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A Mag is an equippable companion that grows alongside your character. Its primary role is to convert its own stats directly into character stats, while also providing Photon Blasts and automatic support effects during play. Every character begins with a basic Mag, and how it is raised determines its long-term behavior and usefulness.
Mags evolve at specific level thresholds. The first two are levels 10 and 35. After that, evolution is checked at level 50 and at every fifth level beyond it - 55, 60, 65, and so on - and from level 100 there is a further set of rare evolutions.
What a Mag becomes depends on its stats at the moment of evolution and on the character feeding it, but not every evolution uses all of that. The level 10 evolution is decided by your character's class alone. The level 35 evolution goes by the Mag's own stats - which of POW, DEX, or MIND is leading. Section ID only begins to matter at level 50 and above, and again in the rare evolutions from 100. That is true of evolution; two of the cells further down read it at any level. Because these conditions cannot always be reversed, understanding evolution early prevents accidental outcomes that may limit future options.
The first two evolutions cannot be missed - anything from level 10 to 34 will trigger the first, and anything from 35 to 49 the second. From level 50 onward the check only happens when your Mag's level is an exact multiple of five, so it is possible to pass one without landing on it. Whether that can happen to you comes down to what you are feeding. An item that raises only one stat can never move the level by more than one, so it can never jump a checkpoint. Items that raise two or more stats at once can, because two of them can tick over a whole number in the same feed - and Star Atomizers, which raise all four, are the likeliest of all. By the time your Mag is near level 50, the single-stat foods are Monomate and Dimate for POW and Monofluid and Difluid for MIND, so if you are aiming at a particular evolution, feed those as you get close.
| Checkpoint | Levels | What it reads |
|---|---|---|
| 10 | 10-34 | class |
| 35 | 35-49 | current mag, stat strength flags |
| 50 | 50+, every 5 levels | class, section ID, stat comparisons |
| 100 | 100+, Blue Burst only | class, gender, section ID, stat equality |
| Class | Which ones | Becomes |
|---|---|---|
| Hunters | HUmar, HUnewearl, HUcast, HUcaseal | Varuna |
| Rangers | RAmar, RAcast, RAcaseal, RAmarl | Kalki |
| Forces | FOmarl, FOnewm, FOnewearl, FOmar | Vritra |
DEF is not looked at.
| From | If | Becomes |
|---|---|---|
| Kalki | POW highest | Surya |
| Kalki | DEX highest | Mitra |
| Kalki | MIND highest | Tapas |
| Varuna | POW highest | Rudra |
| Varuna | DEX highest | Marutah |
| Varuna | MIND highest | Vayu |
| Vritra | POW highest | Sumba |
| Vritra | DEX highest | Ashvinau |
| Vritra | MIND highest | Namuci |
If two stats tie for highest, the result is fixed rather than random: Kalki → Mitra, Varuna → Rudra, Vritra → Namuci. Each family resolves a tie to a different one of its three branches, so this is worth checking rather than guessing.
From level 50, your section ID starts to matter when a Mag evolves. It is fixed when you make a character and cannot be changed afterwards. The ten are Viridia, Greennill, Skyly, Bluefull, Purplenum, Pinkal, Redria, Oran, Yellowboze, Whitill — and at this checkpoint what counts is only whether yours is an odd or an even one in that order. Two characters of the same class, with the same stats, can come out of the same evolution with different Mags purely because of it.
At level 100 the section ID is read differently again — not odd or even this time, but which of three groups it falls into. Together with your class, your character's gender and an exact balance between the four stats, that is what decides which of the rare Mags is reachable.
The nine you can reach this way are Deva, Rati, Savitri, Rukmin, Pushan, Diwari, Sato, Bhima and Nidra — and none of them is a sure thing. Two of the four conditions are fixed when you make the character and cannot be changed later, the stat balance has to be exact rather than close, and the check only happens when your Mag’s level lands on a multiple of five — so a Mag going from 99 to 101 skips it entirely. Worth knowing before you chase one: none of the nine carries a Photon Blast. If you are feeding for a blast, this branch is the one that ends without one. Unlike the cells further down, there is no way to check in advance whether you will get there.
Mags have four primary stats: DEF, POW, DEX, and MIND. Each level in these stats directly increases your character's defensive power, attack power, accuracy, or technique power respectively. In practical terms, POW affects physical damage, DEX affects hit accuracy, MIND affects technique strength, and DEF affects damage taken.
