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Fusion Lab

Pair a main card with a material card, set their effects, then fuse to see what the new card can get.

Main card

Choose the main card

Material card

Choose the material card

How fusion works

The basics

  • Fusion turns a main card and a material card into one new card. The new card keeps the main card's quality, binding and number of effects. The material card is used up.
  • Both cards must be for the same equipment slot, and the material card must be the same quality as the main card or one below.
  • MVP and Mirage cards cannot be fused, so they are not listed here. A card that is socketed in gear cannot be the material.
  • Fusion costs Spirit Pieces. A higher-quality main card and a locked effect cost more.

Slots and locks

  • The cards are compared slot by slot. Each slot of the new card takes either the main card's or the material card's effect in that slot, so use the arrows to line effects up.
  • When both cards have the same quality you can lock one effect. A locked effect is certain to be on the new card. Locking a bound material card makes the new card bound.
  • Effects in slots the main card does not have are lost. The material card needs at least as many effects as the main card.

Value decay

  • A card's own effect counts as a fixed (inherent) effect. When a card ends up with several fixed effects their numbers shrink: to 75% with two and to 60% with three.
  • Cards marked with a star keep their full value.

Inherent effect chance

  • The game shows one chance for getting inherent effects, based on how many each card holds (main + material): 1+1 30%, 1+2 30%, 2+1 3.5%, 2+2 15%.
  • When both cards' inherent effects belong to the same group, Benediction adds a share of that base chance; the share grows with the Benediction level.