Reaching an S rank in a StarSavior journey requires accumulating a final score of at least 9,000 points across the 46-turn scenario. Your overall rating depends on a combined calculation of Journey Score from stat growth, Battle Score from trial victories and turn limits, and Tier Score from the chosen scenario difficulty.

Clearing this benchmark in Studiobside's training RPG demands hitting target stat thresholds (such as 750 in Normal or 1,250 in Hard), leveraging Stellar Archive parent blessings, and triggering Super Sensory Training before the final trials.

StarSavior Journey Score Thresholds and Grade System

The journey grading system evaluates the combined growth and performance of your leader and recruited companions. Grade S begins at 9,000 points and spans 14 sub-tiers, scaling upward by 200 points per tier until SS rank at 11,800.

GradeScore RequiredEnd Gold RewardEnd EXP Reward
B5,80012,520600
A8,60012,680600
S (14 sub-tiers)9,000–11,600 (+200 per tier)12,840600
SS (14 sub-tiers)11,800–14,400 (+200 per tier)13,915600
SSS14,60014,885600

Crossing score thresholds during the run also awards milestone rewards, including 200 Stellagem at 9,000 points and 50 Galactic Guidance Stones at 10,000 points.

Total Score Composition

The final rating compares your total performance against the thresholds. This total combines three categories calculated across all participating party members:

  • Journey Score: Stat points accumulated through training sessions, Arcana events, and town bonuses.
  • Battle Score: Performance points gained by winning boss trials and clearing turn-limit bonus objectives (+5 coins per objective).
  • Tier Score: Difficulty multiplier awarded based on playing Easy, Normal, or Hard scenarios.

Scenario Difficulty Caps and Pre-Journey Prerequisites

Selecting the right scenario difficulty determines both your stat ceilings and your Potential Point (PP) scaling. Testing shows that attempting Hard mode too early often leads to failed trials, making optimized Normal runs preferable until base account resonance is ready.

DifficultyStat Max LimitPP ScalingRecommended Resonance
Easy500100% (10,000)None
Normal750150% (15,000)4–6
Hard1,250250% (25,000)8 (Unit Lv. 160)

Hard mode unlocks after clearing story chapter 18-36. Community testing highlights that Resonance 6 provides smooth clears for Normal, while Resonance 8 (unlocked when a unit hits level 160) is the practical baseline for completing Hard mode runs. Pushing four units to level 180 grants Resonance 9 across your roster for an even wider stat margin.

Deck Building and Arcana Synergy

Reaching the upper stat limits requires stacking Arcana cards that match your savior's damage scaling. Matching an Arcana card to the savior's character name grants an innate +5% Training Effect bonus indicated by a blue arrow on the preparation screen.

Deck Archetypes

  • Attack DPS: Equip three Strength (Power) Arcana cards to consistently push toward the 750 Normal or 1,250 Hard cap. Fill flex slots with cards offering critical rate or speed passives, such as Made by Petra (up to 18% crit rate) or Knight's Oath (+8 speed).
  • HP DPS and Tanks: Equip three Vitality cards. Units like Hades scale defensive survival directly with HP training alongside damage split passives.
  • Parent Farming Decks: Prioritize cards containing inheritable standard potentials (Sense, Skill, and Talent tags) rather than unique character-locked potentials.

Super Sensory Training

When an equipped Arcana's stat tag matches the training type (such as Strength Arcana during Strength Training), the game rolls for Sensory Training. Once the Arcana reaches its required Bond Points threshold (typically between 30 and 70), Sensory Training upgrades into Super Sensory Training.

Super Sensory Training applies a baseline +20% effectiveness rate, which increases by 0.3% per Arcana level. Stacking multiple matching cards in the same stat triggers compound bonuses, allowing single turns to award massive stat spikes.

Stellar Archive Succession and Parent Selection

Before departing on a run, you must equip two Stellar Archives from previously completed saviors. These archives pass down stat blessings and potential discounts across three fixed milestones: Turn 1 (departure), Turn 15 (Slot 1 companion recruitment at Aganon), and Turn 30 (Slot 2 companion recruitment).

Succession Priorities

  1. Fixed Stat Blessings: Stat blessings activate with 100% certainty at turns 1, 15, and 30. Aim for parents carrying at least +30 in your target primary stat (Strength or Vitality). High-tier blessings can award up to +50 per stat roll.
  2. Standard Blessings: Inheritable potentials like Sense of Speed, Skill of Speed, and Talent of Speed reduce the Potential Point cost to learn skills during the journey. Discount levels scale from Level 1 (10% PP discount) up to Level 5 (40% PP discount).
  3. Companion Power Scaling: Recruited companions inherit stats based on your leader's Overall Rank and their own archive configuration, helping prevent wipeouts in mid-to-late trials.

Turn Progression and Resource Management

A complete journey lasts 46 turns, divided across 36 training turns, 7 boss hurdle trials, 2 town transition turns, and 1 ending turn.

