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MAJO progression guide: Stars, Class Levels, Talents, Equipment and Fictional Law

Updated 19 September 2026

Most MAJO upgrades are shared rather than per-Witch. Class Levels and Class Equipment power up every Witch of that Class at once, while Stars, Talents and Skill levels belong to the individual Witch. Everything below comes from the game's own upgrade screens, item text and tutorials.

What to upgrade first

Class Levels come first. Observer Tears raise every Witch of a Class at once, and Class Level also caps how far that Class's equipment can go, so nothing else moves until it does.

Then upgrade that Class's equipment, as the game's own tip says. Both upgrades carry over to every Witch you pull into the Class later, so nothing spent here is wasted.

Next, Stars 3 and 4 on your team of four. They unlock the Auto Skill and the Passive, the two skills a fresh Witch is missing, and our tier list assumes Star 4. Carmen before Star 3 has no rescue heal, and Isabelle before Star 4 has no second Extreme.

Talents follow once the Hunting Grounds open at Observer Level 14. Serums are split by Class, so one Witch per Class uses every serum you farm.

Stars 5 and 6 come last. They evolve two skills for +24.5% Base Attribute on most SSRs (+10% or +20% on some SRs), a real gain but a smaller one than unlocking a skill outright.

Stars: what each one unlocks

A Witch's Star level is raised with her own Witch Crystals (from duplicate pulls) plus Medals for her Class: Vanguard, Arcanist, Defender or Supporter. Stars run from 1 to 6, then Ex1 and Ex2. The Ex ranks use Primal Crystals, which the game makes from a Witch's excess duplicates.

Stars do more than add stats. Her Auto Skill and Passive are locked until she reaches them, and two of her six skills evolve into stronger versions at Stars 5 and 6. Which two skills evolve differs by Witch and is listed on each Witch's own page. Interference is unlocked once a Witch is promoted to Rank 2.

StarSR WitchesSSR & UR Witches
2Interference unlocks · Base Attributes +10%
3Auto Skill unlocks · Base Attributes +5%Auto Skill unlocks · flat Health / Attack / Defense (table below)
4Passive unlocks · Base Attributes +5%Passive unlocks · larger flat Health / Attack / Defense
5A skill evolves · Base Attributes +10%A skill evolves · Base Attributes +24.5%
6A second skill evolves · Base Attributes +20%A second skill evolves · Base Attributes +24.5%

Flat stats at Stars 3 and 4 (SSR & UR)

The flat stats an SSR or UR Witch gains at Stars 3 and 4 depend only on her grade and Class, not on the individual Witch. Every SSR Vanguard gets the same numbers, for example. These are the only raw stat numbers MAJO ships in its game files; base stats are kept on the game's servers.

GradeClassStar 3 (Health / Attack / Defense)Star 4 (Health / Attack / Defense)
URDefender+327 / +14 / +35+819 / +37 / +87
URArcanist+214 / +30 / +24+535 / +76 / +61
SSRDefender+312 / +14 / +33+780 / +35 / +83
SSRVanguard+240 / +26 / +23+600 / +65 / +58
SSRSupporter+240 / +20 / +33+600 / +50 / +83
SSRArcanist+204 / +29 / +23+510 / +72 / +58

Class Levels: shared by the whole Class

Each of the four Classes has its own Class Level, raised with Observer Tears. When a Class Level goes up, every Witch of that Class gets the boost, so there's no need to level Witches one by one. Refined Observer Tears are needed at key Class Levels. The Level Up All button raises all four Classes at once.

Class Level also sets how far that Class's equipment can be upgraded. If an equipment upgrade is blocked, the game tells you to raise the Class Level first.

Class Equipment

Equipment is Class Equipment: every Witch of a Class shares one six-piece loadout (Headgear, Torso, Gloves, Legs, Shoes, Backpack), so each upgrade improves the whole Class. Upgrade it with Equipment Upgrade Components. Low-grade pieces can be disassembled for forging materials, and once all your equipment is at max level, extra Upgrade Components are converted automatically.

The game's own loading tip: after raising a Class Level, go back and upgrade that Class's equipment. Set bonuses (2 and 4 pieces) are listed on the Equipment Sets page.

Talents

Talent Development, on each Witch's screen, raises her stats node by node. You can level a single Talent Node or a whole Talent Rank. The materials are Talent Serums, one kind per Class (Talent Serum · Defender, · Vanguard, · Arcanist, · Supporter), plus Refined Serums for key levels. They drop from that Class's Hunting Ground, which opens at Observer Level 14. When you lose a fight, the game suggests unlocking Talents as one of the fixes.

Skill levels

Each skill is levelled separately from Stars, using Skills Tomes.

