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#magia record memoria
abarero · 28 days
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{ Puella Historia }
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wazzuppy · 1 year
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You can go back in time, right Homura? You can go back and change everything, so that we don't end up like this. Holding Madoka's wish and "life" close to her heart, she left this time and returned to the past...hoping one day to find a future in which she saves her.
In a Broken World
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muffinrecord · 11 months
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I love the dark color schemes for these new memoria... hnnng I must be the only idiot around who wants to spend lots of important rolls for fucking memoria just for the goddamn aesthetic
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priestess-draws · 11 months
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Chugging poison, promised land
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ritasalami · 5 months
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Since I haven't seen anyone gush about the new personal memoria yet I'll do my part. Kinda funny I made a long post about the mechanic and the devs immediately follow up with a new batch. Yay to that!
Honestly? I think the new ones are even better than the previous ones.
(Credit to the big Discord server for this compilation)
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Rena: A good amount of accele MP gain up + doppel damage up is decent but the real treasure is her newly found permanent MP Regen for 10.5 each turn. The thing about Rena is that she was one of the OG accele gorillas which meant back in the day she was one of the best girls to build and cycle magia on. Nowadays she is still somewhat fine (good single target DPS but her lack of automatic MP recovery outside of the magia itself and lack of attribute strengthened damage leave her outclassed). But having to rely on purely discs to build magia is not really the way to go anymore (mind you she is an attack type so her percentage for mp gained from accele discs is at 100% instead of the 120% for magia units). So while it will not make her top tier all of the sudden having more self sufficient magia cycling can help her keep up in non optimized teams.
Momoko: Permanent charge conservation might be huge and that's for us to find out. I think she has the potential to be an amazing DPS for teams that don't really have access to charge conservation and don't usually roll for her charge strats (le me for example I'd rather not charge but oh well). Always having permanent ignore defense should make her an even bigger mirrors threat. Good for you Momoko.
Kaede: Kaede is a decent all rounder and the go to forest unit for early and f2p players since she can blast quite well and has some serious damage output on her magia. Not to mention she can solo a Kimochi so you go girl. What her memoria does is essentially an attribute strengthened doppel nuke (three massive damage modifiers for one turn) which should help her Kimochi performance quite a bit. While she does not have an MP recovery, her magia increases accele MP gain up which helps her cycle magia with her own accele discs (ergo solo Kimochi strat). But her lack of ways to buff her DPS is notable especially nowadays so having a nuclear turn should boost the damage scores. Not to mention that even though this is an active memoria it gives 1500 Attack instead of any defense so even more damage.
Nanaka: Blast MP is a MUST on every modern girl and I think the trend started with Ashley? Anyway most of the early blasters, even 4* ones like Kyoko or Holy Alina don't have it (not even when SE started coming out). So good for Nanaka she gets to enjoy a mechanic they should have gotten all along.
Blast, the former king of NA, has little to no place in modern Magia Record. Aside from charge blast strats that is (which dedicated magia strats can bypass with the right setup).
I don't think Nanaka is gonna reclaim her NA glory but it's nice to know that in long fights she can reliably get to magia (it's attack + dew down and buff cleanse so quite utility oriented. Kinda funny because it's Hazukis Magia but with buff cleanse instead of curse). Also 30% aqua attack up is nice. Nanakas biggest issue is her SE which is all over the place but that's a discussion for another day.
Kako: I think her personal might be the same as Natsukis so Accele MP gain up + Defense up + Permanent MP Regen. Its good, Kako is a decent unit for low rarity teams because of her accele draw and strong healing. So having her be better at gaining MP makes her even more reliable. Even though her memoria is a passive one it gives defense so choosing this memoria will hurt her DPS (but with some buffing from teammates her doppel can still delete an enemy)
Meiyui: Honestly most low rarity charge units suck. So does Meiyui who does so many random things. But now she gets to have a boost to her charge combo count up (it should be +4 now) and together with her charge draw personal she can potentially be a decent unit when you want to go into charge strats and don't own fully slotted and/or dedicated units. The rest of her buffs are alright I guess but not worth talking about.
Konomi: Oh boy our girl Konomi got a funny one. Her memoria will give her a 100 MP for the next turn and also a nice three turn defense boost. Fast MP and fast magias are always nice. You know what's even better? She has Fast Mana in her SE which means her mp is partially full at battle start. Throw in an accele combo with maybe one disc of hers or some MP recovery by other means and you potentially got a turn two doppel. Now her doppel is weird with it's damage in a horizontal line mechanic but considering it's Konomi you don't play her for damage.
