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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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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Perfect! It’s been a year since the last anniversary and I’ve been wanting to mlb this memo forever! I either wanted this, or the vampnagi memoria so I could mlb it! And since I got this....
It means I can use my last limit breaking core to mlb the vampnagi memo! At least I got something out of my last free rolls before they ended!
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)Â &Â MP Restore [XX / 100 MP] (Self)Â &Â 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)Â &Â Accele MP Gain Up [VI / 22.5%]Â &Â 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%]Â &Â Chance to Burn [100%]Â &Â 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%]Â &Â 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%]Â &Â Regenerate MP [V / 9 MP]Â &Â 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%]Â &Â Regenerate MP [VI / 10.5 MP]Â &Â 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%]Â &Â Doppel Damage Up [VIII / 40%]Â &Â 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]Â &Â 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%]Â &Â Defense Up [VI / 45%]Â &Â 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%]Â &Â Charge Disc Damage Up [VI / 30%]Â &Â 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)Â &Â 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%]Â &Â MP Gain Up [IV / 12.5%]Â &Â 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)Â &Â MP Gain Up [X / 27.5%] (Self / 1 Turn)Â &Â 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)Â &Â Damage Increase [V / 25%]Â &Â 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%]Â &Â MP Gain Up [V / 15%]Â &Â 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)Â &Â HP Restore [V / 20%] (Allies)Â &Â 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%]Â &Â Status Ailment Resistance Up [V / 40%]Â &Â Regenerate HP [V / 6%]Â &Â 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.
New memoria in the support point shop!
Looks like it gives Damage Increase and Damage Cut? I'm too lazy to look up the values but that's pretty handy. Not bad.
While I'm on the wiki, I wanted to point something out
The memoria in the game gets translated on its page!
I remember very briefly talking to one of the memo translators a few years ago. I don't know if they're still the ones doing the translations, or if someone else has taken over that duty-- but regardless, I'm still very appreciative.
I kind of wonder if there's a way to easily put this on the google drive... I feel like all these translations should be preserved in more than one place. Maybe I should ask?
Anyways, if you're itching for more translated content that isn't in video, consider taking a look at the Memoria List. New memos take a little longer to get translated but that seems logical to me :)

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Are any of the new memoriae worth pulling?
That's a great question!
Real answer? Never pull on a gacha for the memoria. There is never a guarantee that you'll actually get it unlike the unit and even more, you really want these memos to be max awakened so that they're fully effective.
However I break my own advice all the time, and if you want to do the same, let's break these memos down! Let's take a look.
Kanagi's Memoria
Kanagi's memoria (We'll be in Darkness) gives a high amount of passive ATK (which is great if MLB) and two good effects-- Damage Increase and Ignore Damage Cut. The Damage Increase is pretty standard for a passive limited memoria-- "V" is 25% Damage Increase, which is fairly competitive. However what makes the memoria really stand out is that Ignore Damage Cut.
You can see how many passive Ignore Damage Cut memoria exist in the game here at this link-- basically there's not a whole lot out there. There aren't even welfare memoria that can help you here-- just one unlimited and two (soon to be three) limiteds.
What's important about Ignore Damage Cut is that it's only useful if the enemy has some form of Damage Cut on them-- if they don't, then the effect does nothing to increase your damage for ya.
However, Ignore Damage Cut was critical for this recent Kimochi. The recent Kimochi was supposed to be charge/blast, and in order to encourage that kinda playstyle, the devs greatly increased the amount of damage taken by charge/blast and then decreased the amount of damage dealt by magias/doppels. This was through putting an unseen 200% Magia Damage Cut buff on the boss.
But with Ignore Damage Cut? You could completely ignore that and deal far more damage with a magia strat than you could a charge/blast one.
Ignore Damage Cut is also super helpful in Mirrors. Damage Cut is better than Defense Up (generally) and it also will influence the mirrors AI. People will try to stack it on their teams, and tanks are full to the brim with it through their SE, memoria and god knows what else. But a handy dandy ignore damage cut passive memoria will cut through those tanks like butter!
