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Taking a Look At Lower Rarity Spirit Enhancement
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All Lower Rarity Spirit Enhancement - Unlimited Edition

To search through the Compendium, use the table below:

Attribute Unlimited Limited
Flame Click here Click here
Aqua Click here Click here
Forest Click here Coming Soon
Light Coming Soon Coming Soon
Dark Coming Soon Coming Soon
Void Coming Soon Coming Soon
All Lower Rarity You are here Coming Soon

Here, we're going to take a look at all of the 3* and lower rarity Unlimited girls that have access to SE and take note of noticeable effects/skills that they get out of it. This isn't a Tier List in any way, shape or form. I've looked at every girl as objectively as possible.

A few notes beforehand:

  • Most, if not all, girls get varying amounts of MP Boost and Doppel Adept, so I'll be ignoring them unless noted otherwise.
  • All data was taken from the Magia Record Wiki.

Flame

Tsuruno - 5*

  • Skill - Magia Damage Up (100% to Self, 1 Turn, 8 Turn Cooldown)
  • Blast Damage Up (31.5% in 2 nodes)
  • Chance to Evade (Parry, 15%)
  • Lots of Magia/Doppel Adepts and MP Boosts

As a whole, Tsuruno's SE may seem rather simplistic, but that's all she needs. Tsuruno is one of those girls who can fit on essentially any team. Want to use her with Blast Gorillas? Blast Damage up on her Connect, Magia/Doppel and SE, all while having 2 Blast Discs. Want to use her on a Magia team? Her Magia/Doppel has Accele MP Gain Up, most of her SE grant her a nice boost to Magia/Doppel damage on top of 3 MP Boosts, her SE skill greatly buffing her Magia damage, and she has 2 Accele Discs. And in both cases, her Connect offers that Attack Up buff, which is good everywhere!

She also gets a little 15% Evade chance, and while it seems small, it can definitely make a difference!


Manaka - 5*

  • Skill - Accele Attack Up (Accele MP Gain Up 20%, Attack Up 25% to Self, 1 Turn, 6 Turn Cooldown)
  • Accele Adept (25% in 2 nodes)
  • Anti-Seal Magia (100%)

As a healer, Manaka's SE is very straightforward: fill up her MP gauge so that she can heal and buff the entire team's Attack as much as possible/needed. Thanks her 100% chance to prevent her Magia/Doppel from being sealed, she won't ever have to worry about enemies that do so. She also gets a small amount of Regeneration and a slight Defense boost, as having your healer alive to heal things is a good idea.


Rika - 4*

  • Skill - Chance to Charm (37.5% on All Enemies, 1 Turn, 7 Turn Cooldown)
  • Chance to Charm on Attack (15%, 1 Turn)
  • Chance to Anti-Seal Magia (55%)
  • Chance to Evade (Parry, 15%)
  • MP Gain Up when >100 MP (55%)
  • A whole bunch of Magia/Doppel Adepts

As an Accele Gorilla, Rika's SE is wild. Her Discs, Connect and SE make filling her MP gauge very easy. With all of the Magia/Doppel Adepts she has, she'll also be dealing a nice chunk of damage!

She also gets access to more easily Charm the enemy and a 15% Evade chance, to give her teammates and herself a nice defensive boost.


Ryou - 4*

  • Skill - Chance to inflict Darkness (42.5% on All Enemies, 1 Turn, 8 Turn Cooldown)
  • Chance to Evade (Parry, 15%)
  • Chance to Critically Hit (15%)
  • Chance to Anti-Evade (35%)
  • Fill 15% of MP Gauge at the start of battle (15%)
  • Charge Disc Damage Up (20% in 2 nodes)
  • MP Gain up (10%)

Ryou's kit is kind of all over the place. Her Discs don't want her to spam her Magia, but her Magia restores her MP as well as boosting her Magia's Damage for 5 Turns. She gets the chance to passively crit, and also a decent Charge Disc damage buff. She's one of the girls to get a general MP Up all the time on top of the few she gets with the "when >100 MP", which helps fill her MP gauge up a little more.