Her effects are nice tho. A good teamwide heal, massive defense buffs for five turns, Accele MP gain up for all and mp regen for herself (doppel only, we love mp self sufficient units). So if you run into any situation where you know you will need a good heal or big defense buff your next turn just slot Konomi and proc her new memoria for basically a free doppel.
I think none of those units will suddenly become meta threats aside from maybe Momoko in mirrors and Kaede who already acts as a solo Kimochi threat but it gives players who WANT to use those units some more ease to slot them and use them.
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madokathoughts · 3 months
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guess who just learned you can switch who you're targeting in magia record. like if you're fighting multiple enemies you can tap on one to select that one as your target. you don't have to defeat one to move onto the other. guess who just learned that. (i'm pretty much done with the main story of the game)
i also only recently learned what connect was though so... honestly it's a bit impressive i've made it this far
when i say i'm bad at games like this i mean BAD bad i'm not being humble ����
but it doesn't matter i am Having Fun :] i told myself i wouldn't care about how bad i am and just play. and wow what do you know i had fun with a gacha game for once when i did that. too bad it's dying 🥲
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frenchphobic · 2 years
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i love kanagi (blast city ver.)
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So I know Muffin Record has already done a useful breakdown of which memoria to choose in the current limited gacha but I figured I'd do a more in depth guide so that people can make choices specific to what their account needs and also because I just thought it would be fun. I will be going over each memoria in the order it's listed.
Serial Connect
The amount of Damage Increase it gives is very high but the boost to Doppel damage is low when compared to Voice of the Shell or Wavering Loyalty. Overall a good pick for Doppel spammers.
The World my Big Sister Can See
One of the best picks you can make. It's specifically made for flame girls but magia spammers of any kind can appreciate the Magia Up and MP Gain up. You really can't go wrong with this one.
The Route to Chase the Dream
Very solid memoria that's specifically made for aqua blasters but can can be used by blasters of any element. A solid choice if you're in need of a good blast passive.
Wavering Loyalty
One of the best magia actives in the game, it's made with dark types in mind but the Magia and Doppel Up buffs are high enough that any doppel spammer can use it. A great choice.
Could Not Throw It Away
This is essentially an even better version of this unlimited memoria. One of the best mirrors memoria but if you already have that other one I'd probably go for something else.
Brief Piece of Mind
This is one of the ones I'd recommend the least, it's not bad by any means but it's a bit niche, being made primarily for flame blasters in a charge/blast comp. It's very good for the Aquamarine kimochi but is not better than other blast actives in most other scenarios.
Guided by the Voice of the Shell
Identical to Wavering Loyalty but instead of boosting dark types it boosts aqua types.
Watching Over a Small First Dream of the Year
The most general-purpose memoria in the entire selection, you can slap it on magia or blast units. If you want a memoria that you can use on any kind of offensive unit it's a good choice but if you want something more specialized I'd go for something else.
Towards the True Conclusion
This memoria buffs both magia damage and MP gain at the same time so if you need a memoria that does either of those things this is a good choice. However if you have rolled MadoIro or plan to do so in the future be aware that there's an active on that gacha that is a strict upgrade to this one.
Magical Girls Are Sorcerers
A very handy memoria to have for Ranked Mirrors because it negates the ever present Skill Seal ailment (even when not MLBd) while giving a very nice damage increase. Outside of Ranked it's still good but you might be better off using something with more general effects.
Fairy Tale Entrusted with a Prayer
Another one of the best picks, offers a nice attack buff and buffs MP Gain. Not much else to say, it's just good.
Never Ending Fairy Tale
It offers a nice magia damage buff but I wouldn't recommend it over the aforementioned magia actives. 100% burn is nice but not better than an additional buff or debuff imo.
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magiamemoriareview · 1 year
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When I Was Twice My Age
Obtainability: Limited to the support point shop as a promotional memoria.
MLB Effect: Attack Up [10%] & Magia Damage Up [10%]
Effect Definitions:
Attack Up increases the equipped character’s base stats, meaning that its effects are calculated before buffs/debuffs are considered. The effect caps at 100%.
Magia Damage Up increases the damage done by a Magia or a Doppel.
TLDR: A decent free memoria that will go well on magia-focused units. This can be equipped on support.
