Getting Started
Combat · Elements & Traits · Reroll & Gacha · Modes & Tips
Why it is different
Combat & the ChainThe core damage system. Each attack builds a running multiplier; hitting an element you are strong against builds it faster and boosts the hits that follow.
The Chain
The Chain is the core damage system. Every attack adds to a running multiplier, and hitting an enemy you hold elemental advantage over both spikes the current hit and raises the damage of every attack that follows. Elemental advantage also builds the chain faster. Multi-hit characters build the multiplier quickly, while single-hit characters benefit most from striking last, so the standard play is to act with your main damage dealer after everyone else for the biggest possible finisher.
The combat loop- No Speed stat. You freely choose who acts and in what order every round, so positioning your turn order is half the strategy.
- Skills cost SP rather than having cooldowns. Only Ultimate skills have limited uses per battle.
- The OverdriveA gauge that fills during battle. Activating it floods the team with SP and greatly boosts chain-attack damage. The goal of most boss fights. gauge fills as you use abilities. Activating it floods the team with SP and massively boosts chain attacks. It is the goal of most boss fights.
- BreakDestroying an enemy shield. A Break delays the enemy turn, raises the damage it takes, and auto-triggers your Adventurer skill.ing an enemy shield delays its turn, raises the damage it takes, and auto-triggers your AdventurerYour customizable main character, chosen as a class such as Highlander, Sage, or Paladin, each with its own skills. special ability.
- A Burst Chance mechanic turns key moments into fast, decisive sequences.
Team building
Elements, Time TraitA unit time-of-day attribute, either Daylight, Midnight, or Twilight. Stacking matching traits boosts all main stats and the bonuses Assist Partners grant.s & Roles
Six Elements
Advantage spikes the immediate hit, boosts the rest of the Chain, and builds the Chain faster.
Story enemies are heavily Wind early, so Fire DPS clears the opening chapters fast.
A notable mid-story enemy element.
Avoid sending Earth attackers into Wind enemies.
The dominant early-story enemy element.
An opposed pair with Dark. The launch roster is Light-heavy.
An opposed pair with Light. Few playable Dark partners at launch.
Time Traits
Time Traits are a unit time-of-day attribute. Stacking matching traits across your team boosts all main stats and amplifies the starting bonuses your back-line Assist PartnerA back-line summonable unit that supports the front line, usually a Supporter or Debuffer and often a chain amplifier.s grant the front line. Exact per-trait percentages are not officially published.
Roles
Partner Types
Start strong
Reroll & Gacha
Should you reroll?
Recommended. The 3-star rate is only about 2 percent with no true per-pull pity, so rerolling for a strong 3-star opener is the main way to start strong. Rerolls are fast, roughly 15 minutes each.
Reroll steps- Complete the tutorial and prologue, speeding through the intro stages.
- Clear the story through Stage 1-5 to unlock Chapter 2, about 10 to 15 minutes, collecting free summons along the way. The tutorial guarantees Caroline within your first 10 summons.
- Spend your accumulated pulls, roughly 40 Limited Summons plus 50 or more Regular Summons early on.
- If unsatisfied, open the top-right Account menu, choose Delete Account, confirm, then log back in as Guest and repeat.
- Stop once you land an S-tier carry plus a strong Assist Partner.
Jen
Nina
Kaira
Heidi
Iris
GerbilRarity
Partners use a star rarity. 3-star is the premium pull rarity at about a 2 percent summon rate, and 2-star is common. Duplicates raise a unit star grade up to 5 stars. Battle Partners unlock a Trait Skill passive at 3-star and an extra Passive Skill stat bonus at 5-star. Memory PieceGear-like equipment from R to SSR that enhances ATK, DEF, or HP. Summoned separately from characters.s (gear), Gear, and Monster Partners use a separate R to SSR scale.
Gacha & Recruit PointEarned one per pull. 100 Recruit Points let you directly claim the featured banner unit.s
Pick Up Recruit costs one Gold Compass or 160 Diamonds per pull, with about a 2 percent 3-star rate and half of any 3-star being the featured unit. Every 10-pull guarantees at least a 2-star character or an SR Memory Piece. There is no traditional per-pull pity. Instead each pull grants 1 Recruit Point, and 100 Recruit Points let you directly claim the featured unit, with 250 total claiming the alternate option. Normal Recruit uses a Silver Compass with the same 10-pull floor but no rate-up.
Where to play
Modes & Tips
Game Modes
Beginner Tips
- Reroll before committing. Aim for one premium 3-star carry such as Jen, Nina, Kaira, Heidi, or Iris, since the 3-star rate is only about 2 percent with no per-pull pity.
- Match elements to the enemy. Story foes are mostly Wind early, so lean on Fire DPS and avoid sending Earth attackers into Wind enemies. Advantage builds your Chain faster too.
- Plan your action order. With no Speed stat you choose who acts, so let multi-hit and chain-amp units go first to build the multiplier, then finish with your single-hit main DPS.
- Build for synergy, not raw star power. Run at least one Supporter. A balanced damage, tank, support, and control mix beats stacking S-tier units.
- Stack matching Time Traits. Daylight, Midnight, and Twilight boost all main stats and amplify the bonuses your Assist Partners grant.
- Push Overdrive in tough fights. Using abilities fills the gauge, and activating it floods the team with SP and massively boosts chain attacks.
- Break enemy shields whenever possible. Breaking delays the enemy turn, raises the damage it takes, and auto-triggers your Adventurer ability.
- Spend toward a target. Caroline is a guaranteed free tutorial unit, and 100 Recruit Points let you directly claim a featured unit, so pull with a concrete goal.
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