Ranka - 4*

  • Skill - Anti-Evade and Anti-Provoke (100% to Self, 1 Turn, 10 Turn Cooldown)
  • Chance to Critically Hit (15%)
  • Chance to Evade (Parry, 15%)
  • Chance to Anti-Evade (35%)
  • Blast Damage Up (16.5%)
  • Charged Attack Damage Up (20% in 2 nodes)
  • Accele MP Gain Up (20%)

As a Blast Gorilla, you'd probably expect her to have more Blast Damage Up, but that's not how it always turns out. It seems like the intent was to balance her outside of Blast Gorilla teams, as she has Accele MP Gain up and Charged Damage Attack Up. Definitely don't want to step on Final Tart's toes.

One big plus is that she's the first girl on this list to gain access to a passive Critical Hit chance, which is really nice!


Meguru - 4*

  • Skill - Defense Up and Status Ailment Resistance Up (26.3%, 15% to All Allies, 3 Turns, 7 Turn Cooldown)
  • Chance to Skill Quicken (15%)
  • Anti-Skill Seal (100%)
  • Damage Cut (10%)
  • Charged Disc Damage Up (10%)

As her Type points out, she's a Supporter who aims to beef up your team's Defense with her SE Skill and her Magia. She also has 2 SE passives that help buff her damage through her 2 Charge Discs.


Aqua

Yachiyo - 5*

  • Skill - Damage Cut (70% to Self, 1 Turn, 8 Turn Cooldown)
  • Blast Damage Up (25%)
  • Damage Cut (10%)
  • Defense Up (22.5%)
  • Attack and Defense Up when at Critical HP (15%, 30%)
  • Attack and Defense Up when an Ally Dies (5%, 7.6%)
  • Chance to Anti-Evade (35%)

Yachiyo's SE makes her REALLY tanky. She gets some Blast Damage Up, but primarily gets a whole bunch of effects that boosts her bulk. It's also kind of neat how her SE coincides with her backstory/lore.


Nanaka - 5*

  • Skill - Anti-Evade and Chance to Critically Hit (100%, 30% to Self, 1 Turn, 6 Turn Cooldown)
  • Blast Damage Up (16.5%)
  • Chance to Anti-Evade (35%)
  • Damage Cut (10%)
  • Chance to Critically Hit (15%)
  • Charged Attack Damage Up (20% in 2 nodes)
  • MP Gain Up (10%)

Similar to Ranka, it seems like Nanaka's SE helps strengthen her Puella Combo with the Charged Attack Damage Ups and general MP Gain Up to help her obtain Magia/Doppel quicker. She has some solid Anti-Evade thanks to her passive and Skill, on top of 2 sources to Critically Hit, which are great for Mirrors!


Meiyui - 5*

  • Skill - Attack Up and Chance to Counter (10%, 70% to Self, 1 Turn, 6 Turn Cooldown)
  • Endure 1 fatal attack during Quests only
  • Chance to Aggro (Provoke, 15%)
  • Chance to Defense Pierce (10%)
  • Chance to Evade (Parry, 15%)
  • Damage Cut (10%)
  • Charge Disc Damage Up (20% in 2 nodes)
  • Charge Combo Charge Count Up ( 1 extra Charge during combo)

Our first Charge Gorilla Tank! Her entire kit is rather interesting, with redirecting aggro, reducing damage directly or by evading, and dealing more damage with Charge Discs! That, and her Magia/Doppel also gives her team even more Charged Attack Damage Up and an extra turn of permanent Evade to herself. Quite the solid tank if you're looking at using one!


