Sphere Reference

Every sphere classified by how it actually affects RP — verified against the game's own descriptions. Filter by tier to see only the spheres that match what you need: more personal RP, deny enemy RP, win the match, or stack post-battle multipliers.

How spheres affect RP — in-battle (per event) vs post-battle (only at scoreboard)

T1 RP+Per-event RP multiplier. Each kill earns more RP while active. Pure RP boost — Anniversary, Eleven, Raise, Champion, Flawless.
T2 METAMeta-multiplier. Boosts the strength of OTHER RP spheres on the same equipment — Improver, Harmony of Spheres. Multiplicative compounding.
T3 TRIGTriggered RP gain. Extra RP awarded on specific events — Vampire (revenge), Mark / Mark PRO / Sector (marked-kill bonus), Random Kill, Heat Trap PRO.
T4 DENYEnemy-RP debuff. Reduces opponent's RP gain — Sabotage, Stalking, Untouchable, Bankrupt, King of the Hill. Critical in PvP modes.
T5 KILLCombat-only / no direct RP. Pure gameplay utility (defense, AOE kills) — Heat Trap, Thunderstorm, Cheat Death, Heaven's Wrath. RP comes from the kills these enable.
T6 LATETrue post-battle. Only counts at the scoreboard — Unity (squad-stack), Multitask (raid credit), Alchemist, Bounty Hunter. Wasted on competitive chars during the match.
Tiers 1-5 fire DURING battle | Tier 6 fires only at end-of-match
All Tiers T1 RP+ T2 META T3 TRIG T4 DENY T5 KILL T6 LATE
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