MaterialLevelsUsed on
Skills Tome · Extreme1 → 7Extreme Skill
Skills Tome · Universal1 → 7Every other skill
Primal Skills Tome · ExtremeEx1 → Ex3Extreme Skill
Primal Skills Tome · UniversalEx1 → Ex3Every other skill

Interference Sub-Slots

Each main combat slot in your team has two Sub-Slots. A Witch placed in a Sub-Slot supports that position by adding her Interference Skill to the main Witch. Sub-Slots only accept Witches of the same Class as the main Witch, so a deep bench in each Class makes your front team stronger. The game's loading tips call picking the right Interference skills decisive.

Where the materials come from

The Domains and Hunting Grounds are all reached from the Battle menu. The Beginner guide covers the other modes.

MaterialMain source
Observer Tears (Class Levels)Trial Domain — entered with Trial Domain Tickets, which restore daily at 21:00 UTC
Equipment Upgrade ComponentsArsenal Domain — costs Stamina
Talent SerumsClass Hunting Grounds (from Observer Level 14)
Witch Crystals & MedalsContact banners (duplicates and Medal drops)
Battle Coins → Primal Skills Tome Selection Chest and moreWitch Arena rewards, spent in the Exchange Shop

Fictional Law: how it works

Fictional Law (opened from the Lobby) is MAJO's account-wide stat board. Everything you verify on it applies to your whole roster, not one Witch. There are two boards. Normal Law is permanent and boosts every Witch. Floating Law is seasonal, and many of its nodes only boost Witches of one race or attack type. Node names and numbers below come from the game's own Law screens; where a node lists several numbers (4/8/12/16/20), each is the value at the next level.

Prioritise the permanent Law nodes that buff your whole team and have no Class requirement before spending points on anything narrower. They help every team you build, where a Class-locked node helps one.

Floating Law's flat bonuses are double Normal Law's, but many of its nodes only boost one race or attack type. Check what your team of four actually is before spending Echo there; a node for a race you don't field does nothing.

  1. Verifying a node spends Law materials: Normal Law · Inspiration and Key Law · Conviction for Normal Law, Floating Law · Echo for the current Floating Law season.
  2. Each board has pages. Verify enough nodes on a page and the next page unlocks.
  3. Some nodes are Medium Nodes. Verifying one grants an Overwrite Effect to any Witch team that meets its conditions. The very first node of Normal Law is a Medium Node, and its effect (Class Resonance) applies as soon as you verify it.
  4. You can reject (reset) a whole board with Omen Stones, and all upgrade costs are refunded. The number of rejects per week is limited, and VIP levels add more.
  5. Floating Law effects don't apply in main story chapters, and Witches there can't trigger Floating Law team effects.
  6. Once every Normal Law node is at max level, extra Inspiration is converted into Conversion Coins automatically.
  7. The game's own tip: Reactive Resonance, on the third Normal Law page, greatly lowers the risk of your Extreme Skills being interrupted.

Normal Law — page 1

NodeEffect
Class ResonanceExtreme Skill charge speed +20% for every Witch
AttackAttack +4/8/12/16/20 for every Witch
Defense (Magic)Defense +7/14/21/28/35 for Magic Attack Witches
Attack (Physical)Attack +4/8/12/16/20 for Physical Attack Witches
Defense (Mental)Defense +7/14/21/28/35 for Mental Attack Witches
Attribute ResonanceExtreme Skill charge speed +6/8/10% for every Witch
Attribute ResonanceBlock Rate and Dodge Value +9/12/15% for every Witch
Attribute Resonance+13/19/25% damage against knocked-down targets for every Witch
Interference Authorization IEvery Witch starts battle with 120 Extreme Skill charge
Attack (Magic)Attack +4/8/12/16/20 for Magic Attack Witches
Defense (Physical)Defense +7/14/21/28/35 for Physical Attack Witches
Attack (Mental)Attack +4/8/12/16/20 for Mental Attack Witches

Normal Law — page 2

NodeEffect
DefenseDefense +7/14/21/28/35 for every Witch
Class ResonanceAttack Speed +13/19/25% for every Witch
Class ResonanceStagger Resistance +2/2.5/3 for every Witch
Class ResonanceCritical Rate +14/17/20% for every Witch
Class ResonanceHealing effect +16/23/30% for every Witch
Defense (Magic)Defense +7/14/21/28/35 for Magic Attack Witches
Attack (Physical)Attack +4/8/12/16/20 for Physical Attack Witches
Defense (Mental)Defense +7/14/21/28/35 for Mental Attack Witches
Dislocation PulsePosture Value +30 for every Witch
Attack (Magic)Attack +4/8/12/16/20 for Magic Attack Witches
Defense (Physical)Defense +7/14/21/28/35 for Physical Attack Witches
Attack (Mental)Attack +4/8/12/16/20 for Mental Attack Witches

