All units have the following 9 stats:
ATK: Base stat that determines how much damage the unit does.
DEF: Base stat that determines how much incoming damage taken is reduced.
HP: Maximum hit points (or health points) of the unit, if HP falls below 0 in battle the unit dies.
Speed: Stat that determines how quickly and how often a unit can take turns.
Crit Rate: Attacking has this much base chance to inflict a critical hit. Maximum 100%
Crit DMG: Landing a critical hit multiplies damage by this percentage. Maximum 350%
Effect Hit Rate: Stat that nullifies the target's Effect Resistance when applying debuffs.
Effect Resistance: Stat that resists incoming status effects.
Flanking Rate: Chance of triggering a Flanking attack when an ally uses S1. Maximum 30%
By equipping gear pieces, all stats except Flanking Rate can be improved.
The level of a unit increases the unit's base ATK, DEF, and HP. Every unit can be promoted to 6★ lv.60 which is the maximum.
The star rating of the unit determines the maximum level of the unit. Each star raises the limit by 10 levels.
Increasing the unit's base stats (ATK, DEF, and HP) by leveling up also increases the amount of stats gained from gear pieces, because the % increase is based on the base stats.
Disciplining a unit unlocks a small stat boost, and is divided into 6 stages. Each stage has a level requirement.
Stage 1: No requirement
Stage 2: Level 20
Stage 3: Level 30
Stage 4: 4★ star ranking, Level 40
Stage 5: 5★ star ranking, Level 50, Rare Catalysts
Stage 6: 6★ star ranking, Level 60, Legendary Catalysts
The stat boosts gained from disciplining a unit is based on the unit's horoscope (Birthday), and their Class.
For example, both Joyce and Lina are Gemini horoscope Medic class units.
Therefore, they have identical base stats and discipline stat boosts.
The Rare and Legendary catalysts required to unlock Stage 5 and 6 discipline is based on the unit's base star ranking and their horoscope.
Base 3★ rank unit: 9 Rare Catalysts, 6 Legendary Catalysts
Base 4★ rank unit: 12 Rare Catalysts, 8 Legendary Catalysts
Base 5★ rank unit: 15 Rare Catalysts, 10 Legendary Catalysts
The Horoscope determines the kind of catalysts required.
For example, Gemini horoscope units need Sturdy Shells and Cloned Embryos.
At Stage 3 discipline, one of the three skills of the unit are upgraded in some way. This distinction is usually ignored because you should always unlock a unit's Stage 3 discipline before using them. Therefore, the pre-upgrade version of the skill is never important, and the upgraded version is regarded as the default.
Each unit has 3 skills that can be upgraded. While individual skills can have different upgrade stages, a unit always has 15 total skill upgrade stages.
Upgrading a skill does one of these things:
Increase damage (for attacking skills)
Decrease cooldown
Increase trigger chance of an effect, such as inflicting debuffs
Increase amount or effectiveness of an effect, such as amount of healing
Upgrading a skill costs Skill Mods or Astrogen Powder and Catalysts.
To Fully Upgrade (+15) a unit, the following resources are required:
Base 3★ rank units: Astrogen Powder, 36 Rare Catalysts
Base 4★ rank unit: 27 Skill Mods, 12 Rare Catalysts, 6 Legendary Catalysts
Base 5★ rank unit: 33 Skill Mods, 36 Rare Catalysts, 6 Legendary Catalysts
The Horoscope determines the kind of catalysts required.
For example, Gemini horoscope units need Armor-Piercing Bullets and Cloned Embryos.
Rare Catalysts required for Skill Upgrades and Discipline are different, but the Legendary Catalysts required are the same.
Since upgrading skills are very expensive and Skillmods are very valuable, it is common to not upgrade or Partially upgrade certain skills of a unit when they are not needed.
Base 3★ rank units can be upgraded freely since they do not require any Skillmods.
Each unit can equip 6 different gear pieces: Weapon, Helmet, Armor, Necklace, Ring, Boots.
Each gear has a main stat, a sub stat, and a gear set.
Gear can be upgraded using ampleons and other gear pieces of the same kind, up to level +15.
This increases the gear's main stats. Every 3 upgrade levels, one random Substat also gets upgraded.
Bonds are special equipment pieces that is obtained from Recruiting. They go on a dedicated slot for every unit.
Bonds are upgraded using Bond Ampleons or other bonds up to a maximum of +15. Every 3 upgrade levels, the main bond effect is strengthened.
The maximum level of a bond can be increased by Limit Breaking it with another bond of the same kind. This raises the max level by 3.
The maximum possible upgrade for a bond is 5 duplicates fused (Max Limit Break, or MLB) and level +30.
Each bond has a small amount of base stats (ATK, DEF, or HP) as well as a unique effect listed on the bond itself.
Except for a few special bonds, 3★ bonds are universal and can be used by anyone, but 4★ and 5★ bonds are class-restricted.
By clicking Potential Break on the unit, you can add duplicate copies of the same unit to increase their Potential.
The Potential Rank ranges from D rank to SSS rank. The amount of duplicates needed to fully potential break a unit are as follows:
Base 3★ units need 8 copies (Original>D>C>B>A>S>SS>SSS).
Base 4★ units need 7 copies (Original>C>B>A>S>SS>SSS).
Base 5★ units need 6 copies (Original>B>A>S>SS>SSS).
Potential Break unlocks a unit's Team Potential and Self Potential.
Team Potential gives the listed buff to everyone in the team except for self.
Self Potential gives the listed buff to the unit themselves.
Self Potential needs to be unlocked by buying and using a Potential Fragment from the Pledge Crystal shop. This only needs to be done once per unit.
Potential Break is widely used and encouraged for Base 3★ and 4★ units because they are easy and free to get multiple copies of.
Base 5★ Potential Break is almost never recommended because 5★ units are very very hard and expensive to find. The amount of stat increases gained from Potential Break is NOT WORTH the steep cost of finding multiple 5★ copies.
Additionally, since selling (sending) 5★ units give you Rainbow Astrogen which is an extremely valuable resource, most of the time duplicate 5★ units are sold, instead of being used for Potential Breaking.
For example, a B potential (one copy) of a 5★ unit can have a 6% ATK self bonus. 6% ATK is extremely small and is basically a difference of 1 gear piece upgrade. Instead, if the copy was sold, it would guarantee you two pieces of any gear that you want from the Rainbow shop, which can give you far more than 6% ATK. Further potential increases (B > A, so on) have even less increase in bonuses.
Potential Break is still worth it on 3★ and 4★ units because they are free and very easy to find, so potential breaking is basically free stats.