Asuka - 5*

  • Skill - Blast Damage Up (30% to Self, 1 Turn, 6 Turn Cooldown)
  • Damage Cut (10%)
  • Regenerate HP (4% per Turn)
  • Chance to Anti-Evade (35%)
  • Chance to Counter (20%)
  • Attack and Defense Up when at Full HP (20%, 40%)
  • Blast Damage UP (20%)

Yet another Tank, this time a Blast Gorilla! She'll require a Provoke Memoria to truly tank, and may also require some healing to keep her HP high so that her passive at full HP gives her maximum bulk, but with her Magia, she'll really turn into a formidable wall.


Akira - 4*

  • Skill - Charged Attack Damage and Chance to Critically Hit Up (15%, 25% to Self, 1 Turn, 10 Turn Cooldown)
  • Charge Combo Charge Count Up ( 1 extra charge during combo)
  • Charge Disc Damage Up (20% in 2 nodes)
  • Damage up (10%)
  • Charge Disc Damage and Charged Attack Damage UP (10%, 15%)
  • MP Gain Up (10%)
  • Chance to Critically Hit (15%)
  • Chance to Evade (Parry, 15%)
  • Chance to Anti-Evade (35%)

Akira's SE is the pinnacle of what all Charge Gorillas want. She gains charges quicker, has increased overall damage with Charge Discs and Charged attacks, overall damage increase, passive critical, evade and anti-evade, her Magia grants everyone Damage Up and Charged Attack Damage Up. Charge Gorillas are finally getting the justice they deserve!


Temari - 4*

  • Skill - Attack Down and inflict Darkness (25%, 100% to Target, 1 Turn, 7 Turn Cooldown)
  • Chance to inflict Darknes on Attack (15%, 1 Turn)
  • Chance to Skill Quicken (15%)
  • Chance to Evade (Parry, 15%)
  • Damage Cut (10%)

Temari aims to inflict Darkness on enemies with her Magia and SE, which can provide her team with some extra bulk.


Maria - 4*

  • Skill - Attack and Magia Damage UP (10%, 12.5% to Self, 1 Turn, 8 Turn Cooldown)
  • Anti-Bind (100%)
  • Chance to Bind on Attack (15%, 1 Turn)
  • Accele MP Gain Up (15%)

Another healer, but with a twist: she can inflict Bind! Her connect, alongside her SE effect, grants her the chance to lock Enemy turns!


Forest

Kaede - 5*

  • Skill - Inflict Fog (100% to Target, 1 Turn, 7 Turn Cooldown)
  • Chance to inflict Fog on Attack (15%, 3 Turns)
  • Damage Cut (10%)
  • Anti-Poison (100%)
  • Blast Damage Up (16.5%)
  • Charged Attack Damage Up (10%)

Kaede is in a similar boat as Tsuruno. She can pretty much fit on any team thanks to her Discs and Connect, but probably prefers to be on a Magia team, since she has plenty of those Magia/Doppel Adepts, her Magia/Doppel has Accele MP Gain UP and her Connect has MP Gain Up. Also being able to inflict guaranteed Fog on a target with her skill, or a 3-Turn Fog with her Magia or SE passive are great for boosting your teams bulk!


Sana - 5*

  • Skill - Anti-Debuff up to 3 Debuffs (To Self, 3 Turns, 6 Turn Cooldown)
  • Blast Damage Cut (15%)
  • Damage Cut (10%)
  • Endure 1 fatal attack during Quests only
  • Chance to Aggro (Provoke, 15%)
  • MP Gain Up and MP Up when Attacked by Weak Element (7.5%, 2 MP)
  • MP Gain Up (10%)

Sana is what tanks do best: tank things. Very straightforward SE, but effective nonetheless. Add the buffs her Magia/Doppel offer, grab a healer, and you're probably never going to die.


