Twins♪ - 659, Please Listen to My Song♪ - Darudayu, and Futuristic MIDIdoll Start-Up Experiment... - Gilili are highly recommended for beginners.

Example: If the base score is 1000, and Lv.10 Double UP +++ is activated (increases both the score and combo multiplier by 24%), the calculation is 1000 x (1 + 0.24) x (1 + 0.24) = 1,537.6.

**Skills that work well with Double UP:**

* All Score UP skills

Because Double UP already includes a combo multiplier,  it makes it very compatible with Score UP skills.

**Score UP**
The score will increase by a specific %.

The Score UP % is multiplied by the Combo Multiplier. The higher combo you have, the higher your score will be. There are no particular disadvantages, and the activation interval and effect time are both consistent, which makes it a skill that you can stack.

This skill is more useful on Hard and Expert difficulties where the maximum combo is higher than on Easy and Normal. If you are using this skill on lower difficulty levels, you can combine it with Combo UP and Double UP skills to improve the performance of this skill. A few recommended Score UP bromides that can be obtained through the 69 Gacha include I Thought I'd Never Find You! - Rix, What an Irritating City... All of It. - 919, and It's the "D" in "Dokkan"--! - Gyaraco.

Example: If the base score is 1000, and Lv.10 Score UP +++ is activated (increases score by 33%), the calculation is 1000 x (1 + 0.33) x 1 = 1,330.

**Skills that work well with Score UP:**

* Combo UP
* Double UP

You can contribute to the Score UP effect by making the combo multiplier higher by adding more bromides with Combo UP. Because the Combo UP multiplier is added together, rather than multiplied, it's best to have no more than two. Double UP is very flexible as it has both Score UP and Combo UP effects.

**Combo UP**
The combo multiplier will increase by a specific %.

For every 50 combos, you get a 5% combo bonus added to your combo multiplier regardless of whether you have a bromide with this skill on your team (i.e., 50 combo = 5% combo bonus, 100 combo = 10% combo bonus, etc.). The Combo UP % gets added on top of this number. This skill can be stacked and contributes to your score regardless of note attribute and whether the note is a tap, flick, or hold. A few recommended Combo UP bromides that can be obtained through the 69 Gacha include This Is Delicious... I'll Give You a Bite - Mix, What're Ya Lookin' At...? Don't Ya Wanna Go to the Spot? - 661 and Hm... I Can Get Used to This Era - Rin.

Example: If the base score is 1000, the combo is 50, and Lv.10 Combo UP +++ (increases combo multiplier by 35%) is activated, the calculation is 1000 x 1 x (1 + 0.05 + .35) = 1,400.

**Skills that work well with Combo UP:**

* Score UP
* Risky Score UP
* Attribute Score UP

**Skills that don't work well with Combo UP:**

* Double UP
* Combo UP

Double UP already includes a combo multiplier, so it is not needed to stack it with too many Combo UPs. Combo UPs add up on top of each other instead of multiply, so it is not recommended to have more than two. Bromides with Combo UP should be stacked with Score UP skills to maximize your score.

**Risky Score UP**
It consumes 400 Life points and increases your score by a specific %.

The Score UP bonus is incredibly high for this skill, however, it consumes Life points every time it is activated and if your Life points reaches 0, your performance will fail.

Be careful when using bromides with Risky Score UP in your band formations. Like all active skills, its trigger is chance-based, so if you have too many on your team it can potentially deplete your Life points quickly, even if you have bromides with recovery skills (i.e. if Risky Score UP is triggered more often than Recovery or Recovery Score UP). Another factor to consider when deciding whether to use this skill on your team is the length of the song. For example, if you run a single Risky Score UP bromide without any recovery bromides while playing (FULL) Crow's Show by Memories Song, which is over 5 minutes long), you will likely run out of Life points before the end of the song since the skill will deplete them all.

