Psychubes




Equipment options · Main stats · Team examples
For Name Day, compare Melodies Old and New while keeping the recommended Build assumptions setup fixed. A weapon or set change is easier to judge when you do not also change the team and skill timing.
Start with equipment you can actually obtain. These are alternative recommendations, not pieces to equip together. Refinement, set size and team restrictions change the result.



Check ability names and unlock information against your current game form. Level, upgrades and variants can change skills.

Ability type / unlock: Insight I

Ability type / unlock: Insight II

Ability type / unlock: Insight III
| ATK | Base (Level 1 / Level 30) 256 389 | Insight 1 (Level 1 / Level 40) 428 652 | Insight 2 (Level 1 / Level 50) 691 972 | Insight 3 (Level 1 / Level 60) 1008 1143 |
|---|---|---|---|---|
| HP | Base (Level 1 / Level 30) 1419 2154 | Insight 1 (Level 1 / Level 40) 2375 3611 | Insight 2 (Level 1 / Level 50) 3832 5385 | Insight 3 (Level 1 / Level 60) 5587 6336 |
| Reality DEF | Base (Level 1 / Level 30) 120 181 | Insight 1 (Level 1 / Level 40) 199 304 | Insight 2 (Level 1 / Level 50) 322 453 | Insight 3 (Level 1 / Level 60) 470 533 |
| Mental DEF | Base (Level 1 / Level 30) 118 180 | Insight 1 (Level 1 / Level 40) 197 300 | Insight 2 (Level 1 / Level 50) 317 447 | Insight 3 (Level 1 / Level 60) 463 525 |
| Critical Technique | Base (Level 1 / Level 30) 319 319 | Insight 1 (Level 1 / Level 40) 361 361 | Insight 2 (Level 1 / Level 50) 403 403 | Insight 3 (Level 1 / Level 60) 445 445 |
| Critical Rate | Base (Level 1 / Level 30) 10.6 % 10.6 % | Insight 1 (Level 1 / Level 40) 12 % 12 % | Insight 2 (Level 1 / Level 50) 13.4 % 13.4 % | Insight 3 (Level 1 / Level 60) 14.8 % 14.8 % |
| Critical DMG | Base (Level 1 / Level 30) 145.9 % 145.9 % | Insight 1 (Level 1 / Level 40) 148.1 % 148.1 % | Insight 2 (Level 1 / Level 50) 150.1 % 150.1 % | Insight 3 (Level 1 / Level 60) 152.3 % 152.3 % |
Level R10 - Overindulgence (HP) Code AjQEPwY8ADkROhAxMCZQMUEwNDRTJ0X9Iw
Choose one option, run the same encounter twice, and change one variable. Record whether the next rotation starts on time and whether the team survives without losing its damage window.