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.
| Star | SR Witches | SSR & UR Witches |
|---|---|---|
| 2 | Interference unlocks · Base Attributes +10% | — |
| 3 | Auto Skill unlocks · Base Attributes +5% | Auto Skill unlocks · flat Health / Attack / Defense (table below) |
| 4 | Passive unlocks · Base Attributes +5% | Passive unlocks · larger flat Health / Attack / Defense |
| 5 | A skill evolves · Base Attributes +10% | A skill evolves · Base Attributes +24.5% |
| 6 | A 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.
| Grade | Class | Star 3 (Health / Attack / Defense) | Star 4 (Health / Attack / Defense) |
|---|---|---|---|
| UR | +327 / +14 / +35 | +819 / +37 / +87 | |
| UR | +214 / +30 / +24 | +535 / +76 / +61 | |
| SSR | +312 / +14 / +33 | +780 / +35 / +83 | |
| SSR | +240 / +26 / +23 | +600 / +65 / +58 | |
| SSR | +240 / +20 / +33 | +600 / +50 / +83 | |
| SSR | +204 / +29 / +23 | +510 / +72 / +58 |
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.
| Material | Levels | Used on |
|---|---|---|
| Skills Tome · Extreme | 1 → 7 | Extreme Skill |
| Skills Tome · Universal | 1 → 7 | Every other skill |
| Primal Skills Tome · Extreme | Ex1 → Ex3 | Extreme Skill |
| Primal Skills Tome · Universal | Ex1 → Ex3 | Every 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.
| Material | Main source |
|---|---|
| Observer Tears (Class Levels) | Trial Domain — entered with Trial Domain Tickets, which restore daily at 21:00 UTC |
| Equipment Upgrade Components | Arsenal Domain — costs Stamina |
| Talent Serums | Class Hunting Grounds (from Observer Level 14) |
| Witch Crystals & Medals | Contact banners (duplicates and Medal drops) |
| Battle Coins → Primal Skills Tome Selection Chest and more | Witch 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.
- 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.
- Each board has pages. Verify enough nodes on a page and the next page unlocks.
- 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.
- 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.
- Floating Law effects don't apply in main story chapters, and Witches there can't trigger Floating Law team effects.
- Once every Normal Law node is at max level, extra Inspiration is converted into Conversion Coins automatically.
- 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
| Node | Effect |
|---|---|
| Class Resonance | Extreme Skill charge speed +20% for every Witch |
| Attack | Attack +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 Resonance | Extreme Skill charge speed +6/8/10% for every Witch |
| Attribute Resonance | Block 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 I | Every 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
| Node | Effect |
|---|---|
| Defense | Defense +7/14/21/28/35 for every Witch |
| Class Resonance | Attack Speed +13/19/25% for every Witch |
| Class Resonance | Stagger Resistance +2/2.5/3 for every Witch |
| Class Resonance | Critical Rate +14/17/20% for every Witch |
| Class Resonance | Healing 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 Pulse | Posture 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
| Node | Effect |
|---|---|
| Class Resonance | Stagger Value dealt +0.5 for every Witch |
| Health | Health +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 Resonance | Whenever a Witch attacks with an Extreme Skill: Magic Attack +4/5/6% for the whole team for 25s, stacks up to 10 |
| Attribute Resonance | Whenever a Witch uses a Counter skill: Physical Attack +4/5/6% for the whole team for 20s, stacks up to 10 |
| Attribute Resonance | Whenever 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.
| Node | Effect |
|---|---|
| Attack | Attack +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 Resonance | Stagger Resistance +1/2/3 and Max Posture Value +17/37/51 for every Witch |
| Faction Resonance | Every Witch starts battle with +30/60/90 Extreme energy |
| Faction Resonance | Critical Resistance +25/50/75% |
| Extreme Overclock | Extreme 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
| Node | Effect |
|---|---|
| Defense | Defense +14/28/42/56/70 for every Witch |
| Attack (Magical) | Attack +8/16/24 for Magic Attack Witches |
| Attribute Resonance | Extreme Skill bonus damage +10/20/30% for every Witch |
| Attribute Resonance | Extreme Skill Critical Rate +7/14/21% |
| Attribute Resonance | Attack Speed +7/14/21% for every Witch |
| Attribute Resonance | For the first 30s of a battle: +9/18/27% bonus damage reduction for every Witch |
| Attribute Resonance | For the first 60s of a battle: Crit Damage +14/28/42% for every Witch |
| Attribute Resonance | Each time a Witch knocks a target down, she heals herself for 9/18/27% |
| Ascending Sequence | After 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
| Node | Effect |
|---|---|
| Health | Health +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 Resonance | From 60s into a battle: Extreme energy gain +10/20/30% for every Witch |
| Faction Resonance | When another ally casts an Extreme Skill: 5% damage reduction for 6/12/18s, stacks up to 3 |
| Faction Resonance | Knocking an enemy down: Attack +15% for 20/40/60s, stacks up to 2 |
| Stress Pulse | Each 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 |