Each pet carries its own set of rolled powers. This page lists every power that can appear, what it is worth at each grade, and the odds of hitting each grade.
How it works
Every pet has its own build: a row of slots, each holding one random power. Rolling replaces the powers in every slot you have not locked. Powers come in six grades, E through S, and the grade decides how strong the value is.
Unlocks at chapter 35Pet Build opens once you have cleared it.
3 slots to startGrowing your build level opens more, up to 5.
Rolling costs 100 Spirit BonesPlus the lock cost below, charged again on every roll.
Locking is charged per rollEach locked slot adds 1 Memory Stone to the price of every roll you make while it stays locked, not once when you lock it.
Every power also has a quality, shown as its own grade. Two powers of the same grade are not equal: quality is where inside that grade's range your value landed, so an S grade power rolled badly can be worth less than a well rolled A.
Build levels
Your build level goes up by rolling. Every roll counts one, whatever it lands on, and the count is cumulative and never resets. The level decides both how many slots you have and which grades can appear, so rolling is how you improve your odds, not only how you fish for powers.
Build level
Total rolls
Slots
Level 1
0
3
Level 2
10
no change
Level 3
30
4
Level 4
100
no change
Level 5
200
no change
Level 6
350
5
Level 7
650
no change
Grade odds at each build level
Each slot rolls its grade independently off this table.
Build level
E
D
C
B
A
S
Level 1
40%
30%
30%
-
-
-
Level 2
25%
30%
35%
10%
-
-
Level 3
10%
25%
45%
20%
-
-
Level 4
-
15%
45%
35%
5%
-
Level 5
-
-
30%
60%
10%
-
Level 6
-
-
-
70%
28%
2%
Level 7
-
-
-
50%
45%
5%
S grade only starts appearing once you are deep into the levels, and even at the top it stays rare. Plan around B and A being the realistic ceiling for most slots.
Every power and what it rolls for
Values are percentages. A dash means that power cannot appear at that grade at all, which is the part worth planning around: the strongest powers simply do not exist at low grades.
Stat
Power
E
D
C
B
A
S
ATK
0.9 to 3
2.4 to 6
4.5 to 9
7.2 to 12
10.5 to 15
14.4 to 18
Combo Chance
-
-
1.5 to 3
2.7 to 4.5
4.2 to 6
7.2 to 9
Counter Chance
-
-
1.5 to 3
2.7 to 4.5
4.2 to 6
7.2 to 9
DEF
0.9 to 3
2.4 to 6
4.5 to 9
7.2 to 12
10.5 to 15
14.4 to 18
Damage Reduction vs Boss
-
-
-
-
26.25 to 37.5
36 to 45
Damage to Shielded
-
-
-
-
26.25 to 37.5
36 to 45
Damage vs Boss
-
-
-
-
15.75 to 22.5
24 to 30
Final Damage Boost
-
-
-
-
5.25 to 7.5
9 to 11.25
Final Damage Reduction
-
-
-
-
5.25 to 7.5
9 to 11.25
Max HP
0.9 to 3
2.4 to 6
4.5 to 9
7.2 to 12
10.5 to 15
14.4 to 18
Reduce Enemy Combo Rate
0.45 to 1.5
0.9 to 2.25
1.5 to 3
2.7 to 4.5
4.2 to 6
7.2 to 9
Reduce Enemy Counter Rate
0.45 to 1.5
0.9 to 2.25
1.5 to 3
2.7 to 4.5
4.2 to 6
7.2 to 9
Reduce Enemy Crit Rate
0.45 to 1.5
0.9 to 2.25
1.5 to 3
2.7 to 4.5
4.2 to 6
7.2 to 9
Skill Ignore DR Chance
2.25 to 7.5
6 to 15
11.25 to 22.5
18 to 30
26.25 to 37.5
36 to 45
Damage dealt
Power
E
D
C
B
A
S
Basic Attack
2.25 to 7.5
4.5 to 11.25
7.5 to 15
11.25 to 18.75
18.38 to 26.25
27 to 33.75
Combo Attack
2.25 to 7.5
4.5 to 11.25
7.5 to 15
11.25 to 18.75
18.38 to 26.25
27 to 33.75
Counter Attack
2.25 to 7.5
4.5 to 11.25
7.5 to 15
11.25 to 18.75
18.38 to 26.25
27 to 33.75
Pet Damage
-
-
7.5 to 15
11.25 to 18.75
18.38 to 26.25
27 to 33.75
Ultimate Attack
2.25 to 7.5
4.5 to 11.25
7.5 to 15
11.25 to 18.75
18.38 to 26.25
27 to 33.75
Damage taken
Power
E
D
C
B
A
S
Basic Attack
1.35 to 4.5
3.6 to 9
6.75 to 13.5
10.8 to 18
15.75 to 22.5
24 to 30
Combo Attack
1.35 to 4.5
3.6 to 9
6.75 to 13.5
10.8 to 18
15.75 to 22.5
24 to 30
Counter Attack
1.35 to 4.5
3.6 to 9
6.75 to 13.5
10.8 to 18
15.75 to 22.5
24 to 30
Pet Damage
-
-
6.75 to 13.5
10.8 to 18
15.75 to 22.5
24 to 30
Ultimate Attack
1.35 to 4.5
3.6 to 9
6.75 to 13.5
10.8 to 18
15.75 to 22.5
24 to 30
These powers only exist at A and S. Damage Reduction vs Boss, Damage to Shielded, Damage vs Boss, Final Damage Boost, Final Damage Reduction. At a low build level they are not in the pool at all, so no single lucky roll can produce them. Getting them means climbing the level first, and rolling is what does that.
Starts at C: Combo Chance, Counter Chance, Pet Damage.
Getting the most out of it
Every roll counts twiceA roll gives you the powers it lands on, and it also moves you one step up the build level, which is what unlocks the better grades and the extra slots. There is no other way to raise the level, so rolling is never wasted.
Lock sparingly while you are climbingA locked slot adds its cost to every roll you make while it stays locked, so locking early makes the whole climb more expensive. Lock once you have something you genuinely want to keep.
Grade first, then qualityA high grade with a poor roll can still beat a low grade rolled perfectly. Check the ranges above before replacing anything.
Know what you are chasingThe boss and final damage powers cannot appear below A, so at a low build level they are not in the pool yet. Climb before you chase them.
Powers, values and odds are read from the live game data. They get retuned, so check back after a game update.