Tour Event
Posted: April 12, 2024
Updated: May 21, 2024
Contents
- Event Schedule
- Event Flow
- Event Points
- Idol Work
- Tour Map Missions
- Event Rewards
- Reward Goals/Parking, and how to reach them
- General tips
- Global-specific info
Event Schedule
Events run twice a month for a little over an eight-day period (specifically, 199 hours in JP and 202 hours in Global) on the following schedules:
Japan
1st event
Start: Every 15th @ 3 PM JST (UTC/GMT +9)
Second half: 19th @ 3 PM JST (UTC/GMT +9)
End: 23rd @ 10 PM JST (UTC/GMT +9)
2nd event
Start: Last day of the month (30th/31st, or Feb 28/29th) @ 3 PM JST (UTC/GMT +9)
Second half: 4th of the following month @ 3 PM JST (UTC/GMT +9)
End: 8th of the following month @ 10 PM JST (UTC/GMT +9)
Global
1st event
Start: First Saturday of the month @ 12 PM (GMT -5)
Second half: Following Wednesday @ 12 PM (GMT -5)
End: Next Sunday @ 10 PM (GMT -5)
2nd event
Start: Third Saturday of the month @ 12 PM (GMT -5)
Second half: Following Wednesday @ 12 PM (GMT -5)
End: Next Sunday @ 10 PM (GMT -5)
If this is a little unclear, here’s an example: event starts on March 2nd, 2024, which was the first Saturday of that month. The second half opened up March 7th, 2024, which was the Wednesday following the event start. The event ended March 11th, 2024, which was the next Sunday from the event start.
If you are in a region that observes daylight savings time/summer time, these timezones are fixed and do not adjust for that so you’ll need to keep that in mind as the time changes.
Event Flow
There is a “tour map” consisting of 30 spots representing 30 days. Each day will have four set songs. Clearing all four lives will complete the day, and clearing the day for the first time will net a bonus reward. If you fail to clear a live, you can retry that specific song until you clear it.
Additionally, each tour day has three missions. These missions are optional in that you do not need to clear any/all of them in order to clear a day, but certain days are locked behind star requirements.
You can replay any tour days you have already cleared. You can quit a currently active tour day before completion, but if you restart the day you will have to play through the day starting from the first song all over again.
Mini talks are unlocked by clearing a tour day. During the first half of the event, 50% of the mini talks are unlockable; the remainder are unlockable at the start of the second half of the event.
Event Points
Rewards are earned by reaching point totals. Points and passes scale based on BP used. Song difficulty is not a direct factor in points (however due to higher difficulties having more notes to hit it is a factor in score, which is used in calculating the extra score.)
BP | Point multiplier |
---|---|
1 BP* | 1x points |
2 BP* | 2x points |
3 BP | 3x points |
6 BP | 6x points |
10 BP | 10x points |
* normal/ensemble lives only
The points earned per live are a total of the “基本イベントpt/Extra Event pt” and the “スコアボーナス/Extra Score”, multiplied by “イベントスキルボーナス/Extra Event Buff”. On a tour day’s fourth song, there is an additional “FEVERボーナス/FEVER Bonus” multiplier bonus.
基本イベントpt/Extra Event pt
This is a fixed number of points you receive for successfully clearing a live.
Tour Lives
BP | Points (1st - 3rd song) | Points (4th song) |
---|---|---|
3 BP | 7500 | 6750 |
6 BP | 15000 | 13500 |
10 BP | 25000 | 22500 |
Normal/Ensemble Lives
BP | Points |
---|---|
1 BP | 2500 |
2 BP | 5000 |
3 BP | 7500 |
6 BP | 15000 |
10 BP | 25000 |
スコアボーナス/Extra Score
This is based off of your score, and is determined by rounding down your score to the nearest 5000 and dividing by a certain number based on BP.
BP | Point formula |
---|---|
1 BP* | score/5000 |
2 BP* | score/2500 |
3 BP | score/1666.6666… |
6 BP | score/833.3333… |
10 BP | score/500 |
* normal/ensemble lives only
Ex: You clear a 10 BP live with a score of 3,799,969.