Review: Honestly, not a bad little freebie memoria. There are better free welfare memoria to equip in the game, such as Kyubey Knight, but this is a good addition for any player who is lacking in the memo department.
It goes without saying that this is best used on a unit who plans to use either a Magia or a Doppel. Note that it won't increase your mp gain, so you'll either want to use an additional memoria to do so or plan ahead of time that the equipped unit will be able to use that said Magia/Doppel.
Its stats, while not outstanding, are still rather nice as well.
Whales won't find as much use for this memoria but for unlucky free-to-play and for newer players, this is a nice little freebie.
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sicksweetcreamy · 2 years
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Magitober 2022 27. Fav Memoria - Magical Halloween Theater 30. Halloween Costume (Kyoko and Felicia) 31. Karin Misono!
This and I Made Friends, number 1 power couple for my F2P ass. There are too many memoria for me to single out a favorite, for both looks and gameplay, but MHT is just such an iconic memoria.
I'm pretty pleased with everything I've drawn for Magitober. Have a happy Halloween!
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wazzuppy · 1 year
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"Homura-chan, these shirts are so cute!" "Yeah! We match!" "But I wonder if I shouldn't eat curry while wearing this." "Why not?" "If I spill curry, it'll stand out on the white fabric..." "Then I'll spill some on mine too! So it's okay!"
Two Makes One
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muffinrecord · 3 months
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Do you know which girls have benefited the most from the new Memoria?
That's a great question, let's see. Let's just go through the list of em all and talk about the pros/cons of each one, because I'm procrastinating and why not. I'll bold the ones that I think are the best. Feel free to disagree with my opinions here, it's the end of the game and I fully admit I can be wrong on this stuff.
Ren's is probably one of the best and most impactful: Magia Damage Up [IX / 25%] (Self / 1 Turn) & MP Restore [XX / 100 MP] (Self) & Receive Damage [80.1%] (Self)
Basically she can use her Magia (and possibly her doppel?) on turn one. Additionally it makes her magia hit harder through a straight forward Magia buff and also by damaging her, which is important because her Magia/Doppel do more damage the lower health she has. This is my favorite one because it doesn't just make Ren better at what she was previously doing, but it gives her a new playstyle altogether. I'd say this was the best one.
Emiri's: Chance to Charm on Attack [III / 20%] (2 Turns) & Accele MP Gain Up [VI / 22.5%] & MP Gain Up [V / 15%]
Emiri acts like a budget Mifuyu who can inflict Dazzle on the enemy to make them deal less damage. With that in mind, a memoria that increases her mp gain is great because it means she can get off more doppels. However, I'd say that the charm is a little iffy. It's not bad, but it's not that impressive to me either.
Hinano's: Chance to Strengthened Poison [100%] & Chance to Burn [100%] & Chance to Dazzle [100%] (All Enemies / 3 Turns)
Eh. I know some folks were jazzed for this one, but it's not that impressive to me. I think Hinano is still held back by being Hinano. Basically Hinano is like a budget Alina, however you know what's crazy? Despite being all about poison and ailments, Hinano doesn't have native Damage Up versus Status Ailment'd enemies. They couldn't have put that on this memoria? Don't get me wrong, I'd still say it's not a great memo but as it is, it just feels lacking. I guess this memoria makes Hinano a budget Amaryllis now, but I dislike the long cooldown on the memoria in that case. Not a fan.
Shizuku's memoria is kind of crazy too: Damage Increase [VIII / 40%] & Chance to Critical Hit [IX / 50%]
Most of the time if you use Shizuku in content, it's to take advantage of her low-rarity status for her Damage 5 random enemies Doppel. However this gives her a great general damage edge. I experimented with this memoria and she can one-hit-kill a lot of enemies in mirrors, which was pretty fun.
Sasara's: Provoke & Damage Cut [X / 50%] & MP Up When Damaged [V / 5 MP] (Self / 1 Turn)
Pretty amazing for a low-rarity tank. I was kind of hoping she might see usage in Despair battles with this set but it doesn't pop her up there. Still, pretty great.
Natsuki's: Defense Up [VII / 52.5%] & Regenerate MP [V / 9 MP] & MP Gain Up [IV / 12.5%]
This helps solve some of Natsuki's issues, mainly that she's a support with only one accele disc. That said, this memoria shows the intention of Natsuki's playstyle imo where you try to use her discs as little as possible. The memo doesn't give her any ATK despite being a passive and it gives her MP Regen, so the idea is that you can passively gain mp just by having her exist and then doppel when you need to (and the doppel restores some mp to her on usage).