Town Locations and Route Selection

Stationing in specific towns grants passive training bonuses and determines rest perks in the Meditation Room:

  • NOA (Turns 1–14, 23–29, 38–46): Grants +5% to Strength, Vitality, and Endurance training.
  • Aganon (Turns 15–22): Grants +5% to Endurance, Focus, and Protection. Meditation grants +10–20 Endurance.
  • Flora (Turns 30–37 Choice): Grants +5% to Strength and Focus. Meditation grants +10–20 Strength. Best for Attack DPS falling behind their 750 or 1,250 Strength target.
  • Kalaid (Turns 30–37 Choice): Grants +5% to Vitality and Protection. Meditation grants +10–20 Vitality. Best for HP scalers and tanks.

Training and Rest Mechanics

  • Rest Tiers: The Quarters option costs 30 coins, restoring 30–50 stamina and granting +1–2 condition. The 60-coin Meditation Room guarantees a positive buff, restores 60–80 stamina, and awards expedition town stat bonuses. Avoid the free outdoor rest unless necessary, as it carries a chance of negative stat debuffs.
  • Condition Management: Maintain Condition at Level 4 (Good, +5% battle speed) or Level 5 (Best, +10% battle speed) to lower training failure rates. Dropping to Level 1 or 2 increases training failure and penalizes combat turn speed by 5% to 10%.
  • Avoid Low-Value Sessions: Training Focus or Protection provides a net +3 stamina gain on success, but passing turns there delays leveling up Strength and Vitality training tiers. Reserve them for when multiple Arcana bond icons cluster together early on.

Hurdles and Hunt Quests

Hurdles are mandatory battles that trigger penalties if failed:

  • Turn 7: Basic Trial (Attend)
  • Turn 14: Hunt Trial (Win)
  • Turn 22: Expedition Trial (Win)
  • Turn 29: Competition Trial (Win)
  • Turn 37: Training Camp (Complete)
  • Turn 41: Void Trial (Win)
  • Turn 45: Final Trial (Win)

Hunts appear on turns 6, 13, and 28. Always complete these hunts to earn ancient coins, stat discounts, and spoils. Avoid challenging battles where the battle rank exceeds your party rank by more than 4 levels, as combat penalty debuffs reduce damage dealt by up to 20% and survivability by 10%.

Starlight Trajectory System (Hard Mode Exclusives)

In Hard Mode, completing hunt quests and the final Grand Witch's Call event unlocks Starlight Trajectories—special customizable passives costing 200 PP that replace normal potentials.

  • Step 1: Lisa offers training directions. Selecting Offense unlocks Gloves, Hat, and Necklace relics; Survival unlocks Armor, Pants, and Boots; Various Situations unlocks Glasses, Cloak, and Mask; Tactics Operations unlocks Gauntlets, Totem, and Bracers.
  • Step 2: Choose your relic to determine the primary code:
    • Gloves (AX): Primary ATK (+12% pure or +8% combo, with stacking ATK per turn).
    • Armor (BX): Primary Max HP (+12% pure or +8% combo, with heal-on-hit chance).
    • Boots (DX): Primary SPD.
    • Hat (EX): Primary CRIT Rate.
    • Necklace (FX): Primary CRIT DMG.
  • Step 3: Hunt spoils (Slime-Splattered, New Apocalypse, and Doll's Forgotten gear) provide passive charm effects and influence secondary stat pairings (such as AX5 pairing ATK with CRIT Rate).

Spending Potential Points at Journey End

At Turn 46, remaining coins convert to Potential Points at a 50% ratio. When finalizing your savior:

  1. Prioritize High-Value Gold Passives: Acquire unacquired yellow Arcana skills first, such as +18% Critical Rate (200 PP) or +8 Speed, which offer far higher stat density than base PP upgrades.
  2. Evaluate Run Purpose: If the run falls short of your Ace rating goal, skip Savior-exclusive Unique skills and buy only standard potentials (Sense, Skill, Talent) so the resulting Stellar Archive serves as a top-tier parent for future runs.
  3. Balance Pure Rating vs. Damage: In early account progression, prioritize higher overall score and combat power to bridge CP gaps in story content. For specialized endgame units, direct damage stat allocations remain superior even if the raw rating calculates slightly lower.

Frequently Asked Questions

What exact score is needed for S rank in StarSavior?

An S rank requires reaching at least 9,000 points. Grade S contains 14 sub-tiers spanning from 9,000 to 11,600 points, increasing by 200 points per sub-tier before reaching SS rank at 11,800 points.

Can you reach S rank on Normal difficulty?

Yes. Achieving 750 in your primary stat alongside solid secondary stats, clearing all hurdles with three-star turn limits, and acquiring discounted SSR Arcana passives can generate enough combined Journey, Battle, and Tier score to hit the 9,000 threshold.

When should I transition from Normal to Hard mode journeys?

Hard mode unlocks at chapter 18-36, but running it effectively requires Resonance 8 (achieved when a savior reaches level 160) and two parent archives offering at least +30 in your target main stat. Without these prerequisites, Normal runs yield more consistent results.

What happens to unspent coins at the end of a journey?

Unspent ancient coins convert into Potential Points at a 50% ratio (2 coins equal 1 PP) during the final turn, which can then be spent on end-of-run potentials.