Mags also have two secondary stats: Synchro and IQ. These do not affect character stats directly, but instead influence how reliably and how strongly a Mag behaves, especially in combat-support situations. Broadly, Synchro governs how often a Mag's support effects fire, and IQ governs how strong they are when they do.
Mags are raised by feeding them consumable items. They can be fed up to three items per feeding cycle. The next cycle opens 3 minutes 30 seconds after the first item of the previous one rather than after the last, so there is nothing to gain by spacing the three out. That interval is Silus's own, from playing here - the server does not model feeding time at all, so it is not something the generated tables on this page could tell you. Different items raise different stats depending on the Mag's current form. Feeding the wrong item can eat into your progress toward the next point in a stat, but it can never take away a point you have already gained - a Mag's level never goes backwards. This makes early feeding choices important even at low levels.
A Mag's total level is the sum of these four stats, with each one rounded down before it is added. That is worth knowing if you are checking the numbers yourself: a Mag showing 22.07 DEF, 60.57 POW, 10.96 DEX and 1.09 MIND is level 93, not 95. The fractions are dropped first and added after, not the other way round.
Work out what your Mag actually becomes. Pick your class and section ID, start from a new Mag or type in the one you have, say what you mean to feed it, and this runs the server's own evolution rules over it feed by feed - including the checkpoints a feed can step straight over. No account needed, and nothing is stored.
Fill it in and press Work it out. It will show every evolution on the way, and what each of the eleven foods would do to the Mag you described.
What each item does depends on which Mag you have. Find yours below — the name is the one shown on your character's Mag.
Only one Mag uses this table.
| Item | DEF | POW | DEX | MIND | IQ / Syn |
|---|---|---|---|---|---|
| Monomate | +0.05 | +0.40 | +0.05 | +0.00 | +3 / +3 |
| Dimate | +0.10 | +0.45 | +0.05 | +0.00 | +3 / +3 |
| Trimate | +0.15 | +0.50 | +0.10 | +0.00 | +4 / +4 |
| Monofluid | +0.05 | +0.00 | +0.05 | +0.40 | +3 / +3 |
| Difluid | +0.10 | +0.00 | +0.05 | +0.45 | +3 / +3 |
| Trifluid | +0.15 | +0.00 | +0.10 | +0.50 | +4 / +4 |
| Antidote | +0.05 | +0.10 | +0.40 | +0.00 | +3 / +3 |
| Antiparalysis | +0.05 | +0.00 | +0.44 | +0.10 | +3 / +3 |
| Sol Atomizer | +0.15 | +0.30 | +0.15 | +0.25 | +1 / +4 |
| Moon Atomizer | +0.15 | +0.25 | +0.15 | +0.30 | +1 / +4 |
| Star Atomizer | +0.25 | +0.25 | +0.25 | +0.25 | +5 / +6 |
Every item on this table raises more than one stat. Mags on this table are below level 35, where the checkpoints cannot be missed anyway.
3 Mags share this table — they all eat the same way.
| Item | DEF | POW | DEX | MIND | IQ / Syn |
|---|---|---|---|---|---|
| Monomate | +0.05 | +0.10 | +0.00 | -0.01 | +0 / +0 |
| Dimate | +0.06 | +0.15 | +0.03 | -0.03 | +1 / +2 |
| Trimate | +0.12 | +0.21 | +0.04 | -0.07 | +2 / +3 |
| Monofluid | +0.05 | +0.00 | +0.00 | +0.08 | +0 / +0 |
| Difluid | +0.07 | +0.00 | +0.03 | +0.13 | +1 / +2 |
| Trifluid | +0.07 | -0.07 | +0.06 | +0.19 | +2 / +3 |
| Antidote | +0.00 | +0.05 | +0.15 | +0.00 | +1 / +0 |
| Antiparalysis | -0.01 | +0.00 | +0.14 | +0.05 | +0 / +2 |
| Sol Atomizer | +0.10 | +0.11 | +0.08 | +0.00 | +2 / -2 |
| Moon Atomizer | +0.09 | +0.00 | +0.09 | +0.11 | -2 / +3 |
| Star Atomizer | +0.14 | +0.09 | +0.18 | +0.11 | +3 / +4 |
Every item on this table raises more than one stat. Mags on this table are below level 35, where the checkpoints cannot be missed anyway.
