Roles Impression
RIP
Update: If you are using the WorryChefs CB Sheet, they format masteries like this: 1.0. The first number is the level, and the second number is the rank/stars (1.0 = Lv. 1 & 0*).
If anything in here is wrong, tell me in the general (and feel free to call me a dummy)
The New Role System is Here
- Added February 2025
- Located on the 4th Tab of the Princess Knight screen
- Each Character in the game gains a Role
- You can add bonuses for each Role through Role Mastery
- Log in once per day to gain 50 Tickets, which you spend through the Mastery Gacha (1 Ticket = 1 Material)
- Cygames gave us all 1500 Tickets on Day 1, but I'm not sure you'll get that many if you show up late
- We will also gain Tickets from completing Story Quests, Events, Battle Stadium, and the eventual Roguelike mode
- The Mastery Gacha levels up after a certain amount of uses, providing higher level Materials more often
Upgrading Role Mastery Bonuses
- Use the Materials you gain from the Mastery Gacha to improve your bonuses
- Each Material has a level associated with it
- Materials can be used to improve the same or higher level bonuses, but cannot be used on lower level bonuses (ex: Lv. 1 Materials can be used on Lv. 2 bonuses, but not the other way around)
- Materials can only be used to improve one specific bonus, with the exception of universal Materials (the crown)
- You can see your Materials on the 5th tab in your Items menu
- DO NOT CHECK THE BOX (unless you want to spend universal Materials)
Recommendation: Don't spend universal Materials until you know you need them for CB
Roles and Role Mastery Bonuses
Attacker | Breaker | Buffer | Debuffer | Booster | Healer | Tank | Jammer |
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Atk Stat | Atk Stat | HP | HP | HP | HP | HP | HP |
Crit Rate | Crit Rate | P. Def | P. Def | P. Def | P. Def | P. Def | Atk Stat |
Damage | Crit Damage | M. Def | M. Def | M. Def | M. Def | M. Def | Status Effect Chance |
AA Damage | AA Damage | Buff Increase | Debuff Increase | TP Charge | Heal Boost | Status Effect Resist | Status Effect Resist |
TP Charge
Update: After playing with this for a couple CBs, it's not so bad. Higher TP Charge either gets you the same damage with a slightly different opener to the TL (maybe a manual to resync with the low TP Charge version) or results in a lot more damage (March D502 had 210.2M vs D52 with 239.3M). There will always be low TP Charge TLs for anyone who falls behind or starts late.
The big one for CB and Deep Quest. Will probably not be much of an issue this first month, but I can see this becoming annoying in the future. May be less annoying in the far future when everyone has this maxed out.
- Only for Boosters
- Gives them extra TP during their first Action
- Starts at +50 TP and caps at +500 TP
- Is not affected by TP Boost
This is going to desync TLs if you are too high or low. We'll have to wait to see how this gets handled, but I expect we'll see TLs that need TP Charge either above or below a certain level. There may be branches to resync in some cases, but you likely would lose a bit of damage.
Recommendation: Don't touch this until CB, or at least leave it at Lv. 1 & 0* for now
Buff/Debuff Increase
Update: As of March 2025, Cygames updated CB so that taking damage no longer generates any TP for your characters. Everything below is irrelevant for CB, but still matters in other content like Deep Quest and Dungeon. It's probably not worth min-maxing anymore.
Eruru pointed out that these also affect TP generation in a slightly roundabout way.
- Buff Increase will increase the value of skills that add Defense to your characters, lowering the damage you take and also TP generation
- Debuff Increase works similarly, but with skills that lower Enemy Attack
Recommendation: Don't touch these until CB as well. If you already leveled them up, leave at Lv. 1 & 0*
Status Effect Chance and Resist
The great disruptor of PvP. A lot of interactions will change, and unfortunately, we'll just have to get used to it.
- Status Effect Chance increases the likelihood that a Status Effect is inflicted
- Status Effect Resist decreases the likelihood that a Status Effect is inflicted
- Both start at 10 and likely cap at 100
The short version is that anyone who is not a Jammer will eventually never be able to inflict a Status Effect on a Tank or Jammer; this inlcudes:
- Kasumi 6*
- Hatsune 6*
- Karyl 6*
- Nanaka 6*
- Tamaki 6*
- Monika 6*
- NY.Rei 6*
- H.Misaki
- N.Shizuru
- S.Kuuka
- Precia
- Mana/Kaiser
- H.Misogi
- Fubuki
- Medusa
- Probably others I'm forgetting at the moment
Example interactions:
- Nanaka won't stun Nebia
- Kasumi won't stun Inori Position 2
- Hatsune won't stun Inori
Maybe Cygames gets backlash and addresses this eventually, but who knows?
Other Stats
Everything else is straightforward enough. I'd just like to point out a couple nuances:
- Attackers have a Damage bonus, while Breakers only have a Crit Damage bonus
- The AA Damage bonus does not apply to Emilia's special AA she gains at 6* (because it's technically an SP skill)
- Direct HP and Defense bonuses do not affect TP generation