Cube Miracle is one of the most interesting game-mode in Dislyte where players need to fight against enemies in a puzzle map, unlocking runes, inviting new Espers to join the journey, and getting a lot of rewards.
Dislyte Cube Miracle
- The Cube Miracle opens every 2 days and remains open for 2 days.
- The Cube Miracle is a labyrinth-like space of different floors, the 3rd being the highest currently accessible.
- Espers are free to explore the maze and can defeat Defenders, guarding the end of the current space or proceed further within if they so wish.
- Once Tier I is explored, the Cube Miracle will be upgraded to Tier 2, a higher difficulty level. It’s currently known to have a total of 8 tiers.
- Tiles in the Cube Miracle are extremely unstable. After stepping on a tile, other tiles of the same level will fall and disappear, leaving explorers with no way back.
- Fallen Espers can’t fight again during a single exploration of the Cube Miracle.
Quick Tips for Cube Miracle
- Skip the strong enemy camps if you don’t have enough power to defeat it.
- Whenever the enemy is so strong to defeat, cancel the battle and try again with other formations.
- Find the best path to get all the rewards and runes. However, you cannot see the buildings which are too far away.
- Even if you are defeated, the fallen defenders will disappear permanently and won’t appear again in repeat battles.
- This is one of the best events in the game that you should prioritize your Energy to play, due to the huge number of rewards it offers, including Abilimons, the items for upgrading your hero abilities. It’s also one of the very few places in the game where you can find Abilimons (for upgrading hero skills).
Events in Cube Miracle
Eerie Defenders | Dangerous projected opponents Espers will encounter inside the Cube Miracle. Defeat these entities to obtain Esper XP, Gold, a few Cube Points, Relic Fusion Materials, and other rewards. |
Mad Defenders | Frenzied projected opponents Espers will encounter inside the Cube Miracle. Defeat these entities to obtain Esper XP, Gold, plenty of Cube Points, Relic Fusion Materials, and other rewards. |
Ultimate Defenders | Ultimate projected Esper opponents will be encountered inside the Cube Miracle. Defeat these entities to obtain Esper XP, Gold and other rewards, and unlock the final advanced box that contains Cube Stones and plenty of Gold. |
Esper Projections | Temporal distortions within the Cube Miracle can lead to strange Esper projections, one of whom you can admit to your search party. |
Vital Cloud | A mass of concentrated healing energy that randomly revives 1 fallen Esper. |
Rune Vertexes | A vertex in the Cube Miracle produces 2 runes each time. Different vertexes generate different types of runes. You can choose to obtain 1 of the runes. |
Rune Amplification | Amass power to amplify 1 Rune. Feel the pulse! |
Runes Overview
- Runes come with 1 or 2 Energy points, which can be activated at the Runewheel.
- The Runewheel starts with 4 Energy point slots, which increases to 6 after reaching floor 2 of the Cube Miracle.
- Only one copy of a rune can be activated at the same time for some runes.
Complete List of All Runes & Tier List
Credits: Sheltim#3891
Name | Tier | Basic | Upgraded | Notes |
---|---|---|---|---|
Rune of Fortune | S | Allied Espers have a(n) 20% chance of gaining another turn at the end of their current turn. | Allied Espers have a(n) 20% chance of gaining another turn at the end of their current turn. Gain a stack of Lucky if this is not triggered, increasing their SPD by 10, up to 5 stacks. | More turns is better, but most of the value is in the base rune - the upgrade doesn't add a lot. Can make it hard to time buff durations (e.g. Immunity windows) The extra turn can proc another extra turn |
Rune of Hallucination | S | Inflicts Sleep on all enemies for 1 turn at the start of battle. | Inflicts Stun on all enemies for 1 turn at the start of battle. | Starts the battle with a debuff for Melanie/Pritzker. Really useful in higher Cube tiers since enemies have insane speed. Converted into petrification by Rune of Petrification. The upgrade does not matter in that case. Unequip against an enemy Jin Yuyao. They will be unaffected by the debuff, receive a large AP boost, and immediately use skill 3 to transfer it to our team. |
Rune of the Conqueror | S | Allied Espers gain Elemental Advantage when fighting against enemies of the same elemental class. | Allied Espers always gain Elemental Advantage. | Helps land crucial CC debuffs AND gives enemy attacks a chance to miss. Simply amazing. |
Rune of Shockstrike | S | Damage from allied Espers has a(n) 30% chance of reducing the target's AP by 25%. | Damage from allied Espers has a(n) 30% chance of reducing the target's AP by 25%. If the target already has 0 AP left, inflicts Stun for 1 turn instead. | AP manipulation is king. Good on its own, even better with multihit or AOE abilities or Rune of Tyranny. Upgrade is great if we can trigger it. |
