Strategy · Updated 2026-08-06
Score Attack and Team-Building Notes
A source-linked guide to early score-attack findings: skill timing, card and holomem growth, outfit bonuses, judgement value, and safe chart selection.
Skill timing is the main score-attack lever
Early player testing suggests special-skill windows are song-specific while active skills resolve through card order. For score attempts, reduce downtime and avoid stacking several similar score boosts at the same moment when only the strongest active effect matters.
Growth systems should be tracked separately
Card level, holomem board nodes, leader song bonuses, personal-song bonuses, and generation/team bonuses appear to affect different parts of the score setup. Treat exact values as versioned findings until they are checked against the live client.
Outfits are not always a pure score answer
The fan analysis argues that outfit support-score bonuses can be diluted when they overlap with similar passive effects. In ideal teams, broad attribute boosts or strong single-attribute boosts may outperform pure support-score outfits, depending on card stats and song target.
Chart choice can beat raw difficulty
Higher difficulties can benefit from more notes and faster access to combo bonuses, but a stable full combo with fewer GREAT judgements can be better than forcing an unstable hard chart. Record note count, combo thresholds, and judgement spread when publishing recommendations.
Verification policy
This guide summarizes community findings and reference rankings. Do not treat the numbers as official balance data; update the page when in-game testing, patch notes, or official explanations confirm or change the mechanics.
Source
https://www.bilibili.com/opus/1231824786932367368