5 Mags share this table — they all eat the same way.
| Item | DEF | POW | DEX | MIND | IQ / Syn |
|---|---|---|---|---|---|
| Monomate | +0.01 | +0.09 | +0.00 | -0.05 | -1 / +0 |
| Dimate | +0.01 | +0.13 | +0.00 | -0.10 | +0 / +3 |
| Trimate | +0.08 | +0.16 | +0.02 | -0.15 | +1 / +4 |
| Monofluid raises one | +0.00 | -0.05 | +0.00 | +0.09 | -1 / +0 |
| Difluid | +0.04 | -0.10 | +0.00 | +0.13 | +0 / +3 |
| Trifluid | +0.06 | -0.15 | +0.05 | +0.17 | +2 / +3 |
| Antidote | -0.05 | +0.04 | +0.12 | -0.05 | +1 / -1 |
| Antiparalysis | -0.05 | -0.06 | +0.11 | +0.04 | +0 / +0 |
| Sol Atomizer | +0.00 | +0.11 | +0.03 | -0.05 | -2 / +4 |
| Moon Atomizer | +0.04 | -0.05 | +0.00 | +0.11 | +1 / -1 |
| Star Atomizer | +0.07 | +0.08 | +0.06 | +0.09 | +2 / +4 |
Marked raises one: raises one stat and only one. What it takes off the others never costs you a whole point, so only that one stat can tick over — which is why an item marked this way can never carry your Mag past an evolution checkpoint.
3 Mags share this table — they all eat the same way.
| Item | DEF | POW | DEX | MIND | IQ / Syn |
|---|---|---|---|---|---|
| Monomate raises one | +0.00 | +0.03 | +0.00 | +0.00 | -1 / +0 |
| Dimate | +0.05 | +0.07 | +0.00 | -0.05 | +0 / +2 |
| Trimate | +0.04 | +0.14 | +0.06 | -0.10 | +1 / +3 |
| Monofluid raises one | +0.00 | +0.00 | +0.00 | +0.04 | +0 / +0 |
| Difluid | +0.04 | -0.05 | +0.00 | +0.08 | +1 / +0 |
| Trifluid | +0.04 | -0.10 | +0.03 | +0.15 | +2 / +2 |
| Antidote raises one | +0.00 | +0.00 | +0.07 | +0.00 | +3 / -3 |
| Antiparalysis raises one | -0.04 | -0.05 | +0.20 | -0.05 | +0 / +3 |
| Sol Atomizer | -0.10 | +0.09 | +0.06 | +0.09 | -2 / +3 |
| Moon Atomizer | +0.08 | +0.05 | -0.08 | +0.07 | +2 / -2 |
| Star Atomizer | +0.07 | +0.07 | +0.07 | +0.07 | +2 / +3 |
Marked raises one: raises one stat and only one. What it takes off the others never costs you a whole point, so only that one stat can tick over — which is why an item marked this way can never carry your Mag past an evolution checkpoint.
8 Mags share this table — they all eat the same way.
| Item | DEF | POW | DEX | MIND | IQ / Syn |
|---|---|---|---|---|---|
| Monomate raises one | -0.05 | +0.09 | -0.05 | +0.00 | -1 / +2 |
| Dimate raises one | +0.00 | +0.11 | +0.00 | -0.10 | +0 / +2 |
| Trimate | +0.04 | +0.14 | +0.00 | -0.15 | +1 / +0 |
| Monofluid raises one | -0.05 | +0.00 | -0.06 | +0.10 | -1 / +2 |
| Difluid raises one | +0.00 | -0.10 | +0.00 | +0.11 | +0 / +2 |
| Trifluid | +0.04 | -0.15 | +0.00 | +0.15 | +1 / +0 |
| Antidote raises one | -0.05 | -0.05 | +0.16 | -0.05 | -1 / +2 |
| Antiparalysis raises one | +0.07 | -0.03 | +0.00 | -0.03 | +3 / -2 |
| Sol Atomizer | +0.05 | +0.21 | -0.05 | -0.20 | -2 / +4 |
| Moon Atomizer | -0.05 | -0.20 | +0.05 | +0.21 | +0 / +3 |
| Star Atomizer | +0.04 | +0.06 | +0.08 | +0.05 | +2 / +3 |
Marked raises one: raises one stat and only one. What it takes off the others never costs you a whole point, so only that one stat can tick over — which is why an item marked this way can never carry your Mag past an evolution checkpoint.