This skill has a skill activation interval that is one second longer than normal Score UP (i.e., Score UP has more chances to activate), but depending on how frequently Risky Score UP is activated during the Live, it can effectively compete with Score UP. Recommended Risky Score UP bromides that can be obtained from the 69 Gacha are Haha! I'm Feelin' the High!! - 151, If It's for Who I Stan, Then I Fear Nothing. - Shimmakk and These Feelings That Rise With the Ball to the Water's Surface Are Precious - Duradura.

**Skills that work well with Risky Score UP:**

* Combo UP
* Double UP
* Recovery Score UP

Risky Score UP is a Score UP skill, so it is multiplied by the combo multiplier.

**Recovery Score UP**
The score of tap notes increases by a specific % and recovers Life points.

Compared to the normal Score UP, it has a lower activation interval and score UP bonus, however, it also acts as a recovery skill.

This skill works best when used with Risky Score UP since when Risky Score UP is triggered, it sacrifices some Life points in order to increase your score. Recovery Score UP can compensate for the loss of Life points while also providing a score boost, unlike the plain Recovery skill. When it comes to maximizing scores, it's not recommended to bring this bromide if you do not have Risky Score UP, but it can be useful if you are playing a difficult song where you know you'll possibly be missing a lot of notes and may benefit from the recovered Life points.

**Skills that work well with Recovery Score UP:**

* Risky Score UP

Recovery Score UP is a Score UP skill, so it is multiplied by the combo multiplier.

**Disruptive Skills**
A new type of score UP skill has recently been introduced called disruptive skills. These skills disrupt gameplay by displaying something on the screen that blocks you from seeing notes, but provide an incredibly high score UP bonus.

The following is a list of the disruptive skills and the bromides that have them:

* **Faa!!:** If We Eat Together, We're Friends! - Hachin and I'll Be The Yorimichi Dog! - Hachin
* **So Damn Irritating...!:** What an Irritating Wave... I'll Force It Down! - 919 and I'll Get You Bastards Soaked! - 919
* **Yellow Wanwan Kick:** Public Humiliation Retoree - Retoree and HappyYappiiFes1.5th - Retoree

**Skills that work well with Disruptive Score UP:**

* Combo UP
* Double UP

Disruptive skills are Score UP skills, so they are multiplied by the combo multiplier.

**Tap Score UP**
The score of tap notes increases by a specific %.

Compared to the normal Score UP, it has a higher activation interval and a slightly higher increase in value, but it has more disadvantages as it does not include flicks or holds.

This is a skill that can be brought to any song, but it needs to be taken to the right one to fully take advantage of it. Easy and Normal songs tend to have a lot of tap notes, so it can work well in those cases. However, on higher difficulties, flicks and holds tend to be more interspersed in the notes, so it is not recommended to use. A few recommended Tap Score UP bromides that can be obtained through the 69 Gacha include I Can't Help It, I Just Can't Stop Laughing - Rikao and Hyaa!? Don't Surprise Me Like That - Tsugihagi.

**Skills that work well with Tap Score UP:**

* Combo UP
* Double UP

Tap Score UP is a Score UP skill, so it is multiplied by the combo multiplier.

**Attribute Score UP**
Increases the score of either Rhythm, Melody, or Harmony notes by a specific %.

This is a specialized skill with a clear disadvantage despite its short activation interval and a long effect time. The two non-target attributes will not receive a bonus when this skill is activated.

The following are three things to keep in mind when incorporating this skill into your band composition:

1. Whether the number of notes of the target attribute is higher than the number of notes of other attributes. You can check this when you're selecting a song. The rule of thumb is that the target attribute should be 3x the other two.
2. Whether the target attribute is the same as the attribute with the most notes during the FEVER. This is important because skills are activated more frequently during this time.
3. Whether the target attribute notes are gathered toward the end of the Live.

If there are a lot of target attribute notes from the FEVER to the end of the Live, it's a strong skill to use. It is naturally more effective on songs with one attribute, but it can also be effective on songs with two or even more attributes if you keep the above in mind.

This is not a good skill for rerolling, but it's a skill that may be used more frequently as you continue playing and become more familiar with specific songs. A few recommended Attribute Score UP bromides that can be obtained through the 69 Gacha include Today's Bento Is Special♪ - Shibarin and I Got It~♪ Your Image Is Super Important - Jyaroppu.