Suffice to say, it's a good memoria, especially if you're a whale who cares about doing well in high level content. But if you're not? Eh. It's not as necessary-- you can find both 25% Damage Increase on unlimited memoria and you can use Momoko's "Meddlesome Timing" for the same Ignore Damage Cut effect.
So it's not completely necessary unless you care about playing in the top percent of whale shit.
Mitama's Memoria
This one is useful for Mirrors Ranking and (probably) only if you can max awaken it. Otherwise you can skip it.
With high passive DEF stats, this is one fearsome stat stick. Of course, that means it needs to be max awakened. I suspect it will have a short cooldown, around 5-4, which will also need to be max awakened so that you can use it on turn 2 in mirrors (with characters who have passive skill quicken, oh! like dark mitama does. how coincidental).
Now curses don't stack if you're a player character so you might be wondering what the fuck is the point of having double curse on one memoria. It's to clear Anti-Ailment.
Let's say you're fighting against an annoying team that has Madoka & Iroha and Ultimate Madoka on it, along with various other henchmen. You want to inflict curse on Ultimate Madoka so that her survive won't work and you can kill her easily-- but uh oh! MadoIro has this as part of their spirit enhancement:
Anti-Debuff [2 Debuffs]Â &Â Negate Status Ailments [2 Status Ailments] (Allies / 5 Turns on Battle Start)
How annoying! You could inflict Curse through Magical Halloween Theater, but Ult Madoka would just ignore it because of that Negate Status Ailment. You'd need two ailments in total to clear it!
And that's where this memo comes in. Viola! With one mighty memoria, you have cleared both offending Negate Ailments.
Otherwise? Yeah you don't need this.
Magical Halloween Theater is far better for everything else. It inflicts Curse, has a short cooldown, comes freely max-awakened, gives you Defense Down, AND is practically free.
Ultra whales might want this? It's very unique at least, so I salute it for that. but the average player can skip it.
Yuna & Juri 4* memo
Excellent passive DEF stats? Check. It's a delicious stat stick.
Good effects? Christ let's just look at the first two-- Attack Up (30%) and Damage Increase (30%) mean it's a memoria of "fuck you" that will make your unit deal a stupid amount of increased damage for one turn. That's two offensive buffs for the price of one memoria! That's great!
The one thing to keep in mind is that this memo lasts for one turn, and the two effects are on the lower side of what you can find on other limiteds-- however that's to balance out the fact that there are fucking two of them, AND the following: that Defense Down.
The Defense Down (30%) is also a little low-- Mito Rain for comparison will give 45%. However it's still nothing to sneeze out, and when you combine all the effects into one effective memoria, you get a very good all-around helpful memo that is great for supports and any fight really.
This is a memoria called "fuck you and your mother" and it'll make your units deal shit loads of damage and then teabag the corpses when they're done.
Yuna & Juri 3* memo
I'm a little cautious on saying too much for this one. I don't feel knowledgable enough. I want to say that I think this is very very good for specific situations, but I haven't done enough research on the "[Specific Element] Attack Up" flavors of memoria, so I'll leave it at that.
I think it might be a good choice for some kimochi teams if you care about scoring well, and I think it'll be a great choice on flame units. However I'm still a little unsure. I really need to read more before I say too much haha.
At the very least-- don't get rid of it if you get it. I think it's worth keeping.
Alina Karin 4* Ranked Memoria
That's 25% Attack Up (competitive with a lot of other limited memoria) with Chase Chance and Negate Evade Chance. I'm too lazy to look up the values for them at the moment, but my thoughts are... eh? You don't really need it. You can easily ignore evade through something called "Magia/Doppel" and a lot of the best blast units these days will come with Negate Evade baked into their passive SE, making this unnecessary. Chase is... okay? But you don't need it, and I can't see this making that much of a big difference.
Overall? Skip. But it's a cute lil memoria so I can't hate it.
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This went a little longer than I thought... Feel free to add in if anyone else spots something that I missed!
oh neato, the event reward is like magia damage up + accele mp gain up. a classic staple.
Make sure you complete this event! This is a good memo.
What would you recommend picking for the limited Memoria gacha?
Here's an image that details what everything does, from this reddit post
I'd say that the ones in black are kinda must-haves as they give a ton of mp bonuses. The ones in red are also really good options.