11 Mags share this table — they all eat the same way.
| Item | DEF | POW | DEX | MIND | IQ / Syn |
|---|---|---|---|---|---|
| Monomate raises one | -0.04 | +0.13 | -0.05 | -0.05 | -1 / +2 |
| Dimate raises one | +0.00 | +0.16 | +0.00 | -0.15 | +1 / +0 |
| Trimate | +0.03 | +0.19 | -0.02 | -0.18 | +0 / +2 |
| Monofluid raises one | -0.04 | -0.05 | -0.05 | +0.13 | -1 / +2 |
| Difluid raises one | +0.00 | -0.15 | +0.00 | +0.16 | +1 / +0 |
| Trifluid | +0.03 | -0.20 | +0.00 | +0.19 | +0 / +2 |
| Antidote | +0.05 | -0.06 | +0.06 | -0.05 | +1 / +0 |
| Antiparalysis raises one | +0.00 | -0.04 | +0.14 | -0.10 | +1 / -1 |
| Sol Atomizer | +0.04 | +0.17 | -0.05 | -0.15 | -1 / +4 |
| Moon Atomizer | -0.10 | -0.15 | +0.05 | +0.21 | +0 / +2 |
| Star Atomizer | +0.02 | +0.08 | +0.03 | +0.06 | +2 / +3 |
Marked raises one: raises one stat and only one. What it takes off the others never costs you a whole point, so only that one stat can tick over — which is why an item marked this way can never carry your Mag past an evolution checkpoint.
11 Mags share this table — they all eat the same way.
| Item | DEF | POW | DEX | MIND | IQ / Syn |
|---|---|---|---|---|---|
| Monomate raises one | -0.03 | +0.09 | -0.03 | -0.04 | +1 / -1 |
| Dimate raises one | +0.00 | +0.11 | +0.00 | -0.10 | +0 / +2 |
| Trimate | +0.02 | +0.15 | +0.00 | -0.16 | +0 / +2 |
| Monofluid raises one | -0.03 | -0.04 | -0.03 | +0.09 | +1 / -1 |
| Difluid raises one | +0.00 | -0.10 | +0.00 | +0.11 | +0 / +2 |
| Trifluid raises one | -0.02 | -0.15 | +0.00 | +0.19 | +0 / +2 |
| Antidote | +0.00 | +0.06 | +0.09 | -0.15 | -1 / +2 |
| Antiparalysis | +0.00 | -0.15 | +0.09 | +0.06 | +3 / -2 |
| Sol Atomizer | +0.09 | -0.20 | -0.05 | +0.17 | -1 / +3 |
| Moon Atomizer | -0.05 | +0.20 | +0.05 | -0.20 | +2 / +0 |
| Star Atomizer | +0.00 | +0.11 | +0.00 | +0.11 | +2 / +3 |
Marked raises one: raises one stat and only one. What it takes off the others never costs you a whole point, so only that one stat can tick over — which is why an item marked this way can never carry your Mag past an evolution checkpoint.
41 Mags share this table — they all eat the same way.
| Item | DEF | POW | DEX | MIND | IQ / Syn |
|---|---|---|---|---|---|
| Monomate raises one | -0.04 | +0.21 | -0.15 | -0.05 | +0 / -1 |
| Dimate raises one | -0.01 | +0.27 | -0.10 | -0.16 | +1 / +0 |
| Trimate | +0.05 | +0.29 | -0.07 | -0.25 | +0 / +2 |
| Monofluid raises one | -0.10 | -0.05 | -0.10 | +0.21 | +0 / -1 |
| Difluid raises one | -0.05 | -0.16 | -0.05 | +0.25 | +1 / +0 |
| Trifluid | -0.07 | -0.25 | +0.06 | +0.29 | +0 / +2 |
| Antidote raises one | -0.10 | -0.10 | +0.28 | -0.10 | +1 / -1 |
| Antiparalysis | +0.09 | -0.18 | +0.24 | -0.15 | -1 / +2 |
| Sol Atomizer | +0.19 | +0.18 | -0.15 | -0.20 | +1 / +2 |
| Moon Atomizer | -0.15 | -0.20 | +0.19 | +0.18 | +1 / +2 |
| Star Atomizer | +0.03 | +0.07 | +0.03 | +0.03 | +2 / +4 |
Marked raises one: raises one stat and only one. What it takes off the others never costs you a whole point, so only that one stat can tick over — which is why an item marked this way can never carry your Mag past an evolution checkpoint.
Some Mags are not reached by feeding at all. They come from cells — rare items you use on a Mag you already have equipped. A cell keeps the Mag's level, stats and Photon Blasts and only changes what it is.