**Skills that work well with Attribute Score UP:**

* Combo UP
* Double UP

Rhythm, Melody, and Harmony Score UP are Score UP skills, so they are multiplied by the combo multiplier.

**Flick Score UP**
Increases the score of flick notes by a specific %.

This skill has a high score increase value and the duration of the effect relative to the activation interval is also excellent. However, there are not many songs that have a lot of flicks, so this skill is currently not very useful when it comes to maximizing scores.

A recommended bromide that has this skill is Just Being Myself, Su♡ - Sumomone which can be obtained through the Memorial Point Exchange.

**Skills that work well with Flick Score UP:**

* Combo UP
* Double UP

Flick Score UP is a Score UP skill, so it is multiplied by the combo multiplier.

## Calculation Examples

Below are a few example calculations with different skills activated. Please note that active skills are not guaranteed to activate at their designated intervals and the below are hypothetical scenarios. See the List of Skills above to check the probability that a skill will be triggered.

**Score UP + Score UP**
If the base score is 1000, and the following skills are activated at the same time:

* 2 Lv.10 Score UP +++ (increases score by 33%)

The calculation is 1000 x (1 + 0.33 + 0.33) x 1 = 1,660.

**Combo UP + Combo UP**
If the base score is 1000, and the following skills are activated at the same time:

* 2 Lv.10 Combo UP +++ (increases combo multiplier by 35%)

The calculation is 1000 x 1 x (1 + 0.35 + 0.35) = 1,700.

**Score UP + Combo UP**
If the base score is 1000, and the following skills are activated at the same time:

* Lv.10 Score UP +++ (increases score by 33%)
* Lv.10 Combo UP +++ (increases combo multiplier by 35%)

The calculation is 1000 x (1 + 0.33) x (1 + 0.35) = 1,795.5.

**Score UP + Double UP**
If the base score is 1000, and the following skills are activated at the same time:

* Lv.10 Score UP +++ (increases score by 33%)
* Lv.10 Double UP +++ (increases both the score and combo multiplier by 24%)

The calculation is 1000 x (1 + 0.33 + 0.24) x (1 + 0.24) = 1,946.8.

**Score UP + Tap Score UP + Flick Score UP**
If the base score is 1000, and the following skills are activated at the same time:

* Lv.10 Score UP +++ (increases score by 33%)
* Lv.10 Tap Score UP + (increases score by 35%)
* Lv.10 Flick Score UP + (increases score by 92%)

Score UP gets added to Tap and Swipe Score UP respectively. However, Tap Score UP and Flick Score UP do not stack on top of each other since they affect different notes, so the calculations have to be done separately:

**Tap Notes:** 1000 x (1 + 0.33 + 0.35) x 1 = 1,680

**Flick Notes:** 1000 x (1 + 0.33 + 0.92) x 1 = 2,250

**Score UP + Harmony Score UP**
If the base score is 1000, and the following skills are activated at the same time:

* Lv.10 Score UP +++ (increases score by 33%)
* Lv.10 Harmony Score UP + (increases score by 38%)

Score UP will affect all notes, but Attribute Score UP only provides an effect to the target attribute notes. Harmony Score UP will only provide a score bonus to Harmony notes and not Rhythm and Melody, so the calculations must be done separately depending on the note attribute:

**Harmony Notes:** 1000 x (1 + 0.33 + 0.38) x 1 = 1,710

**Rhythm and Melody Notes:** 1000 x (1 + 0.33) x 1 = 1,330

**5 Score UP +++**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 5 Lv.10 Score UP +++ (increases score by 33%)

The calculation is 1000 x (1 + 0.33 + 0.33 + 0.33 + 0.33 + 0.33) x (1 + 0.05) = 2,782.5.

**5 Combo UP +++**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 5 Lv.10 Combo UP +++ (increases combo multiplier by 35%)

The calculation is 1000 x 1 x (1 + 0.05 + 0.35 + 0.35 + 0.35 + 0.35 + 0.35) = 2,800.

