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Events are special game modes and features that are available for a limited time. There are plenty of incentives to play them as they offer event exclusive episode plates, upgrading materials, and titles that cannot be obtained in regular game play. There are many types of events and their names are derived from similar events in other mobile rhythm games since Uta Macross has yet to give any sort of categorization to any events with the exception of the Miss Macross Contests.

Event Types

Miss Macross Contests

Play the featured song in the event tab within a 2 day period and compete to have the highest score ranking for that song.

Ranking Titles that can be obtained

The rules for Miss Macross Events are straightforward.

  • Players may play the event song as many times as they like during the event. Event songs will still consume energy as it normally would.
  • Only the run with the highest score will be taken into account for the ranking.
  • The contest period will always start at 15:00 JST of the opening day and end at 21:00 JST on the closing day.
  • If a Live is started right before the end of the event period and is cleared after the event ends, the score may still be accepted so long as it within one hour after the event ends.
  • In the case where multiple players are tied with the same score, the ties will be settled based on who earned the score first, second, and so on.
  • Players will be able to access their badge/title after receiving the it from the present box.
  • Distribution of ranking presents and the final ranking announcement will occur a few hours after the event ends.

The titles that can be earned based on the score ranking are shown below. Since the Miss Macross Contest is a reoccurring event, it is possible to earn the same title multiple times. +(#) will be displayed next to the title will show that how many times the player has received the title.

Score Rank Title Score Rank Title
1 Super Dimensional Diva 11 - 100 Fleet Diva
2 Universal Diva 101 - 1000 Pro Diva
3 Galactic Diva 1001 - 5000 Rookie Diva
4 - 10 Starry Diva 5001 - 50000 City Diva

Ticket Events

Players must acquire special event tickets to play the event song and gain event points during the duration of the event. Players will be rewarded with materials and event specific prizes

How The Event Works

  • 4 Tickets will be given daily by accessing the event page.
  • Playing any non-event live performance can grant players event tickets.
    • Daily event songs can give tickets, but at a lower chance.
  • Event tickets can be used to play event-specific songs to gain event points
    • Players can also choose to consume multiple tickets at once.
  • Event point gain is based on special event loot acquired during event live performances.

Tips and Pointers

  • Event tickets are given from rare drops. This means players should focus on having teams with high luck when farming tickets since luck influences the number of rare drops.
    • Even with increased rare drops, event tickets are by no means guaranteed after the first rare ticket drop. Players may find themselves with plentiful rare drops, but only obtain as few as 1 or 2 tickets.
    • Finding assist plates with a minimum of +13 Luck is fairly easy thanks to mission event rewards. Players should always refresh until they encounter an assist plate that has at least 13 Luck when farming tickets.
  • With multiple ticket usage, players no longer have to worry about not having enough time to use up the majority of their tickets.
    • Although players may sacrifice rare drops and experience, it is much better than having lots of tickets go to waste.
    • Players who play consistently should not have to worry about not having enough tickets to use to complete event missions even if they choose to use 4 tickets per event song for the entire event.
  • Because event point gain is based on the number of items that are picked up, players should play the highest difficulty song they can consistently activate Super Diva mode with.
    • Score does affect event points gained due to the item drop multiplier on regular drops, but scores much higher than the SS rank threshold will not yield extra benefits and will serve more of a cushion for dropped combos.
    • However, activating super diva mode in a harder difficulty with a lower score rank should still net more event points than an SS rank performance with super diva mode on a slightly lower difficulty
      • Similarly, activating super diva mode in an easier difficulty song with a lower score rank should net more event points than an SS rank performance with diva mode on a slightly higher difficulty.
      • This is due to the sheer increase number of items super diva mode gives.
      • Stacking high support plates is a surefire way of activating super diva mode although it can come at the cost of lower scores.
  • Attributes that increase the drop rate of item notes DO affect the event points gained from playing event songs.
  • Ticket event songs do not drop any normal materials with the exception of rare drops. Daily events songs should take priority if the player is in need of resources.

Mission Events

Mission events gives players a random song from the event song pool and a random challenge to complete with the selected song. Players must complete the missions and acquire event points for materials and event specific prizes.

How The Event Works

  1. Players will see 3 missions each with increasing event point bonuses based on mission difficulty.
  2. The player will choose the mission they would like to attempt.
  3. The player will then choose the song and difficulty they will complete the mission with.
  4. The player will earn points for completing the song and will gain bonuses based on event related bonuses and whether they accomplished the mission or not.

