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Story Battles

In the story missions you send your team of up to 5 Mebulis into turn-based battles against a chapter's enemies. Wins grant gems, experience, occasionally equipment or fragments, and unlock the next mission.

Energy Energy

Campaign battles cost energy:

PropertyValue
Maximum (base)100
Regeneration+5 per hour (one point every 12 minutes)

Costs rise with the campaign tier:

CampaignEnergy per mission
Story 15
Elemental Realms & Shadow Journey10
Prism Rift15
Dungeons & Endless Towernone

Energy is only deducted on a win. Losses are free. You can retry a mission as often as you like without losing energy.

Your energy storage grows through the prestige tree (up to +205) and through a gold upgrade in the bazaar (up to 20 levels of +25 maximum and +8 % regeneration rate each). Mebula Plus additionally doubles regeneration, and some VIP tiers permanently enlarge the storage and speed up regeneration.

Quick complete

Missions you have already cleared can be re-run in batches without watching each battle. Every run costs the full energy of the respective campaign; a batch is capped at 500 runs or your available energy.

The campaigns

Story 1 is only the beginning. After finishing chapter 8, three more roads open:

CampaignUnlockScope
Elemental Realmsstory 1 complete3 × 45 missions
Shadow Journeystory 1 completestory 1 on hard, 8 exclusive Mebulis
Prism Riftall 3 realms complete8 chapters, 84 missions

On top of those come the permanently open combat areas: dungeons, the Endless Tower and the arena.

World map & chapters

The story is split into 8 chapters (shown as stops on the world map). Each chapter has its own environment and a fixed number of missions:

#ChapterMissionsBosses
1Misty Forest8Mini 4, Boss 8
2Mushroom Grove6Mini 3, Boss 6
3Frost Peak7Mini 4, Boss 7
4Crystal Desert9Mini 5, Boss 9
5Emerald Ruins8Mini 4, Boss 8
6Floating Gardens8Mini 4, Boss 8
7Twilight Isles10Mini 5, Boss 10
8Crystal Citadel12Mini 6, Boss 12

Enemies grow continuously stronger across all chapters. In the middle of each chapter a mini-boss Star waits, at the end the chapter boss Boss.

Rows: front & back

Your team and the enemies stand in two rows:

  • Team: slots 1–3 = front row, slots 4–5 = back row.
  • Enemies: the first 3 = front row, the rest = back row.

Normal attacks can only hit enemies in the front row. In auto mode a Mebuli attacks the frontmost one, in manual mode you pick the target within the front row. If an enemy has Taunt active, it draws all normal attacks. Only once the entire front row has fallen does the back row become attackable. Many ultimates (see below) can hit the back row as well.

Battle flow

The battle runs in phases:

  1. Initiative decides who begins. The side with the higher total initiative gets the first phase. On a tie, chance decides.
  2. In a phase, every living unit of that side acts once, then the other side takes its turn. Stunned or frozen units skip.
  3. At the end of the round, buffs expire, shields fade, status effects tick and a Nature bond heals.
  4. This repeats round by round until one side is defeated (max 30 rounds, after that the remaining HP fraction decides; tie = loss).

Every Mebuli has its own normal attack. Critical hits, hits on a shield and misses have their own effects, and states such as burn, poison, frost, shield or attack up stay visible on the unit.

Auto & manual mode

At first, battles run automatically, the AI picks all actions. The manual mode unlocks as soon as you have won mission 2‑2. In it you decide for each of your Mebulis whether it attacks (and which target) or fires its ultimate. If you don't react within 15 seconds, the AI takes over the turn. In the arena battles always run automatically.

Aim ring

When you make a normal attack in manual mode, an aim ring appears above your Mebuli, shrinking and growing again. Click it (or press Space) when it is at its smallest:

RatingDamage
PERFECT×2.2
STRONG×1.6
GOOD×1.2
OFF / MISSED×1

Bad timing costs you nothing, you just miss the bonus. Ultimates have no aim ring.