It's... okay. I haven't played around with it myself though so take what I say with a grain of salt, but I think it could have been pushed a little harder. Natsuki gives a high amount of attack up (and two defensives) on her doppel, sure, but I think a better support is still Manaka and that's not counting Manaka's new memo.
Rena's: Accele MP Gain Up [VI / 22.5%] & Regenerate MP [VI / 10.5 MP] & Doppel Damage Up [VI / 30%]
This memoria makes Rena a crazy doppel-er. This girl is gonna doppel and doppel and doppel and doppel and doppel some more. Which is great if you like doppels (especially given how she'll inflict increased damage with that doppel damage up buff), but I still find myself not being too impressed. I think it's because that her doppel doesn't do anything besides make more doppels possible with accele mp gain up + mp restore. No buffs to herself or others, no debuffs to the enemy, nothin'. But if you just want single target damage then it's great. I think I'll still count it amongst the good ones because even if it's boring, it does what Rena does best: single target doppel damage.
Momoko's: Charge Conservation & Defense Pierce
Now this is what I'm talking about! This is stupidly creative and good. This plus Momoko's Ignore Damage Cut makes her a tank shredder (in addition to being a semi-tank). Also passive charge conservation? Nuts. I love it.
Kaede's: Magia Damage Up [VIII / 22.5%] & Doppel Damage Up [VIII / 40%] & Forest Attribute Attack Up [XI / 30%] (Self / 1 Turn)
It's a straight forward and powerful buff to her Doppel. Factor this in with her doppel being attribute strengthened and you've got one hell of a bomb on your hands. I appreciate that this one also gives her ATK despite being an active memoria. It's a solid memo if not a little boring.
Nanaka's: Blast MP Gain Up [V / 5 MP] & Aqua Attribute Attack Up [XI / 30%]
I don't particularly like this one, but I admit that I haven't exactly played around with it. It feels like they tried to make Nanaka a lite version of Final Tart? Where she blasts away and then uses a magia/doppel too. But I dunno, it feels a little too split for me. It's notable that her doppel will remove buffs on an enemy target, so I can see a person using this to remove the buff on an enemy so that they can keep blasting away. But the mp gain feels like it would be very slow. IDK, I'm just not as impressed, but feel free to disagree.
Kako's: Accele MP Gain Up [VII / 25%] & Defense Up [VI / 45%] & Regenerate MP [V / 9 MP]
It's not very creative but I like this and it suits Kako's playstyle perfectly. Kako is a budget Madoka because of her accele draw and ability to heal, but she also has a lot of great uses outside of that. Her doppel can be surprisingly powerful for a healer and it will remove status ailments for her team and remove buffs from the enemy (in addition to healing). That makes it very helpful doppel to have on hand for a support, so being able to doppel many times is perfect.
Meiyui: Chance to Evade [VII / 40%] & Charge Disc Damage Up [VI / 30%] & Charge Combo Charge Count Up [+3]
Meiyui is the budget version of Mito, and Mito doesn't see a lot of play so you all know how well that works out. But I respect that they stayed true to Meiyui's vision. Meiyui's deal is that she's a tank who uses evade to self while having buffs to make her deal decent amount of damage. Except I feel like her stats sort of let her down, because she has a ton of passive HP and DEF (meaning that evade feels sort of unnecessary?) and a very low amount of ATK (meaning that her attacks don't hit very hard?). Additionally she suits a charge playstyle which... hmm I dunno. She just doesn't feel very focused. If she was going to be an evade tank who specializes in dealing damage then I wish her stats would reflect that, and if she was going to be a tough tank who can support her charge team then I wish her abilities would reflect that. Basically her memoria makes her stronger but suffers because she's Meiyui.
Konomi's: Regenerate MP [XX / 100 MP] (Self / 1 Turn) & Defense Up [VIII / 60%] (Self / 3 Turns)
This is slightly similar to Ren, but with a delayed guaranteed magia/doppel. It's good for a guaranteed defensive doppel (that also gives a on-demand heal), but I think they could have gone a little more crazy with it. I think what would elevate this memoria is if it also gave the team a buff or benefit on usage too. Give Konomi mp, defense up, and the team uhh I dunno, let's go nuts and give them a shield. Konomi is very defensive so why not lean into that? As it is, I think Konomi could have had better.