Normal Law — page 3

NodeEffect
Class ResonanceStagger Value dealt +0.5 for every Witch
HealthHealth +48/96/144/192/240 for every Witch
Health (Magic)Health +48/96/144/192/240 for Magic Attack Witches
Attack (Physical)Attack +4/8/12/16/20 for Physical Attack Witches
Health (Mental)Health +48/96/144/192/240 for Mental Attack Witches
Attribute ResonanceWhenever a Witch attacks with an Extreme Skill: Magic Attack +4/5/6% for the whole team for 25s, stacks up to 10
Attribute ResonanceWhenever a Witch uses a Counter skill: Physical Attack +4/5/6% for the whole team for 20s, stacks up to 10
Attribute ResonanceWhenever a Witch uses an Execution skill: Mental Attack +20/25/30% for the whole team for 40s, stacks up to 3
Reactive Resonance+2 Stagger Resistance for every Witch while casting an Extreme Skill
Attack (Magic)Attack +4/8/12/16/20 for Magic Attack Witches
Health (Physical)Health +48/96/144/192/240 for Physical Attack Witches
Attack (Mental)Attack +4/8/12/16/20 for Mental Attack Witches

Floating Law S1 — page 1

Season 1's Floating Law is built around race (Human, Beastfolk, Android) as well as attack type. Its flat bonuses are double Normal Law's.

NodeEffect
AttackAttack +8/16/24/32/40 for every Witch
Attack (Physical)Attack +8/16/24 for Physical Attack Witches
Defense (Beastfolk)Defense +14/28/42/56/70 for Beastfolk Witches
Attack (Human)Attack +8/16/24/32/40 for Human Witches
Defense (Android)Defense +14/28/42/56/70 for Android Witches
Faction ResonanceStagger Resistance +1/2/3 and Max Posture Value +17/37/51 for every Witch
Faction ResonanceEvery Witch starts battle with +30/60/90 Extreme energy
Faction ResonanceCritical Resistance +25/50/75%
Extreme OverclockExtreme Skills that cost 300+ energy deal +3/6/9% damage; those costing 400+ get another +3/6/9%
Attack (Beastfolk)Attack +8/16/24/32/40 for Beastfolk Witches
Defense (Human)Defense +14/28/42/56/70 for Human Witches
Attack (Android)Attack +8/16/24/32/40 for Android Witches

Floating Law S1 — page 2

NodeEffect
DefenseDefense +14/28/42/56/70 for every Witch
Attack (Magical)Attack +8/16/24 for Magic Attack Witches
Attribute ResonanceExtreme Skill bonus damage +10/20/30% for every Witch
Attribute ResonanceExtreme Skill Critical Rate +7/14/21%
Attribute ResonanceAttack Speed +7/14/21% for every Witch
Attribute ResonanceFor the first 30s of a battle: +9/18/27% bonus damage reduction for every Witch
Attribute ResonanceFor the first 60s of a battle: Crit Damage +14/28/42% for every Witch
Attribute ResonanceEach time a Witch knocks a target down, she heals herself for 9/18/27%
Ascending SequenceAfter a 3+ hit Normal Attack combo: Attack +40% for 0.4/0.8/1.2s (doesn't stack)
Defense (Beastfolk)Defense +14/28/42/56/70 for Beastfolk Witches
Defense (Human)Defense +14/28/42/56/70 for Human Witches
Defense (Android)Defense +14/28/42/56/70 for Android Witches

Floating Law S1 — page 3

NodeEffect
HealthHealth +96/192/288/384/480 for every Witch
Attack (Psychic)Attack +8/16/24 for Mental Attack Witches
Health (Beastfolk)Health +96/192/288/384/480 for Beastfolk Witches
Attack (Human)Attack +8/16/24/32/40 for Human Witches
Health (Android)Health +96/192/288/384/480 for Android Witches
Faction ResonanceFrom 60s into a battle: Extreme energy gain +10/20/30% for every Witch
Faction ResonanceWhen another ally casts an Extreme Skill: 5% damage reduction for 6/12/18s, stacks up to 3
Faction ResonanceKnocking an enemy down: Attack +15% for 20/40/60s, stacks up to 2
Stress PulseEach crit within 2s of using an Extreme Skill: Attack +3% for 4/8/12s, stacks up to 10
Attack (Beastfolk)Attack +8/16/24/32/40 for Beastfolk Witches
Health (Human)Health +96/192/288/384/480 for Human Witches
Attack (Android)Attack +8/16/24/32/40 for Android Witches

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