Damage calculation

Damage = attack² / (attack + defense) × type × crit × variance
FactorMeaning
Type effectiveness×0.1 to ×4 depending on element types, see Type chart
CriticalChance = crit points × 4% (max 60%), hits deal ×1.8 damage
DodgeChance = dodge points × 3% (max 50%), the whole hit is negated
Variance±12% random spread per hit
Aim ringmanual mode only, up to ×2.2

Mebuli ultimates use Ult Power and Ult Defense instead of attack and defense. You find both values in the Mebuli window.

Your Mebulis' stats come from base stats × level, the bonuses from your equipment, transcendence, your guild bonuses, your Element Bond and a possible reinforcement from your friends. The prestige tree does not change combat stats.

Don't forget reinforcement

Once a day you can borrow a Mebuli from friends. It does not fight itself, but reinforces your whole team by up to 12 % on attack, defence and HP, in all PvE battles. See Friends & chat.

Element Bond

If you field Mebulis of the same element, your team gets a bond with its own bonus, up to two at a time and in four tiers. On top of that come the formation bonuses Rainbow, Triad, Dual Nature and Lockstep. You see active bonuses on the home screen, the team page and as badges in battle. All values and conditions are under Element Bond.

Ultimates Ultimate

Every Mebuli has an ultimate, a powerful special action. It unlocks at Mebuli level 10.

  • In battle a charge bar (0–100) fills as the Mebuli deals and takes hits. Some ultimates start partially charged.
  • Once the bar is full you can (in manual mode) fire the ultimate, this is a free action, the Mebuli still makes a normal attack in the same round afterwards. Each Mebuli fires its ultimate at most once per phase, even if an ally refills the bar right away.
  • Ultimates ignore dodge and crit.
  • You raise an ultimate's level (1–5) with Ultimate Fragments Ultimate fragment, a separate currency you earn from dungeons, the arena and other sources (cost: 1 / 2 / 3 / 5 per level).

Which ultimate a Mebuli has depends on its evolution line: all stages of a line share the same ultimate. Prisma forms have a different one than their base form, some especially rare Prisma forms even have their own signature ultimate. The Mebuli window shows exactly which one.

KindUltimatesEffect
Damage DamageHeavy Strike, Area Strike, Cleave, Volley, Backstrike, Execute, Lifestealsingle or area hits, several hits, the back row directly, bonus against weakened targets or life drain
Damage over time Damage over timeSearing Burst, Ember Smash, Venom Jabhit plus burn or poison
Control ControlStun, Freeze, Armor Breakenemies skip their turn or lose defense
Healing HealingHeal, Team Heal, Cleanse, Rebirthheals, removes burn and poison or revives a fallen ally once per battle
Protection ProtectionShield, Team Shield, Aegis, Taunt, Reflectshields, more defense, draws attacks or reflects damage
Boost BoostWar Cry, Rallymore attack for the team, Rally also charges the others' ultimates

Stars & rewards

Each win grants 1–3 stars depending on losses:

StarsCondition
StarStarStarNo losses
StarStarAt least half the team survives
StarWin with heavier losses

Rewards on a win:

  • Gems Gems: 4 per mission, 10 for bosses, only on a mission's first clear
  • XP Experience: for every team Mebuli (boss missions give considerably more; see Mebulis & levels)
  • Ring Gear drop: on certain missions from Chapter 3 onward (rarity rises with the chapter, rare at most)
  • Puzzle Fragments: a few targeted missions give fragments for evolvable starter Mebulis
  • Mebuli Chapter Mebuli: the last mission of a chapter grants you a themed Mebuli
  • unlocked Next mission unlocks
  • Seal Prism seals: 1 per completed chapter from chapter 3 on (see Prestige)
  • 12 player XP per battle won

No gold from story battles

Gold is purely an empire matter. Story missions no longer give any gold, instead gems, XP and equipment.

Losses cost neither energy nor anything else. Level up your team, gear it better and try again.

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