The names below are the ones your game uses, both for the cell you use and for the Mag you get. Both are read from this server's item table.
The menu tells you where you stand before you commit to anything. If a cell shows no Use option at all on your equipped Mag, it is not going to work on that Mag as things stand — either it is the wrong Mag for that cell, or a level it needs has not been reached. If Use is showing but you cannot select it, that is one of the six cells in the last table below, and it means you have the right kind of Mag but it is not yet at level 100 — keep raising it. If Use is there and you can select it, it will work. Checking costs nothing.
These accept any Mag that has already been through a level 50 evolution. There are 23 of those and they are named below. What decides it is the Mag itself, not its current level — a Mag can climb past 50 without ever landing on a multiple of five, so a level 35 form can be well beyond level 50 and still not qualify.
No Mag from a level 35 evolution qualifies, however high its level. If your Mag is one of these 9, it has to evolve again before any of these cells will work on it: Ashvinau, Marutah, Mitra, Namuci, Rudra, Sumba, Surya, Tapas, Vayu. That applies to the cells in this table and the next one — the six in the last table go by their own rule, so check there before you write a Mag off.
The 23: Andhaka, Apsaras, Bana, Bhirava, Durga, Garuda, Ila, Kabanda, Kaitabha, Kama, Kumara, Madhu, Marica, Naga, Nandin, Naraka, Ravana, Ribhava, Sita, Soma, Ushasu, Varaha, Yaksa.
You cannot waste a cell. Each cell needs a particular Mag, and some also need that Mag or your character to have reached a certain level — the Needs column says which. If anything it asks for is not met, the game does not offer the Use option at all, and the cell stays in your inventory.
| Cell | Becomes | Needs |
|---|---|---|
| Heart of Chu Chu | CHU CHU | Mag level 50+ |
| Heart of KAPU KAPU | KAPU KAPU | Mag level 50+ |
| Liberta Kit | Agastya | Mag level 50+ |
| Pioneer Parts | Pioneer | Mag level 50+ |
| Rappy's Beak | Rappy | Mag level 50+ |
| Yahoo!'s engine | Yahoo! | Mag level 50+ |
| Heart of Angel | ANGEL'S WING | Mag level 100+ |
| Heart of Devil | DEVIL'S WING | Mag level 100+ |
These only work on the Mag named in the On column. Some form chains — where the Mag you need is itself made by an earlier cell, those have to be done in order. Others need a Mag you reach by evolving.
| Cell | On | Becomes | Needs |
|---|---|---|---|
| Kit of MARK3 | Mag (unevolved) | MARK3 | you at level 60+ |
| Amitie's Memo | CHU CHU | Puyo | Mag level 50+ |
| Dragon Scale | Kama | Tellusis | Mag level 50+ |
| Heart of Morolian | Kumara | Moro | Mag level 50+ |
| Heaven Striker Coat | Garuda | Striker Unit | Mag level 50+ |
| Kit of Hamburger | Kaitabha | HAMBURGER | Mag level 50+ |
| Panther's Spirit | Naga | PANZER'S TAIL | Mag level 50+ |
| Tablet | Rukmin | Geung-si | Mag level 50+ |
| Kit of MASTER SYSTEM | MARK3 | MASTER SYSTEM | Mag level 60+, you at level 70+ |
| Kit of GENESIS | MASTER SYSTEM | GENESIS | Mag level 70+, you at level 80+ |
| Kit of SEGA SATURN | GENESIS | SEGA SATURN | Mag level 90+, you at level 90+ |
| D-Photon Core | Kama | Gael Giel | Mag level 100+ |
| Heart of Devil | DEVIL'S WING | DEVIL'S TAIL | Mag level 100+ |
| Kit of DREAMCAST | SEGA SATURN | DREAMCAST | Mag level 100+, you at level 100+ |
These six work differently from every other cell on this page, and nothing said above about which Mags qualify applies to them. What they need is a Mag that has not already been changed by a cell or by a rare evolution — any Mag still on the ordinary evolution path qualifies, at any stage of it — and that Mag must be at level 100 or higher. If your Mag is the right kind but not yet level 100, the game shows the Use option greyed out. If it has already been changed, no Use option appears at all. When it does work, the cell is used up and the Mag keeps its level, stats and Photon Blasts.