Rune of Agility | A | Increases all allied Espers' SPD by 25. | Increases all allied Espers' SPD by 25, and limits the enemy's SPD from surpassing that of the allied Esper with the highest SPD. | More speed is good. The upgrade doesn't ensure going first, but does help slow down the enemies. B tier in higher tier Cubes because we need a more reliable way to mitigate losing the initiative. |
Rune of Fortitude | A | Single-target ability damage, taken by any allied Esper, is distributed evenly to the target and the allied Esper with the highest HP. | Single-target ability damage, taken by any allied Esper, is distributed evenly to the target and the allied Esper with the highest HP. The shared damage deals 20% less damage to the allied Esper. | Helps prevent burst damage, which is generally the way a battle is lost. Better with AOE healing (Sally, Clara, Heng Yue, etc.). S tier in higher tier Cubes because we need to survive the first turn. The upgrade isn't that good - only reducing overall damage by 10%. |
Rune of Curses | A | Allied Espers have a(n) 50% chance to inflict Poison for 1 turn when attacking. | Allied Espers have a(n) 50% chance to inflict Poison for 1 turn when attacking. If the target is already afflicted with 5 stacks of Poison, instantly takes 1 turn of Poison damage. | Repeated applications of Poison stack. Short time window to take advantage of the upgrade, but can have a good payoff if we build our team around it. Synergies with multi-hit, AOE strategies, and Rune of Tyranny. Anti-synergy with AP manipulation teams that don't let the enemy espers take a turn. Consider unequipping against an enemy Hyde. S tier in higher Cubes (6+) when we encounter EXTREMELY high HP enemies. |
Rune of Pursuit | A | When an allied Esper casts a basic ability, they have a(n) 30% chance of summoning an ally to cast a basic ability. | When an allied Esper casts any ability, they have a(n) 30% chance of summoning an ally to cast a basic ability. | Generally good, but can be amazing depending on which Espers we have. Consider unequipping against an enemy Alexa - our Espers will automatically attack regardless of Kiss of the Nightingale and take a lot of reflection damage. "Any ability" means offensive abilities - heals do not trigger it. The activated basic ability will cause splash damage if we have Rune of Tyranny. |
Rune of Mitigation | A | Reduces ally damage taken by 15%. | Reduces ally damage taken by 15%. Grants a Shield equal to 20% of their max HP at the start of battle. | Not a bad rune, taking less damage is good, but there is almost always a better rune offered at the same time. S tier in higher tier Cubes because we need to survive the first turn. The upgrade is good at mitigating the burst round, but other upgrades are generally better. |
Rune of Sacrifice | A | The death of any unit heals allied Espers by 20% of their max HP. | The death of any unit heals allied Espers by 20% of their max HP. If the first fallen unit is an allied Esper, they are instantly revived and restore HP equal to 40% of their max HP. | The basic part procs on any unit's death. The upgrade part only procs on allied unit's death. Not a bad way to recover from the enemy team taking the first round, but not a great way, either. |
Rune of Precision | B | Increases ally ACC by 35%. | Increases ally ACC by 35%. If ACC is above 100% after the boost, reduces Miss Rate by 35%. | Espers trying to land critical debuffs should be near the 80% ACC cap. A tier if they aren't, but then we should consider using an ACC team captain instead. Upgrade is pretty good since there aren't many ways to decrease Miss Rate. Rune of the Conqueror is just better. |
Rune of Vitality | B | Upon receiving healing, allied Espers gain a Shield equal to 25% of healing received for 2 turns. | Upon receiving healing, allied Espers gain a Shield equal to 25% of healing received for 2 turns, and have a 50% chance to increase Healing Efficacy by 50%. | On paper, it doesn't seem amazing. Basically it boosts healing by 25%, but we really want to prevent damage in the first place as much as possible. The upgrade makes it better since any overhealing converts into a shield. |
Rune of Retrospect | B | When an allied Esper kills an enemy, their ability cooldowns decrease by 1 turn(s). | When an allied Esper kills an enemy, their ability cooldowns decrease by 1 turn(s) and they are guaranteed to steal all the killed enemy's AP. | Not a bad rune, but there is almost always a better rune offered at the same time. |
Rune of Connection | B | Increases all allied Espers' C. RATE by 30%. | Increases all allied Espers' C. RATE by 30%. If an Esper's C. RATE reaches 100%, the excess value amount is doubled and converted into their C. DMG. | DPS is not generally what we need from runes; we need control (Cube 1-5) or survivability (Cube 6-8). Less useful for espers that cap crit rate (e.g. Lin Xaio, Sander), until the rune is upgraded. |
Rune of Blades | B | Upon taking a hit, allied Espers have a(n) 30% chance to gain Recovery for 1 turn. | Upon taking a hit, allied Espers have a(n) 30% chance to gain Recovery for 1 turn and reflect 30% damage of this attack to the attacker. | A little extra sustain is nice, but won't make a big difference |