Event Point Calculation

Event point acquisition is broken down into 4 parts: base points based on difficulty, mission bonus, event song bonus, and event plate bonuses. The 4 parts combine together to give the formula of:
Event Points = Base Value * (1 + Mission % Bonus) * (1 + Song % Bonus) * (1 + Event Plate % Bonus)
Assume that percentages are already converted to decimal values

Base Difficulty Values

The base amount of points based off of difficulty is given below:

Base Event Points
Easy Normal Hard Very Hard Extreme
500 700 900 1200 1600

Event Song Bonus

Play an event song that is marked as a bonus will give the player an additional 10% bonus to their event points gained.

Mission Event Points Table

Mission (JP) Mission (EN) Mission Level % Bonus
楽曲をクレア Clear the song 1 40
歌姫モードに突入ってクレア Clear the song with diva mode active 1 50
超歌姫モードに突入ってクレア Clear the song with super diva mode active 2 60
ライフを60%以上でクレア Clear the song with more than 60% life remaining 1 50
ライフを80%以上でクレア Clear the song with more than 80% life remaining 2 60
コンボランクA以上でクレア Clear the song with a combo rank of A or greater 2 80
コンボランクS以上でクレア Clear the song with a combo rank of S or greater 3 100
スコラランクA以上でクレア Clear the song with a score rank of A or greater 1 50
スコラランクSSでクレア Clear the song with a SS score rank 2 60
* Level 3 missions exclusive to certain events will be listed on the event pages

Tips and Pointers

  • More event points are gained with harder difficulty songs and missions.
    • Level 3 missions will usually have stricter note timing after Valkyrie mode regardless of what song is played.
    • Players should choose the hardest difficulty and mission they are comfortable with clearing with.
    • Medal acquisition for Captain Earnest's lottery is also based on event points gained.
  • Players who are concerned about clearing missions should create units centered around tackling specific types of missions.
    • The goal is to simply fulfill the objectives (remaining life, score, combo, etc). High scoring teams won't always be necessary.
  • Should the player fail the mission, they will still receive drops and EXP as normal, but no mission bonus will be applied.
    • Players should consider picking slightly lower level missions if they are inconsistent.
    • The option of playing an easy non-event song to gain the bonus of a harder mission is viable. The 10% trade-off to guarantee a large bonus is worth it.
    • Some bonus points is better than no bonus at all!
    • The bonus % points categories are what make harder difficulties more efficient for event points and medals gained.
  • Players can initiate the mission selection process even if they do not have enough energy to play.
    • This is useful for quickly getting back to playing the event after taking a break or waiting on energy recovery.

Battle Events

Battle events, as implied by the name, is an event where players battle against other players. The game play and object is very straight forward. Upon starting or logging into the event, players are matched up against 3 players of varying strengths and songs. The player must pick an opponent and outscore them. Players will earn event points based on whether they win/lose, how high they scored, what difficulty the song was played in, and other factors.

Event Point Calculation

Event point acquisition is broken down into 4 parts: win/loss based on difficulty, player score, win streak bonuses, and event plate bonuses. The 4 parts combine together to give the formula of:
Event Points = [(Win/Loss-Difficulty Base Value) + (Score Bonus)] * (Win Streak Bonus) * (Event Plate Bonus)


The player will earn a base amount of event points based on what difficulty they chose to play, the difficulty rank of the rival chosen, and whether they won or lost their match. The values determining the win/loss base event points is shown in the table below. Players will also gain the same amount of points from losing regardless of the rank of the rival. Green values are for victories while red values are values are the amount acquired after being defeated.

Points LOSS B A S
EASY 400 600 800 1000
NORMAL 500 750 1000 1250
HARD 600 900 1200 1500
VERY HARD 800 1200 1600 2000
EXTREME 1200 1800 2400 3000

Score Bonus

The event point bonus provided by the player's score can be calculated by a simple integer division operation of the player's score divided by 1,000. Because the operation done is an integer operation, no rounding is done and any decimal values from the result is dropped.

Win Streak Bonus

Players can earn a bonus multiplier for consecutive wins up to a maximum of a 10 win Deculture win streak. The win streak multipliers are given in the table below.

