Support Cards In Detail
Stat Stick Passives
Support cards will either be used for their skills or as stat sticks. Comparing skills is easy, but comparing their ability to be a stat stick is more complicated.
Let’s look at what’s widely considered the best support card in the game, Kitasan Black, at max limit break.
Typically the passives you’ll be interested in for a stat stick are Friendship Bonus, Training Effectiveness, Mood Effect, Stat Bonus and Specialty Priority. Initial Friendship Gauge is also convenient as it reduces the time taken to get them to orange bond.
- The Mood Effect is added to the bonus you get from mood, which is +/- 10% per deviation from normal.
- With max mood, it’s +20%. With Kitasan’s +30% Mood Effect, this gets to +26%.
- This also applies negatively, so if you’re at bottom mood, it would go from -20% to -26%.
- Training Effectiveness and Friendship Bonus work multiplicatively with this.
- For unique skills, mood effect and training effectiveness are additive, while friendship bonus is multiplicative.
- She has a 5% training effectiveness from her unique skill, 10% training effectiveness, and 25% friendship effectiveness.
- All together, the stat gains will be multiplied by
1.26 * 1.15 * 1.25for a total of +81% stats from these passives. - Note: friendship and unique friendship act multiplicatively with each other, not additively. A card with 25% Friendship Bonus and 10% unique friendship bonus will give you 37.5%, not 35%.
- Specialty Priority increases how often the card will land on its preferred training.
- Specialty adds to the weight, while specialty from the uniques multiplies it as if a percent, the same way Friendship Bonus works.
- Each stat has a base weight of 100, and not appearing has a weight of 50.
- Example: 100/550 = 18.18% rainbow rate with 0 specialty.
- For Kitasan:
- She has 80 base → 100 + 80 = 180.
- Unique specialty → 180 * 1.2 = 216.
- Same as having 116 base.
- Speed appearance rate = 216/666 = 32.4% (slightly lower if training is full).
- Stat Bonus effects (like Kitasan’s Power Bonus) add +1 to how much the training gives of that stat, before modifiers.
- Kitasan’s is Power, so big Speed rainbows also give a lot of Power.
- This also applies when she appears on Power or Guts trainings.
Other Passives
- Initial Stat: At the start of training, adds to that stat. Saves a day or two of training, especially useful for types you only bring 1–2 of (e.g., Power in a 4 Speed / 2 Power deck).
- Hint Frequency: Increases chance of hint (!s on training). Hints give +5 bond, helps reach rainbows quicker, and improves skill access.
- Hint Levels: Increases discount on skills from hints, saving you some skill points if you buy them.
- Wit Friendship Recovery: Found on Wit (and later Group) cards. When rainbowing on Wit training, restores extra energy (4 for MLB SR, 5 for MLB SSR; Ikuno SR has none).
- Race Bonus: Increases stats and skill points from races. Includes +3 all stats from mandatory races and +10 all from URA. No rounding — e.g., from +3 to +4 all requires 34% Race Bonus.
- Fan Bonus: Increases fans gained. Occasionally relevant for umas with early fan checkpoints, otherwise mostly ignorable.
Friend Card Passives
Multiple Friend cards can’t appear on the same training, so none of these stack.
- Failure Protection: Reduces chance of failing a training. Example: 35% value → 9% fail chance becomes 6%.
- Energy Cost Reduction: Reduces training energy cost. Example: level 5 Speed costs 25 → with 20% reduction = 20 energy.
- Event Recovery: Increases energy from card events (notably dates).
- Event Effectiveness: Increases other event rewards (skill points, etc.).
Gold Skill Rates
Some support cards only have a chance to give you a gold skill at the end of their chain, while others are guaranteed.
- Example: Fine Motion can give either Speed Star (gold) or its white version.
- JP players called getting the white skill “agemasen” (“will not give”), from an anime scene.
- The chance depends on your stat of the card’s type. So for Fine Motion, it’s based on Wit.
- Since chains trigger randomly, you can’t control it — but at least you’ll know when complaining is justified.
| Stat | <400 | 400+ | 600+ | 700+ | 800+ | 1000+ |
|---|---|---|---|---|---|---|
| Chance | 30% | 60% | 65% | 75% | 80% | 90% |
Race Bonus Benefits
The Race Bonus passive increases stats and skill points from races, including mandatory and URA Finals.
| Bonus | 0% | 5% | 10% | 15% | 20% | 25% | 30% | 35% | 40% |
|---|---|---|---|---|---|---|---|---|---|
| Stats | 351 | 351 | 372 | 372 | 393 | 393 | 414 | 461 | 482 |
| SP | 870 | 906 | 946 | 991 | 1044 | 1080 | 1123 | 1165 | 1218 |
There’s a big jump between 30% and 35% race bonus. In actuality, the jump happens at 34%.
If you can arrange supports to hit ≥34%, you’ll gain a substantial stat boost. Use this to break ties between otherwise similar cards.
Calculating Training Stat Gain (URA Scenario)
Speed (-21 Energy)
| Stat | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
|---|---|---|---|---|---|
| Speed | 10 | 11 | 12 | 13 | 14 |
| Power | 5 | 5 | 5 | 6 | 7 |
Stamina (-19 Energy)
| Stat | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
| Stamina | 9 | 10 | 11 | 12 | 13 |
| Guts | 4 | 4 | 4 | 5 | 6 |
Power (-20 Energy)
| Stat | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
| Power | 8 | 9 | 10 | 11 | 12 |
| Stamina | 5 | 5 | 5 | 6 | 7 |
Guts (-22 Energy)
| Stat | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
| Guts | 8 | 9 | 10 | 11 | 12 |
| Speed | 4 | 4 | 4 | 5 | 5 |
| Power | 4 | 4 | 4 | 5 | 5 |
Wit (+5 Energy)
| Stat | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
| Wit | 9 | 10 | 11 | 12 | 13 |
| Speed | 2 | 2 | 2 | 3 | 4 |
Base values for each training at each level in URA scenario (energy cost rises +1 per level, except Wit training).
Formula:
(BaseValue + Sum of StatBonus) *
(1 + MoodMultiplier * (Sum of MoodBonus)) *
(Sum of TrainingBonus) *
(Product of FriendshipBonus) *
(1 + 0.05 * NumberOfSupportCards)
- Friendship Bonus applies only if support is at orange bond or higher (rainbow).
- MoodMultiplier is 0 at neutral mood, and goes up/down by 0.1 per mood up/down.