Kako- 5*

  • Skill - Regenerate HP (4% to All Allies, 3 Turns, 9 Turn Cooldown)
  • Regenerate HP (5%)
  • Fill 15% of MP Gauge at the start of battle (15%)
  • Chance to Resist Status Ailments (25%)
  • Defense Up normally and when at Critical HP (15%, 30%)

Kako is another healer, with a focus on Regeneration and cleansing Status Ailments rather than raw healing. She pairs well on Magia teams so she can upkeep the Regen from her Magia, while her SE keeps her alive and healthy.


Mel - 5*

  • Skill - Redraw Discs (5 Turn Cooldown)
  • Accele MP Gain Up (12.5%)
  • Fill 15% of MP Gauge at the start of battle (15%)
  • Chance to Charm on Attack (15%, 1 Turn)
  • Chance to Skill Quicken (15%)
  • Blast Damage Up (16.5%)

Similarly to Kaede, Mel can probably fit on any team, but has an expertise in status ailments. She can passively Charm enemies thanks to her SE, can use her Memoriae more quickly, and can unload status ailments with her Magia/Doppel. If you need status ailments (maybe for Alina?), Mel's probably your girl!


Konomi - 4*

  • Skill - Chance to inflict Fog (45% to All Enemies, 1 Turn, 7 Turn Cooldown)
  • Chance to inflict Fog on Attack (15%, 3 Turns)
  • Regnerage HP (5%)
  • Anti-Bind (100%)
  • Fill 15% of MP Gauge at the start of battle (15%)
  • Defense Up (22.5%)

Similarly to Kako, Konomi's a healer that prefers HoT rather than burst healing (outside of her Magia). SE introduces more support to her with Fog, which again, can potentially make her team survive for longer!


Yuma - 4*

  • Skill - Heal (21.2% to Allies, 10 Turn Cooldown)
  • Regenerate HP (5%)
  • Chance to Stun on Attack (15%)
  • Anti-Stun (100%)
  • Chance to Skill Quicken (15%)

Yuma smacks things. She stuns things. She can heal. Yup.


Sakuya - 4*

  • Skill - Evade (100%, To Self, 1 Turn, 10 Turn Cooldown)
  • Charge Combo Charge Count Up ( 1 extra charge during combo)
  • Charge Disc Damage Up (30% in 2 nodes)
  • Blast Damage Up (20%)
  • Chance to inflict Fog on Attack (15%, 3 Turns)
  • Chance to Anti-Evade (40%)
  • Chance to Evade (Parry, 20%)
  • Chance to Critically Hit (15%)
  • Chance to Skill Seal (15%, 1 Turn)

Another Charge Gorilla who augments Charged Attack and Disc Damage. Sakuya also can inflict Skill Seal and Fog on enemies, which are both pretty solid!

Notice anything about her numbers? Most of them are a step above the usual.


Moka - 4*

  • Skill - Charged Attack Damage Up (20% to All Allies, 1 Turn, 8 Turn Cooldown)
  • Charge Combo Charge Count Up ( 1 extra charge during combo)
  • Chance to Skill Quicken (15%)
  • Charge Disc Damage Up (10%)
  • Charged Attack Damage Up (10%)
  • Damage Cut (10%)

With her SE, Connect and Magia, Moka aims to be on a Charge team. Would pair up pretty well with Akira!


Chika - 4*

  • Skill - Attack Up, Regenerate HP and Status Ailment Resistance Up (20%, 4%, 30% to Self, 3 Turns, 8 Turn Cooldown)
  • Charged Attack Damage Up (10%)
  • Charge Disc Damage Up (10%)
  • Chance to Critically Hit (15%)
  • Regenerate HP (3%)
  • Blast Damage Up (16.5%)
  • Accele MP Adept (12.5%)
  • Damage Cut (10%)
  • Chance to resist Status Ailments (30%)

Chika is pretty straightforward. Deal consistent damage while resisting Status Ailments and being relatively tanky thanks to her stat distribution and SE.