There is a catch, and it is worth knowing before you start. Reaching level 100 is normally what triggers the rare evolution — which is exactly the change that puts a Mag out of reach of these cells. A Mag only checks for evolution when its level lands exactly on a multiple of five, and its level is the sum of its four whole stat numbers. So a single feeding that carries two stats past a whole number at once raises the level by two and skips the check entirely. Going from 99 straight to 101 leaves the Mag eligible. Once you are past 100, stop feeding — every further multiple of five is another chance to evolve.
| Cell | Becomes |
|---|---|
| Cell of MAG 502 | Pitri or Soniti |
| Cell of MAG 213 | Churel or Preta |
| Parts of RoboChao | ROBOCHAO |
| Heart of Opa Opa | OPA-OPA |
| Heart of Pian | PIAN |
| Heart of Chao | CHAO |
Two of them depend on your section ID. It is the same odd-or-even split the level 50 evolution uses, not the three-group rule that applies at level 100. The odd ones are Greennill, Bluefull, Pinkal, Oran, Whitill; the even ones are Viridia, Skyly, Purplenum, Redria, Yellowboze.
Cell of MAG 213 gives Churel on Greennill, Bluefull, Pinkal, Oran, Whitill, and Preta on Viridia, Skyly, Purplenum, Redria, Yellowboze.
Cell of MAG 502 gives Pitri on Greennill, Bluefull, Pinkal, Oran, Whitill, and Soniti on Viridia, Skyly, Purplenum, Redria, Yellowboze.
Especially early on, you want to lean heavily into one of MIND, DEX or POW, depending on your race and class combination. Casts have no use for MIND at all, so that one is decided for you.
People do build pure POW, pure DEX and pure MIND Mags - going all in on one of them is normal rather than some clever plan. Nobody builds a pure DEF Mag. That is the one exception, and it is my opinion rather than a rule: there are simply better ways to bump DEF than spending a Mag on it. It is not that DEF is useless, it is that it is never the direction you pick - it accumulates on its own as you go.
Pure is not always the whole plan, though. Plenty of people go pure up to 50 and then diverge, or diverge early and go pure after, depending on which Photon Blasts and which evolution they are after. First Mags tend to be pure builds as much as possible.
Feeding with a direction in mind matters more than it might look, because up to level 50 your Mag's stats are what decide how it evolves. That in turn decides which Photon Blasts it picks up - you do not pick those directly, you evolve down a path and hope you came out with the ones you wanted - and eventually it decides which rare Mags you can or cannot get. Sato and Deva are pretty common chases. Mylla & Youlla, the twins, are worth having in their own right: with a group they can come in clutch.
As a Mag evolves, it may learn Photon Blasts, which are powerful special actions shared between the Mag and player. A Mag can learn up to three Photon Blasts total, unlocked at specific evolution points. Photon Blasts require a full gauge to use and play an important role in both solo survival and coordinated group play.
A Mag gains a Photon Blast at the moment it evolves into a form that carries one — not from being that form. A Mag that reached its form from a cell does not pick up that form’s blast, and a Mag can hold three at most.
| Blast | Given by |
|---|---|
| Farlla | Ravana, Ribhava, Varuna |
| Estlla | Andhaka, Apsaras, Bana, Durga, Kalki, Nandin, Soma |
| Golla | Kumara, Naraka, Rudra, Sumba, Surya, Ushasu, Varaha, Yaksa |
| Pilla | Ashvinau, Bhirava, Garuda, Kama, Marica, Marutah, Mitra, Sita |
| Leilla | Vritra |
| Mylla & Youlla | Ila, Kabanda, Kaitabha, Madhu, Naga, Namuci, Tapas, Vayu |
Feeding is what gives a Mag its blasts, so they arrive as it evolves. Cells do not touch them — a Mag changed by a cell keeps the blasts it already had.
Your Mag’s Photon Blast gauge fills as you fight, and the blast becomes available once it is full. These are the descriptions the game itself gives:
| Blast | What the game says |
|---|---|
| Farlla | Spinning attack that hits all nearby enemies. |
| Estlla | Linear attack that strikes enemies in front. |
| Golla | Concentrated attack that focuses on enemy. |
| Pilla | Aerial attack that hits nearby flying enemies. |
| Leilla | Restores health of a player. |
| Mylla & Youlla | Raises attack and defense status of a player. |
These are the game’s own descriptions, read from the text data this server sends to your client — not copied from anywhere else.