Rune of Flyingplume | B | Removes 1 debuff(s) before an allied Esper's turn. | Removes 1 debuff(s) before an allied Esper's turn; grants 15% AP at the end of an allied Esper's turn. | Can remove immobilizes (stun, freeze, petrify) and allow the esper to take their turn, but it's not guaranteed if the esper has multiple debuffs. In cases where this shines, we're probably better off with a dedicated purifying esper. Unequip against an enemy Triki. Their passive will continuously activate, which disables and damages our espers. |
Rune of Witchcraft | B | When inflicting a debuff other than disables, allied Espers have a(n) 50% chance to increase the debuff's duration by 1 turn. | When inflicting a debuff other than disables, allied Espers have a(n) 50% chance to increase the debuff's duration by 1 turn while reducing the target's buff duration by 1 turn. | Every team uses debuffs, but crucially this doesn't affect disables/immobilizes. Better with the upgrade, but we're probably better off with a dedicated cleanser if their buffs matter that much. Can increase the duration of Poison applied by Rune of Curses. |
Rune of Tyranny | B | Single-target attacks by allied Espers deal Splash Damage equal to 25% of damage dealt to the main target. | Single-target attacks by allied Espers deal Splash Damage equal to 25% of damage dealt to the main target. Splash Damage triggers a Crit that deals damage based on the attacker’s C. RATE and C. DMG when the main target is killed. | Splash damage triggers on-hit effects like Rune of Shockstrike or Jacob's Entoxification. Triggers multiple times for multihit abilities. Triggers from counterattacks due to Sword Avatara. Really good synergy with Rune of Shock Strike. Does NOT trigger multiple basic attacks from Rune of Pursuit (it only triggers on ability use, not damage dealt). Does NOT trigger Poison from Rune of Curses. Damage is low except for the DPS. Upgrade only adds more damage, which usually isn't the problem that we need runes to solve. Synergizes very well with Drew: each hit from his skill3 does splash damage. |
Rune of Enchargement | B | Allied Espers gain 1 stack of Charge upon casting a basic ability. Each stack increase basic ability damage by 30%, up to 5 stacks. | Allied Espers gain 1 stack of Charge upon casting a basic ability. Each stack increase basic ability damage by 30% and has a(n) 10% chance of a basic ability counterattack upon taking damage, up to 5 stacks. | Triggers on a basic ability used automatically due to Rune of Pursuit Upgrade makes this much better - especially for espers with good basic skills. |
Rune of Petrification | B | Converts all immobilization statuses inflicted by allied Espers into Petrification. | Converts all immobilization statuses inflicted by allied Espers into Petrification, and increases all of the target's ability cooldowns by 1 turn(s). | While Petrification is nice, depends entirely on how many non-Petrification immobilizes (sleep, stun, freeze) we're using. Could easily be A or S tier for a specific team. Converts Rune of Hallucination's sleep or stun effect into Petrification. The upgrade makes it much better, but with the same "it depends". |
Rune of Spring | B | Increases Healing Efficacy provided by allied Espers by 35%. | Increases Healing Efficacy provided by allied Espers by 35%. When an Esper is healing a target, increases the duration of all the target's buffs by 1 turn. | On paper, it doesn't seem amazing. We'd rather prevent damage in the first place. With the upgrade, it synergizes really well with multi-hit healing espers (e.g. Ahmed). |
Reversal Rune | C | When an allied Esper takes a deadly hit, they gain Reversal which delays their death by 1 turn. | When an allied Esper takes a deadly hit, they gain Reversal which delays their death by 1 turn. The Esper will survive if they kill an enemy before the buff expires. | Delaying death is fine, but it's better to take a different rune which can prevent the death in the first place. Upgrade only really matters for the DPS, who admittedly are usually the squishiest members of the team. |
Rune of Dauntlessness | C | Allied Espers deal an extra 0.5% damage per 1% HP lost. | Allied Espers deal an extra 0.5% damage per 1% HP lost. When an allied Esper's HP drops below 30% for the first time, they gain Invincibility for 1 turn. | Not many DPS espers want to stay low enough on HP to make this a meaningful bonus. Upgrade could be useful in high tier Cube to survive the initial burst damage. |
Rune of Punishment | C | At the start of battle, inflicts Hamstrung on all enemies for 5 turn(s) that nullifies their AP Up. | At the start of battle, inflicts Hamstrung on all enemies for 5 turn(s) that nullifies their AP Up and prevents them from taking actions outside their turns. | Starts the battle with a debuff for Melanie/Pritzker. If the final stage has Unas, this is S tier because it makes the fight so much easier. Doesn't do much if we didn't randomly get that enemy team, though. Anti-synergy with Rune of Hallucination. |