Light

Iroha - 5*

  • Skill - Cleanse Status Ailments (1 Ally, 10 Turn Cooldown)
  • Regenerate HP (7% in 2 nodes)
  • Anti-Skill Seal (100%)
  • Defense Up (22.5%)

Our Main Heroine! She's a healer, with Status Ailment Removal thanks to SE, Healing on her Connect and Magia/Doppel, and can revive a downed ally! SE primarily makes her a bit bulkier, which she definitely needs.


Oriko - 5*

  • Skill - Evade (100%, To Self, 1 Turn, 10 Turn Cooldown)
  • Magia Damage Up (15% in 2 nodes)
  • Chance to Skill Seal on Attack (15%, 1 Turn)
  • Chance to Evade (Parry, 15%)
  • Chance to Ignore Damage cut (45%)
  • Good balance of Magia/Doppel Addept and MP Boost

Oriko's SE is interesting. Her Magia/Doppel wants her to spam it, but her SE doesn't grant her a significant way to buff her MP generation. She'll definitely want to be on a Magia team, especially since her Connect helps others generate MP.


Masara - 4*

  • Skill - Chance to Critically Hit (35%, To Self, 3 Turns, 8 Turn Cooldown)
  • Chance to Critically Hit (15%)
  • Chance to Evade (Parry, 15%)
  • Chance to Anti-Evade (35%)
  • Chance to Defense Pierce (15%)
  • Charged Attack Damage Up (10%)
  • Charge Disc Damage Up (10%)

Masara can do some solid damage! SE grants her passive Critical Hit chance, and buffed one on her skill for 3 Turns, increased Charge Disc and Charged Attack Damage while she has 2 Charge Discs, has Defense Pierce, is Light Attribute, and is only a 4*. Alongside her Evade and Anti-Evade, Masara's a solid girl for Mirrors and generally deleting single targets. Add her Magia's Chase buff into the mix for more passive damage!


Shizuku - 4*

  • Skill - Evade (100%, To Self, 1 Turn, 10 Turn Cooldown)
  • Chance to Chase (20%)
  • Chance to Critically Hit (15%)
  • Chance to Anti-Evade (35%)
  • Chance to Evade (Parry, 15%)

Shizuku's SE are unique amongst the low rarity girls. Her focus seems to be built around extra chip damage via Chase and Crits. Her Discs allow her to easily slot into a Magia team, or any team for general use.


Sasara - 4*

  • Skill - Dark Attribute damage Cut (15% to All Allies, 1 Turn, 8 Turn Cooldown, ONLY DURING QUESTS)
  • Chance to Aggro (Provoke, 15%)
  • Endure 1 fatal attack during Quests only
  • Dark Attribute Damage Cut (10%)
  • Regenerate HP (4%)
  • Damage Cut (10%)

Sasara the Light tank through and through. The neat thing is she gets Dark Attribute Damage Cut passively and can grant it to all allies during Quests. Her Connect and Magia allow her to really bulk up the rest of her team. A very solid tank!


Hotori - 4*

  • Skill - Regenerate MP (9 MP, To Self, 3 Turns, 9 Turn Cooldown)
  • Fill 15% of MP Gauge at the start of battle (15%)
  • Chance to Critically Hit (15%)
  • Chance to Anti-Evade (35%)
  • Charge Disc Damage Up (10%)
  • Charged Attack Damage Up (12.5%)

Hotori's SE allows her to function on any team, whether they're Blast, Charge or Magia. Her Skill could be helpful for situations where she won't be attacking for whatever reason, so free MPoT is nice. On top of her 15% MP gauge at the start of battle, she can potentially Magia on Turn 2 in Mirrors, depending on the circumstances.