Wins Multiplier
0 - 1 1.00
2 - 4 1.10
5 - 9 1.20
10+ 1.30

Event Plate Bonuses

Using event plates from certain episode categories provide a 5% boost per episode category. Only one episode plate per episode category is needed since using multiple episode plates from the same category does not provide any further stacking bonuses.

Tips and Pointers

  • Losses inflict a huge penalty regardless of opponent! Pick fights carefully since there will always be an S, A, and B ranked rival.
  • Opponents are bound to a single song and all of its difficulties. Changing difficulties to a song will not change out your opponent.
  • Players should choose whatever difficulty they're most comfortable with against the hardest rival available they can take on without losing.
    • Lowering the difficulty or rival rank a bit in order to maintain the win streak should always be an alternative option to accepting defeat.
    • Losing is probably the worst option available, but given the nature of increasing difficulty with consistent performance, it is bound to happen eventually.
  • With the win streak system, constantly defeating A/B ranked opponents can be an viable alternative strategy for steadily gaining points with all the risk vs reward associated with this event.
  • There are no assist/support plates in this event mode. Players must rely on the strength of their own episode plates and divas.
  • Higher difficulty generally has higher point gain.
    • Extreme has the highest yield, but it can be extremely risky for inconsistent players.
  • The estimated average scores given to player and their opponent is the average of the last 10 songs played during the event.
    • The estimated average and rival's displayed main center plate can be used to make an educated guess on how strong their team might be.
    • Manipulating the players own average score can also help with keeping opponents within a manageable range, but this is also risky and relies on players to know exactly how much they can score.
  • The estimated average, while it's a decent indicator for their recent performance, reveals little about how strong their teams are, if they specialize in certain songs/attributes, or what difficulty they're playing.
    • Think twice before getting into a uphill challenge!
  • This game doesn't utilize RNG unlike other rhythm games for scoring other than the timing of activating score up skills.
    • This will allow players to be aware of their general scoring range given that they're consistent and do not make any huge changes to their teams TOTAL stat.

Diva Events

Diva Events is a new event type introduced with the event "LIGHT THE SUMMER" on the 24th of July, 2020, which taking at the same time period as the Battle Event. The objective is to raise the status of divas by gaining "Yell" through clearing a song.

How The Event Works

  • Player chooses one diva to start the event with. The player can change the diva at any time.
  • The objective of the event is to raise divas status by filling each "Appeal Gauge" corresponding to the three statuses, Soul, Voice, and Charm, by gaining "Elemental Yell".
  • Player will gain "Elemental Yell" through clearing a song. Each song yields Elemental Yell corresponding to the song element. The "All" element songs (rainbow songs) change every day.
  • Filling an Appeal Guage will level up the gauge, and increase the diva's corresponding status by +8 each level. While also increase the amount of Yell needed to fill the gauge by 150 per level. At max at level 10 for each gauge.
  • The Yell will be reset at each event.
  • Playing a song in the event will also increase a "Voltage Gauge". Each difficulty fills the Voltage gauge differently.
  • By filling up the Voltage gauge, there's a chance that a "Special Live" will be held.
  • Special Live has a chance to be held after playing a song, even after a single song. The Special Live will have a multiplier for Elemental Yell when clearing the feature song, ranging from 3 times to 15 times. The Special Live is over once the featured song is cleared once.
  • The type of Elemental Yell that the Special Live yield is base on the Elemental Yell gained prior to the trigger of the Special Live.
  • There is also a special Special Live that appear daily. Yield all three types of Elemental Yell. Have a Yell multiplier of 5 times. And can be played 3 times.
  • If there's any existing Special Live, no new one will appear.

Yell and Event Point Calculation

The amount of Yell gained is also the Event Point gained.

Event point acquisition is broken down into 3 parts: base value, score bonus, and episode bonus. The 3 parts combine together to give the formula of:
[(base value) + (score bonus)] * episode bonus

Elemental Yell

The base value of Elemental Yell is based on the song difficulty.

Difficulty Value
Easy 80
Normal 100
Hard 120
Very Hard 150
Extreme 200

Daily Events

For more information on the current rotation of daily event songs, click here.

Daily songs are songs that are reoccurring and change every day at midnight JST. While they feature the same songs as regular lives, their rewards are completely different and are completely focused on gathering specific target material. These materials are used for leveling up episode plates. However, these songs can only be played 3 times each day regardless of difficulty. Songs will change at the end of each month so be sure to earn all the score, combo, and clear achievement rewards before then!