Mifuyu's: Accele MP Gain Up [IX / 30%] & MP Gain Up [IV / 12.5%] & Regenerate MP [IX / 15 MP] (Self / 3 Turns)
This makes it easy to get Mifuyu to doppel, which means that this memoria is as useful as Mifuyu's doppel. Mifuyu's doppel gives Bewitch/Dazzle, which is good indeed for a lot of strategies, such as making the enemy deal less damage, dealing increased damage to the enemy, and potentially getting around annoying survives/endures. Not to mention that it lasts for three turns, which means potentially three turns of a magia/doppel. I'd say she came out as a winner here.
Touka's: MP Damage [IV / 30 MP] (All Enemies) & MP Gain Up [X / 27.5%] (Self / 1 Turn) & MP Restore [XV / 55 MP] (Self)
I played around with Touka's and I liked it. I REALLY wish these latest memos came before the final evils. I think Touka's would have made her amazing for a magia stall team. Her ability to both prevent the enemy from gaining mp and also to give herself a Magia/Doppel is great. It's just a shame that there isn't any content out right now where she can actually utilize this. Maybe someone can try it out in mirrors (the cooldown is short enough, and it gives her a nice amount of DEF?). Could be fun?
Alina's: Chance to Strengthened Poison on Attack [V / 30%] (3 Turns) & Damage Increase [V / 25%] & Damage Up Versus Enemies Affected With Status Ailments [VII / 45%]
Interesting to compare Alina's memo to Hinano's, since they're similarish to each other. I think that Alina comes out on top here. Even on its own it's a high amount of Damage Increase, but couple that with an ailment and she can do some real numbers. Held back by the fact that ailment damage up whatever buff only deals damage to the center tile and not all of them (which is fine against single target enemies and not so fine against multi target ones). I think it's good. You can combine this with Alina's active (str. poison) and deal a lot of damage on turn one.
Nemu's: Accele MP Gain Up [V / 20%] & MP Gain Up [V / 15%] & Anti-Magia Seal
Hmm. Well, it makes Nemu better at doppeling, which is good because her doppel has great stuff on it. It also prevents her from being Magia Sealed which is also very good. Notably it doesn't give her any ATK despite being a passive, instead giving her DEF so that she's more hardy. It makes me wonder how well she'd do in Mirrors. She gives out three ailments on doppel (which can wipe anti-ailments), attack up to her allies (meh depending on what strategy you're going for), and remove granted effects (could be very helpful). I feel like this is a good one.
Manaka's: Flame Attribute Attack Up [V / 15%] (Allies / 3 Turns) & HP Restore [V / 20%] (Allies) & MP Restore [V / 30 MP] (Self)
Manaka is one of the best budget buffers in the game and this just helps further that. She can give a high amount of Attack Up on doppel (and now she can buff her flame allies), she can heal her allies on doppel (and now with this memoria), and she can reach doppel faster (with this memoria). I think some of it will need to be planned around-- for example, if you just want that flame attrb up then the heal might go to waste, and same goes for the mp restore, but I like it.
Tsumugi's: Chance to Guardian [V / 30%] & Status Ailment Resistance Up [V / 40%] & Regenerate HP [V / 6%] & MP Up When Damaged [V / 5 MP]
Great for a tank. Tanks have a special weakness to ailments in that ailments deal percent-based damage, so all of a tank's def and hp don't matter as much there. But this gives Tsumugi more breathing room in addition to giving her hp regen (so she doesn't need to be babysat with heals) and mp when damaged (faster mp regen).
--
Thanks for the question. It was fun to go through these and answer em.
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Completed 100 evils!!! And just in time too!
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Posting pictures of Kanagi until she gets an alt: Day 52!
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Sorry no magical vanilla extract
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ritasalami · 7 months
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I know Kimochi has been going on for a bit now but in case your team lacks some more active MP Gain Up memoria you should head to the SP Shop and grab this event memoria from Ui´s release.
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Attack Up [V / 25%] & MP Gain Up [II / 7.5%] (Self / 3 Turns)
The amount of MP Gain Up isn´t groundbreaking but it lasts for three turns and has some good attack buff alongside it.
We also have this 3* memoria that provides 10% MP Gain Up for three turns. So this one might be worth picking up in the SP shop too!
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