Some Mags can automatically activate effects when certain conditions are met. Common activation conditions include reaching low health, filling the Photon Blast gauge, entering a boss room, or your character dying. These Mag Activations (Triggers) may include temporary invulnerability, healing, or support techniques. Activation reliability and strength are influenced by the Mag's Synchro and IQ - Synchro affects how often an effect fires, IQ affects how strong it is when it does. Synchro raises the odds in steps rather than smoothly, so crossing 31, 61, 81 or 101 is worth more than the points in between.
One exception is worth knowing. Where the effect is temporary invulnerability, its duration is fixed at 30 seconds. Raising Synchro or IQ will make it fire more often, but it will not make it last longer.
Four things can set a Mag off: your Photon Blast gauge filling, your health dropping low, you dying, and entering a boss room. A Mag can have a different effect on each, or none at all.
The percentages below are the chance of the effect firing when its trigger happens. Where a range is shown, the low end is at Synchro 30 or below and the high end at Synchro 101 or above — that is the whole of what Synchro buys you here.
| Mag | PB gauge full | Low health | On death | Boss room |
|---|---|---|---|---|
| Agastya | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Invincibility, 50–85% |
| Andhaka | Invincibility, 0–35% | Resta, 25% | Reverser, 15% | Shifta and Deband, 25–60% |
| ANGEL'S WING | Shifta and Deband, 50–85% | Invincibility, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Apsaras | Invincibility, 25–60% | Invincibility, 25% | Reverser, 0–25% | Invincibility, 0–35% |
| Ashvinau | Invincibility, 40–75% | Shifta and Deband, 0–35% | — | — |
| Bana | Invincibility, 0–35% | Invincibility, 20% | Reverser, 10% | Invincibility, 0–35% |
| Bhima | Shifta and Deband, 50–85% | Invincibility, 50% | Reverser, 50% | Invincibility, 0–35% |
| Bhirava | Invincibility, 30–65% | Resta, 30% | Reverser, 0–25% | Shifta and Deband, 30–65% |
| CHAO | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| CHU CHU | Shifta and Deband, 50–85% | Invincibility, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Churel | Resta, 50% | Resta, 50% | Reverser, 0–35% | Resta, 50–85% |
| Deva | Shifta and Deband, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| DEVIL'S TAIL | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| DEVIL'S WING | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Diwari | Shifta and Deband, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| DREAMCAST | Invincibility, 70–105% | Resta, 70% | Reverser, 70% | Shifta and Deband, 70–105% |
| Durga | Invincibility, 25–60% | Invincibility, 25% | Reverser, 0–25% | Invincibility, 0–35% |
| ELENOR | Shifta and Deband, 50–85% | Invincibility, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Gael Giel | Invincibility, 50–85% | Invincibility, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Garuda | Resta, 30–65% | Resta, 30% | Reverser, 0–25% | Resta, 30% |
| GENESIS | Invincibility, 30–65% | Resta, 30% | — | Shifta and Deband, 30–65% |
| Geung-si | Resta, 50% | Invincibility, 50% | Reverser, 0–35% | Invincibility, 50% |
| HAMBURGER | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Ila | — | Resta, 25% | Reverser, 0–25% | Shifta and Deband, 25–60% |
| Kabanda | Invincibility, 0–35% | Shifta and Deband, 25% | Reverser, 15% | Shifta and Deband, 25–60% |
| Kaitabha | Invincibility, 30–65% | Resta, 30% | Reverser, 0–25% | Shifta and Deband, 30–65% |
| Kalki | Invincibility, 40% | — | — | Shifta and Deband, 40% |
| Kama | — | Shifta and Deband, 25% | Reverser, 0–25% | Shifta and Deband, 25–60% |
| KAPU KAPU | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Kumara | Resta, 35–70% | Resta, 35% | Reverser, 0–25% | Resta, 35% |
| Madhu | Invincibility, 0–35% | Resta, 20% | Reverser, 10% | Shifta and Deband, 20–55% |
| Marica | Invincibility, 0–35% | Resta, 30% | Reverser, 20% | Shifta and Deband, 30–65% |
| Marutah | Invincibility, 40–75% | Shifta and Deband, 0–35% | — | — |
