AP basics
- 1 AP every 6 minutes (10 per hour). Regen stops at your Sensei-level cap.
- High-level accounts commonly sit around 230–240. Edit the cap to match your client.
- Cap ETA: AP timer. Overflow from rewards is a separate mailbox / storage number — this timer is natural regen against the cap.
- Pyroxene AP refreshes get more expensive each buy that day. After you refresh, tap Add on the timer.
Where AP goes
| Activity | What it is for |
|---|---|
| Story / event stages | Progress, Pyroxene first-clears, event currency. Typical costs are 10 / 15 / 20 — confirm in-game. |
| Commissions / bounties | Credits, XP, and materials on a daily reset. Clear these before you sit at cap overnight. |
| Lessons / schedule | Student XP and relationship. Raise who you field, not every 1★. |
| Crafting / shop | Equipment and skill mats. Event shops beat random recruit 10-pulls. |
| Raids (Total / Grand Assault) | Own ticket / attempt budget. Attack type vs armor matters more than leftover AP. |
Spend order
- Keep AP off cap. Overnight waste is the expensive mistake.
- Push story until raids and commissions unlock.
- Gear and skill the attacker who matches the current raid armor, plus a tank and a healer.
- Event shops while they are open.
- Raid tickets on the live boss — match Explosive / Piercing / Mystic / Sonic to the armor tab.
Raid filter: armor vs attack type. Recruit math: spark / Charge tracker. Early account: beginners.
