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Momoka is Good

User ID: hVclM2A

I highly recommend @t7s_border's website for border prediction, game mechanics, and its card database.

Tips and Tricks


The Best Card

The best card in the game is without a doubt PS Seventh Circus Mana.

Her leader skill heals 7821 HP per round, which outclasses every other healer in the game by a shitton. Even the P version of this card is very powerful. If you ever get this PS Mana, I fully recommend super-typing and sparkling her as much as possible.


Many scouting areas can be tackled with a 5 CP BS card - the lowest CP possible. These are Madoka, Tasha, Tomoe, Manon, and Shirayuki. Sparkling them will greatly increase the number of areas they can tackle.

Keeping a sparkled 6 CP BS, 7 CP S, and 8 CP S can be useful for harder areas, but it might be more efficient to pick an easier area with the idol you want and just use a 5 CP card on it.

For daily scouts:

  • 1st can be cleared with a 7 CP S (maybe a sparkled card of lower CP?)
  • 2nd can be cleared with a leader healer
  • 3rd can be cleared with a medium strong 1 subunit team, 30-40 CP
  • 4th can be cleared with an insanely strong 1 subunit team consisting of highly sparkled PS Seventh Circus Mana and two multi-healer member cards. Otherwise you'll need a 2-subunit team.

Turning Bs into EXP

This is a trick useful for new players who do not have access to lots of Jersey Coneys yet.

Start with 4 Lv1 Bs of the same card. Special lesson them together into 2 BSs; they will be level 4. Group lesson one of them into the other one (which grants a 1.2x EXP bonus for same card) to get a Lv10 BS.

  • Worth of 4 Lv1 Bs: 4 * 1 Lv * 250 EXP/Lv = 1000 EXP
  • Worth of 2 Lv4 BSs: 2 * 4 Lv * 350 EXP/Lv = 2800 EXP
  • Worth of 1 Lv10 BS: 1 * 10 Lv * 350 EXP/Lv = 3500 EXP

This is worth almost as much as a Red Jersey Coney (5000 EXP) and is a good way to level up cards when doing something that provides a lot of the same Bs. For example:

  • Live Stage Event: songs drop cards from a set of small size (3-6?)
  • Raid Boss Event: scouting an area to farm a tier of boss (area 1-1, 3-1, 5-1) each drop from a set of 3 cards
  • VS B-A-T-T-L-I-V-E-!!: too many different cards from songs, just sell them

Group lessoning a random Lv4 BS into another one will only make a Lv8 BS, thus wasting gold. If they are the same color, it will make a Lv9 BS. During 1.5x EXP group lessons, a Lv12 BS will be made instead of a Lv10, adding even more value on top of the 1.5x bonus.

Event Strategy



  • The main mechanic of Performatch is the type rock-paper-scissors circle you see in the event page. The winning type gains an additional 200% + 5000 to all of their stats, which almost always guarantees a win to the side with more type advantages.
  • Generally, cards with higher CP costs have better combined stats than cards with lower CP costs.
  • Since you always attack first, in a round without any type bonuses, you only need to have enough HP to survive one attack, and enough ATK to kill them in two hits. That means HP is generally the more important stat to have in your team as long as you have enough ATK.
  • I only play with the strategy I call monochrome hunting, so unfortunately I have absolutely no tips for playing Performatch another way. However, monochrome hunting is an extremely effective way of playing that can net you under 5 losses over the entirety of a Performatch if played correctly. I've gotten 0 losses exactly once, and could have gotten it two other times if I didn't make stupid mistakes.

Monochrome Hunting

A metagame has evolved in rebellion against the apparent complete RNG nature of this event in which players will change their username to provide information about what kind of teams they are running. Other players play the metagame against you, by tricking you into thinking they have a certain type of team when they actually have a different one. This metagame started appearing in the 2nd Performatch, where players would put something like 青単色 ("Blue Monochrome") in their names, signaling that their team was all blue cards. Thus, a player with enough player cards could know that if they picked that person as an opponent, they were guaranteed to win due to type bonuses. Around the 5th Performatch, players countering this strategy had become a common nuisance. The most common trick would be something like 先頭単色 ("Leader Monochrome") and putting, for example, Makoto as the leader. One would think that they're red monochrome because Makoto is red, but they'd have type-changed the Makoto to yellow and have a yellow monochrome team. And since people hunting red monochrome teams have a lot of blue cards, which are weak to yellow, they would be guaranteed a loss. Technically, what the player said about their team was true; in my experience, I have only fought less than ten times someone who was outright lying about their team makeup. As long as you know how people trick you, monochrome hunting is very strong.

Recently, Donuts revealed the mechanics of how Performatches work, which reveals an even more stunning fact: as long as you do not lose any type bonuses, you can basically guarantee yourself to win any match. This is possible because your team attacks first, which means you only need to survive one hit, and kill them in two. Thus, you can always hunt four out of five colors, and teams composed of mixed colors, which makes it a lot easier to find people to fight.