Haruka - 4*

  • Skill - Change to inflict Charm and Aggro (52% on All Enemies, 1 Turn; Provoke 100%, 1 Turn, 15 Turn Cooldown)
  • Chance to Aggro (Provoke, 15%)
  • Regenerate HP (5%)
  • Chance to Counter (25%)
  • Damage Cut (10%)
  • Chance to Skill Quicken (15%)
  • Blast Damage Up (16.5%)
  • Accele MP Gain Up (15%)

Haruka is a very solid Support girl. Her Discs allow her to fit on any team, while her SE passives and skill allow her to tank, but not to the same extent as Sana or Meiyui. Add that her Connect inflicts Charm, I smell more cheese~~.


Dark

Felicia - 5*

  • Skill - Blast Damage and Charged Attack Damage Up (25%, 10%, To Self, 1 Turn, 8 Turn Cooldown)
  • Chance to Stun on Attack (15%)
  • Charge Disc Damage Up (20% in 2 nodes)
  • Charged Attack Damage Up (10%)
  • Chance to Critically Hit (15%)
  • Chance to Anti-Counter (60%)
  • Chance to Evade (Parry, 15%)
  • Chance to Anti-Evade (35%)

Felicia does a lot of damage. Her Puella Combos are particularly strong with the mix of Charged Attack, Disc and Blast Damage Up SE offers her, on top of being able to passively Crit. Her Magia even lowers the Enemy's Defense by a buttload! Add that she has high Attack for a 2* girl, can passively Stun Enemies and she's Dark Attribute, she's quite the glass cannon!


Emiri - 4*

  • Skill - Inflict Burn and a Chance to Dazzle (100%, 37.5% to Target, 1 Turn, 8 Turn Cooldown)
  • Chance to Dazzle on Attack (20%, 1 Turn)
  • Anti-Charm (100%)
  • Damage Cut (10%)
  • Chance to Skill Quicken (15%)

Emiri's main focus is to cripple enemies by Dazzling them with her cute looks passive SE chance, her Connect and her Magia/Doppel. Relatively straightforward, but Dazzle is a strong Status Ailment to be able to spread so easily.


Ayaka - 4*

  • Skill - Endure 1 fatal attack and Regenerate HP (16%, To Self, 1 Turn, 7 Turn Cooldown)
  • Endure 1 fatal attack during Quests only
  • Chance to Aggro (Provoke, 15%)
  • Damage Cut (10%)
  • Chance to Critically Hit (15%)
  • Blast Damage Cut (15%)

Now we've come full circle. The final Tank (so far) of the low rarity girls. Ayaka doesn't do too much differently than the others. Like Sana, she has Blast Damage Cut, but seems to be a bit more offensive than defensive. Also has nice Discs for any team.


Kanoko - 4*

  • Skill - Chance to Critically Hit and Damage Up (45%, 15%, To Self, 1 Turn, 8 Turn Cooldown)
  • Chance to Charm on Attack (15%, 1 Turn)
  • Chance to Critically Hit (15%)
  • Chance to Evade (Parry, 15%)
  • Chance to Anti-Evade (35%)
  • Charge Disc Damage Up (10%
  • Charged Attack Damage Up (12.5%)
  • Blast Damage Up (16.5%)

Kanoko is aaalll about inflicting Charm to lock down the enemy team. Charm via SE, Connect, Magia, pick your Poison Charm. Her Skill is also pretty solid for Mirrors, although she probably needs to be uncapped so her Attack could get a little bit higher.


Ria - 4*

  • Skill - Inflict Darkness (100%, To Target, 1 Turn, 8 Turn Cooldown)
  • Chance to inflict Darkness on Attack (15%, 1 Turn)
  • Chance to Critically Hit (15%)
  • Chance to Evade (Parry, 15%)
  • Accele MP Gain Up (12.5%)
  • Blade Damage Up (16.5%)
  • A good amount of Magia/Doppel Adept

Ria's Discs, alongside her SE buffs, allows her to easily slot in on any team. Spreading the Darkness Status Ailment, helping Blast Gorillas Blast more, helping Magia teams Magia more, etc. Her Magia also allows her to lock down an enemy with with a 100% Charm infliction rate, as well as removing debuffs!


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