**5 Double UP +++**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 5 Lv.10 Double UP +++ (increases both the score and combo multiplier by 24%)

The calculation is 1000 x (1 + .24 + .24 + .24 + .24 + .24) x (1 + .05 + .24 + .24 + .24 + .24 + .24) = 4,950.

**1 Double UP + 2 Score UP + 2 Combo UP**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 1 Lv.10 Double UP +++ (increases both the score and combo multiplier by 24%)
* 2 Lv.10 Score UP +++ (increases score by 33%)
* 2 Lv.10 Combo UP +++ (increases combo multiplier by 35%)

The calculation is 1000 x (1 + 0.24 + 0.33 + 0.33) x (1 + 0.05 + 0.24 + .35 + .35) = 3,781.

**2 Double UP + 2 Score UP + 1 Combo UP**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 2 Lv.10 Double UP +++ (increases both the score and combo multiplier by 24%)
* 2 Lv.10 Score UP +++ (increases score by 33%)
* 1 Lv.10 Combo UP +++ (increases combo multiplier by 35%)

The calculation is 1000 x (1 + 0.24 + 0.24 + 0.33 + 0.33) x (1 + 0.05 + 0.24 + .24 + 0.35) = 4,023.2.

**3 Double UP + 2 Score UP**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 3 Lv.10 Double UP +++ (increases both the score and combo multiplier by 24%)
* 2 Lv.10 Score UP +++ (increases score by 33%)

The calculation is 1000 x (1 + 0.24 + 0.24 + 0.24 + 0.33 + 0.33) x (1 + 0.05 + 0.24 + .24 + 0.24) = 4,212.6.

**3 Risky Score UP + 2 Recovery Score UP**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 3 Lv.10 Risky Score UP ++ (increases score by 55%)
* 2 Lv.10 Recovery Score UP ++ (increases score by 28%)

The calculation is 1000 x (1 + 0.55 + 0.55 + 0.55 + 0.28 + 0.28) x (1 + 0.05) = 3,370.5.

**1 Double UP + 2 Risky Score UP + 1 Recovery Score UP**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 1 Lv.10 Double UP +++ (increases both the score and combo multiplier by 24%)
* 2 Lv.10 Risky Score UP ++ (increases score by 55%)
* 1 Lv.10 Recovery Score UP ++ (increases score by 28%)

The calculation is 1000 x (1 + 0.24 + 0.55 + 0.55 + 0.28) x (1 + 0.05 + .24) = 3,379.8.

**1 Combo UP + 2 Risky Score UP + 1 Recovery Score UP**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 1 Lv.10 Combo UP +++ (increases combo multiplier by 35%)
* 2 Lv.10 Risky Score UP ++ (increases score by 55%)
* 1 Lv.10 Recovery Score UP ++ (increases score by 28%)

The calculation is 1000 x (1 + 0.55 + 0.55 + 0.28) x (1 + 0.05 + .35) = 3,332.

**2 Double UP + 2 Score UP + 1 Risky Score UP**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 2 Lv.10 Double UP +++ (increases both the score and combo multiplier by 24%)
* 2 Lv.10 Score UP +++ (increases score by 33%)
* 1 Lv.10 Risky Score UP ++ (increases score by 55%)

The calculation is 1000 x (1 + 0.24 + 0.24 + 0.33 + 0.33 + 0.55) x (1 + 0.24 + .24) = 3,981.2.

**2 Double UP + 2 Risky Score UP + 1 Recovery Score UP**
If the base score is 1000, you have reached 50 combo and are receiving a +5% combo bonus, and the following skills are activated at the same time:

* 2 Lv.10 Double UP +++ (increases both the score and combo multiplier by 24%)
* 2 Lv.10 Risky Score UP ++ (increases score by 55%)
* 1 Lv.10 Recovery Score UP ++ (increases score by 28%)

The calculation is 1000 x (1 + 0.24 + 0.24 + 0.55 + 0.55 + 0.28) x (1 + 0.24 + .24) = 4,232.8.