Monochrome hunting is very simple. It consists of three steps:

  • Make a monochrome team
  • Fight anyone with a team that doesn't contain the color that's strong against your color
  • Say you're monochrome in your username because you are a good citizen

Spotting people to fight:

  • 青単 - Good! They explicitly and unconditionally state which color(s) their team consists of.
  • モモカ時紫単 - Good (if their leader is Momoka)! They have an explicit condition that is met, and explicitly state the color of their team.
  • モモカ時単 - Bad (even if their leader is Momoka)! They have not explicitly stated the color of their team. It could be a type-changed Momoka. Note that B/S/G/P cards cannot be type changed, so if the leader is an unevolved card, you know what color they are. Of course, you have to know it's an unevolved card and that requires that you know all the cards in the game...
  • 先頭単 - Bad! They have not explicitly stated the color of their team. Their leader card could be type changed; this is the same as the above example.
  • 先TCなし単 (and variations) - Good! They have unconditionally and explicitly stated that the leader's color is not type changed.
  • マコト単 - Bad! They have not explicitly stated the color of their cards. Ok, so they're all Makoto cards, but some could be type changed. (This has actually happened to me before. I'm pretty sure it's the same guy every time)
  • 青6赤3 - Good! They explicitly and unconditionally state which color(s) their team consists of. As long as you have no red or purple cards, you can beat this guy.
  • 五色 - Bad! But also good! They explicitly and unconditionally stated the color of their team, but unfortunately it's not something you can safely fight. Props to these people for giving out a warning.

And now my favorite...

  • サワラは紫 - Bad! (???) Yes. Indeed. Sawara is purple. But they have not really said anything about the makeup of the rest of their team. This is also something that happened to me once, they had a random color team for the rest.

Generally, the meta has been around long enough that all honest people know to explicitly state their color. So, your safest bet is to fight people who do so.


  • Participation Team: You're on a team with everyone else who picked this color. +500 ATK (~+1 CP) to cards of this color you use during Performatch.
  • P-ENERGY: Recharges 1/hr. Max of 6.
  • Point Up Time: After finishing a Performatch, there is a chance (5-10%?) of triggering a Point Up Time that gives you 1.5x EP gain for 30 minutes. 3x when stacked with High Power Speaker.
  • Winning rounds: Your team and the opponent team take turns dealing damage equal to your UnitAtk to each other; whichever team reaches 0 HP first loses. Since your team always attacks first, you tend to have an advantage when there are no advantages involved.
    • UnitAtk = CardAtk + TeamAdvantage + PerformerAdvantageATK + AudienceBonus
    • UnitHp = CardHp * PerformerAdvantageHP
    • AudienceBonus = 0.5*CardAtk+1000 if have audience bonus, 0 otherwise
    • TeamAdvantage = 500 if card's type is same as your type, 0 otherwise
    • PerformerAdvantageATK = 2*CardAtk+5000 if this card's type counters other card's type, 0 otherwise
    • PerformerAdvantageHP = 2*CardHp+5000 if this card's type counters other card's type, 0 otherwise
  • EP gain: EpGain = Base * WinOrLose * ChainBonus * PointUp * Speaker
    • Base = 200
    • WinOrLose = 0.7 for lose, 1 for win
    • ChainBonus = 1 + 0.1*RoundDown(ChainAfterThisMatch/5)
    • PointUp = 1.5 if in point up, 1.0 otherwise
    • Speaker = 2.0 if in point up, 1.0 otherwise


  • Performer Advantage: The winner on the type circle gets an extra 200% base + 5000 to ATK and HP. Basically, having more of these advantages will almost always secure your win in a round. Playing the type circle is the main mechanic of Performatch.
  • Team Advantage: Cards with same type as your Participation Team get +500 ATK (~+1 CP). A small advantage.
  • Audience Bonus: Players in the 5th place team get an extra 50% base + 1000 to ATK, granting a powerful bonus equaling probably at least 4 CP. A decent advantage.


  • Performatch Battery: Recharge 3 P-ENERGY.
  • Spy Coney: See what the rival team randomly picked for this round only.
  • High Power Speaker: Give yourself 2x EP gain for 10 minutes. 3x when stacked with Point Up Time.

VS Buttlive

Setting Up

Make the optimal team for every color. The game's recommend button is fairly decent at it but you may be better off manually sticking in your highest attack cards. Remember that not all subunits are equal: if you can FC charts consistently, the third subunit has the highest potential score weight in the majority of charts. Following that, the first subunit is either the strongest or the second strongest. That means your strongest cards should go in the bottom three slots, and the next three strongest cards in the top three slots. Don't forget to put the highest rarity of your strongest cards in the leader slots to take advantage of their stronger leader bonuses.