Storm Rune | C | Allied Espers have a(n) 30% chance of gaining Storm for 1 turn when inflicted with a disable, nullifying all damage when immobilized. | Allied Espers have a(n) 30% chance of gaining Storm for 1 turn when inflicted with a disable, nullifying all damage when immobilized. When the effect ends, gain Immunity and Invincibility for 1 turn. | Surviving the immobilize is fine, but it's better to take something else to prevent the immobilize in the first place. The upgrade seems nice, but it's still a low chance of triggering in the first place. B tier in higher tier Cubes when we simply can't out-speed and control the enemies. This is an ok way to help survive their first round. |
Rune of Assault | C | Increase ally ATK by 25%. | Increase ally ATK by 25%. Whenever an ally deals damage, increases all allies' ATK by 1%, up to 25%. | Scales off of base ATK, so not very effective. DPS is not generally what we need from runes; we need control (low-mid tier Cube) or survivability (higher tier Cube). |
Rune of Rockshield | C | Increases all allied Espers' DEF by 25%. | Increases all allied Espers' DEF by 25%. Whenever an ally receives damage, increases all allies' DEF by 1%, up to 25%. | Scales off of base DEF, so not very effective. Upgrade does nothing at first, when we most need the help; and stacks too slowly to make a big difference. |
Rune of Deadly Intent | C | Allied Espers deal an extra 50% damage against units below 30% HP. | Allied Espers deal an extra 50% damage against units below 30% HP and dispel their damage reduction buffs, including Shield, Standoff, and Invincibility buffs. | Damage buff is situational. The upgrade's effect doesn't come into play very often. |
Rune of Absorption | C | Allied Espers restore HP equal to 35% of damage dealt. | Allied Espers restore HP equal to 35% of damage dealt and deal extra damage equivalent to their HP restored. | The healing is only meaningful for DPS espers. DPS espers don't usually have a large HP pool, which makes the upgrade underwhelming. |
Rune of Tusk | C | Allied Espers have a(n) 50% chance to inflict Bleed for 1 turn when attacking. | Allied Espers have a(n) 50% chance to inflict Bleed for 1 turn when attacking. The stacks of Bleed double when a Crit is triggered. | Repeated applications of Bleed stack. Short time window to take advantage of the upgrade. Bleed does not do much damage, this is far worse than the Poison rune. Synergizes with multi-hit, AOE strategies, and Rune of Tyranny. Anti-synergy with AP manipulation teams that don't let the enemy espers take a turn. |
Rune of Resistance | C | Allied Espers nullify damage equal to 5% of their max HP when taking C. DMG. | Allied Espers take 25% less C.DMG, and nullify damage equal to 5% of their max HP. | At first glance, this seems underwhelming. Critical hits aren't that common, and reducing damage by 5% of max HP only matters on already-tanky espers - not the espers most at risk of dying (i.e. the DPS). I'm unclear on what the upgrade does. More testing is needed. |
Rune of Fluctuation | D | When allied Espers cast an AoE ability, has a(n) 10% chance of removing its cooldown. | When allied Espers cast an AoE ability, has a(n) 10% chance of removing its cooldown. When there are fewer than 5 surviving enemies, each fallen enemy increases the trigger chance by 10%. | Can increase the effectiveness of cleave comps. Synergizes with AOE strategies, Rune of Curses, Rune of Tusk, and control teams. |
Rune of Frost | D | Allied Espers have a(n) 15% chance of inflicting Frost for 1 turn when attacking. | Allied Espers have a(n) 15% chance of inflicting Slowed for 1 turn when attacking, freezing them and reducing their SPD by 30%. | Can increase the effectiveness of cleave comps. Synergizes with AOE strategies. |
Exploration Rewards
Successful Cube Miracle explorations will yield Cube Points, Cube Stones, Gold, Relic Essence, Relics, and other such rewards.
Redeem Cube Points and Cube Stones for items in the Cube Shop.
Background
A miracle that rose out from the western region’s sea. It hangs above the southern end of Estero Harbor and resembles the shape of a cube, hence the name. As the Cube Miracle shifts and changes, it leaves a wake of wanton destruction to the harbor, absorbing buildings and constructions into the cube with its appalling gravitational force. The Union has sent teams to explore the cube many times, only to find a brand new scene engaging different enemies each time they arrive. As the Union’s explorations
increased though, they’ve managed to learn fragments of the miracle’s patterns.
how do you use spirimons? via growth?
Yes, just open the growth menu!
How to fix the Whitescreen after enter this trail? :/
Missing the rune of Nightmare : Damage dealt by allied Espers has a(n) 50% chance of inflincting eitheir Diseased, Buff Blocker or Silence for 1 turn
Gotta update that. Thank you a lot for the comment!