| MASTER SYSTEM | Invincibility, 15–50% | — | — | Shifta and Deband, 15–50% |
| Mitra | Invincibility, 40–75% | Shifta and Deband, 0–35% | — | — |
| Moro | Invincibility, 50% | Resta, 50% | Reverser, 50% | Resta, 50% |
| Naga | — | Shifta and Deband, 20% | Reverser, 10% | Shifta and Deband, 20–55% |
| Namuci | Invincibility, 45–80% | Resta, 0–35% | — | Resta, 45% |
| Nandin | Invincibility, 25–60% | Invincibility, 25% | Reverser, 0–25% | Invincibility, 0–35% |
| Naraka | Resta, 0–35% | Resta, 30% | Reverser, 20% | Resta, 30% |
| Nidra | Invincibility, 50% | Invincibility, 50% | Reverser, 50% | Invincibility, 50–85% |
| OPA-OPA | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| PANZER'S TAIL | Shifta and Deband, 50–85% | Invincibility, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| PIAN | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Pioneer | Invincibility, 50% | Resta, 50% | Reverser, 50% | Invincibility, 50% |
| Pitri | Resta, 50% | Resta, 50% | Reverser, 0–35% | Resta, 50% |
| Preta | Shifta and Deband, 50% | Shifta and Deband, 50% | Reverser, 0–35% | Shifta and Deband, 50% |
| Pushan | Shifta and Deband, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Puyo | Shifta and Deband, 50–85% | Shifta and Deband, 50–85% | Reverser, 50% | Invincibility, 50% |
| Rappy | Resta, 50% | Resta, 50% | Reverser, 50% | Invincibility, 50% |
| Rati | Shifta and Deband, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Ravana | Invincibility, 0–35% | Shifta and Deband, 25% | Reverser, 15% | Shifta and Deband, 25–60% |
| Ribhava | Invincibility, 25–60% | Invincibility, 25% | Reverser, 0–25% | Invincibility, 0–35% |
| ROBOCHAO | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Rudra | Invincibility, 50–85% | Resta, 0–35% | — | Shifta and Deband, 50% |
| Rukmin | Shifta and Deband, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Sato | Invincibility, 0–35% | Invincibility, 50% | Reverser, 50% | Invincibility, 50% |
| Savitri | Shifta and Deband, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| SEGA SATURN | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Shifta and Deband, 50–85% |
| Sita | Invincibility, 30–65% | Resta, 30% | Reverser, 0–25% | Shifta and Deband, 30–65% |
| Soma | Invincibility, 25–60% | Invincibility, 25% | Reverser, 0–25% | Invincibility, 0–35% |
| Soniti | Invincibility, 50% | Invincibility, 50% | Reverser, 0–35% | Invincibility, 50% |
| Striker Unit | Resta, 55% | Resta, 55% | Reverser, 0–35% | Resta, 55–90% |
| Sumba | Invincibility, 50–85% | Resta, 0–35% | — | Shifta and Deband, 50% |
| Surya | Invincibility, 50–85% | Resta, 0–35% | — | Shifta and Deband, 50% |
| Tapas | Invincibility, 45–80% | Resta, 0–35% | — | Resta, 45% |
| Tellusis | Invincibility, 55% | Invincibility, 55% | Reverser, 0–35% | Invincibility, 55% |
| Ushasu | Invincibility, 35–70% | Resta, 35% | Reverser, 0–25% | Shifta and Deband, 35–70% |
| Varaha | Invincibility, 30–65% | Resta, 30% | Reverser, 0–25% | Shifta and Deband, 30–65% |
| Varuna | Invincibility, 40% | — | — | Shifta and Deband, 40% |
| Vayu | Invincibility, 45–80% | Resta, 0–35% | — | Resta, 45% |
| Vritra | Invincibility, 40% | — | — | Resta, 40% |
| Yahoo! | Invincibility, 50–85% | Resta, 50% | Reverser, 50% | Invincibility, 50–85% |
| Yaksa | Invincibility, 35–70% | Resta, 35% | Reverser, 0–25% | Shifta and Deband, 35–70% |
Synchro moves the odds in steps, not smoothly. Up to 30 it adds nothing; 31 to 60 adds 15; 61 to 80 adds 25; 81 to 100 adds 30; and 101 or above adds 35. Crossing 31, 61, 81 or 101 is what counts.
IQ decides how strong the effect is rather than how often it fires: Shifta, Deband and Resta come out at level (IQ ÷ 40) + 1, so a Mag at 200 IQ casts them at level 6. Invincibility is the exception — it always lasts 30 seconds, whatever your IQ and Synchro.
Tables generated from the live game server: 2026-09-03 15:44:08 EDT
Everything on this page is read from this server. The tables are generated from SilusPSO's own game data, so what they describe is how Mags behave here.
Thanks to Doc McCoy for help putting this guide together.