General Tips

  • Be good at rhythm games. Unfortunately, there is nothing I can do to help in this regard.
  • Each holorium used is worth arond 800 EP. WE ARE THREE SIX SISTERS oh wait
  • Losing is worth around 2/3 the EP of winning.
  • Hijacks are worth the same as playing against a regular player. Since their ATK scales to your ATK, they're always beatable with 3 holorium. Always use 3 holorium on them.
  • AI battles are worth around 2/3 EP. They only need one holorium to beat, even if you do poorly. Always use only 1 holorium on them.
  • Voltage gain or loss doesn't depend on holoriums used.
  • Mini charges can be used to fill in holorium when a strategy requires a certain amount of holorium.

Normal Strategy

  • Wait for 3 holorium.
  • AI battle: use 1 holorium.
  • PvP: pick some number of holorium depending on how much you think you need to beat the enemy. If you really, really think you can't win, just use 1 holorium. Remember that you can tap on your opponent's voltage rank to pop up their record card, to see what their win/loss is, and their current place in the event, which can help you judge how strong they are.
  • Hijack: use 3 holorium.

New Number

General Strategy

  • Play regular event songs until you hit HEAVENS MODE. It takes 9 or more Try-PT (TPT) to reach HEAVENS MODE depending on how many TPT you use at a time; the less you use at a time, the more Sisters Synchro you will get in general.
    • The least amount of plays it takes to get to HEAVENS MODE is by using 2 TPT, 1 TPT, 2 TPT, 1 TPT, 2 TPT, 1 TPT in that order for a total of 9 TPT over 6 plays to hit exactly 300% Synchro.
    • If 4x token use is out, and you have enough tokens: play the New Number on 4x tokens.
    • Otherwise, play regular songs for the 2x token gain using as many TPT as possible each time (use your TPT charges here).

Advanced Strategy

  • When you're one play away from HEAVENS MODE, you can spend TPT by rolling your Panic-Tune, then wait until your TPT is full to have an extra TPT to spend in HEAVENS MODE.
  • You should use as many TPT charges in HEAVENS MODE as possible.
  • You are considered to be in HEAVENS MODE or not for the 2x/4x bonus based on when you roll Panic-Tune. Even if HEAVENS MODE times out after that, you'll still receive the bonus. Some songs are short enough that in a standard 5 minute HEAVENS MODE, you can actually fit three songs in, with the last one started during the last 30 seconds or less.
  • The most efficient use of your 7th Coins is extending HEAVENS MODE, as long as you have things to do in extended HEAVENS MODE. Otherwise buy full TPT charges.

Raid Boss Event (SP Scouting)

The 16/12/01 - 16/12/08 Haru raid event was the last event of this type. SP was removed shortly after.


General Progression

This is what I do for raid events nowadays:

  • Progress through the event area until I unlock area 5.
  • Grind area 5 for 100 kills on high-tier bosses, for the gold ticket.
  • Grind area 3 for 100 kills on mid-tier bosses, for the free hi-power mics.
  • Grind area 1 for 50 kills on low-tier bosses for the same reason.
  • Grind area 3 for EP by killing mid-tier bosses.
  • Whenever a special boss appears, use a hi-power mic on it.

Non-veterans will probably be unable to build a 3-card team that can one-shot mid-tier bosses. If this is the case, I would farm low-tier bosses for EP instead. They can be killed at level 50 with a single strong GS, for about 1000 EP, which is a really decent EP/CP ratio even compared to mid-tier bosses. Also, if you're iffy about getting enough EP to hit 2G cutoff, you may consider skipping 100 kills on high-tier bosses and using all that SP (probably 2 or 3 days' worth!) on scouting for easy kills on low-tier or mid-tier bosses instead. Remember that although you may get better EP/CP on low-tier bosses, you can get better EP/SP on mid-tier bosses. It depends on which resource you find yourself running out of more. Plus, if you can't kill a certain tier of boss, it's annoying to have to wait for your friends to finish it off.


  • Low-tier team: almost any lv80 GS can solo a lv50 low-tier boss.
  • Mid-tier team: a good 3-card team (read: leader healer) can solo mid-tier bosses to a reasonable level. The stronger your team, the further you can solo. A decently strong team (very good leader healer, 15+ CP in other two slots) can solo past lv100, and it's possible to solo lv150s as well.
  • High-tier team: a lonely 5CP bronze card used to poke the boss and send it out to your friends. If you're impatient, have really really good cards, or love bad EP/CP, a good 3-card team might be able to solo to lv100. It's never worth the CP cost to use a 9-card team.
  • Friend assist team: your best 9-card team, which usually means "the highest CP cards I have (also leader healers)". Go kill your friends' bosses! Free EP!
  • High-power mic team: with a high-power mic, you will basically have infinite HP until you hit the boss' enrage timer at 10 turns. So the goal is to pack as much ATK as possible in your team.

Live Stage Event

The 2016/01/28-2016/02/04 Behind Moon event was the last event of this type. Live Stage events simply granted event points for playing the new song. To say there was little strategy is an understatement.