3799969 rounded down to 3795000
3795000 / 500 = 7590
The score bonus is 7590 points.
イベントスキルボーナス/Extra Event Buff
This is a multiplier based off of the cards you have in a unit from the related theme scout banner. The bonus percentage is based off of card rarity and uncap number for that card. You must have these cards in the unit you use for a live play in order for the bonus to take effect (either on-stage or in the support slots).
Rarity | Initial (1) | 1st uncap (2) | 2nd uncap (3) | 3rd uncap (4) | 4th uncap / MAX (5) |
---|---|---|---|---|---|
3 star | 1 | 2 | 3 | 4 | 5 |
4 star | 5 | 15 | 25 | 35 | 50 |
5 star | 20 | 50 | 75 | 100 | 150 |
Theme Scout Banner
This banner opens the day before the event, and offers two 3 star cards, one 4 star, and one 5 star card. There is also a related story that is free to read while the banner is open (once the banner ends, you will need to use diamonds to unlock the story or wait until it appears as part of those free story campaigns).
Assuming you obtain and fully uncap all the featured cards, the potential total event bonus is 210%.
Cross Theme Scout Banners
There are two scout banners tied by a common theme and story. Each banner offers one 3 star card, one 4 star card, and one 5 star card. The first banner will be available five days before the event start date, and the second banner along with the story will be available the day before event start. (As with the theme scout story, the cross theme scout story will remain open until the banner ends; if you did not read it while it was open you will need to use diamonds to unlock the story or wait until it’s available in a free story campaign).
Assuming you obtain and fully uncap all the featured cards in both banners, the potential total event bonus is 410%.
As of May 2024, this banner type is currently only in the Japanese version of the game.
Scout Coins
The gacha in ES!! technically does not have a pity system, but has a close equivalent in the scout coin exchange. For every pull you do on a specific banner, you will gain scout coins; a single pull will earn 1 coin and a ten pull will earn 10 (Using the paid diamond one pull option still only earns 1 coin). You can use the coins in the exchange for cards; the exchange will offer the featured cards for that banner, as well as two 5 star and two 4 star cards from an earlier banner. The coins required vary by rarity:
| 5 star card | 300 coins | | 4 star card | 100 coins | | 3 star card | 50 coins |
Additionally, in the Japanese version the exchange also offer 2x large status pieces and 10x medium status pieces of each color, and 1,000L$ for 10 coins each.
The coins are banner-specific and you cannot use coins earned from pulling on one banner in an exchange for a different banner. This restriction also applies to the two banners in the cross theme scout.
Unlike select coins/memorial coins/ES coins, scout coins DO expire (typically two weeks after the banner itself has ended).
FEVER Gauge and FEVERボーナス/FEVER Bonus
This is a multiplier based off of the FEVER gauge in a tour day, and is only used in the fourth song in a tour day. The gauge accumulates in the first three songs based on your score and combo ranking for each song. Note that the in-game display rounds the number to the nearest ten digit, but the values below are roughly what is used in gauge increases/FEVER bonus calculations.
FEVER Gauge Increment
Ranking | Ranking |
---|---|
S+ | |
S+ | 36.67 |
S | |
A | |
B | |
C | |
- |
Example 1:
1st song: S+ score, S combo = 35 = 35%
2nd song: S+ score, S combo = 35 + 35 = 70%
3rd song: S+ score, A combo = 70 + 33.33 = 103.33
Fever bonus: 103.33 (103%)
Example 2:
1st song: S+ score, S combo = 35 = 35%
2nd song: S+ score, C combo = 35 + 30 = 65%
3rd song: S+ score, B combo = 65 + 31.67 = 96.67
Fever bonus: 96.67 (97%)
Example 3:
1st song: S+ score, S combo = 35 = 35%
2nd song: S+ score, S+ combo = 35 + 36.67 = 71.67, rounded to 72%
3rd song: S+ score, S+ combo = 71.67 + 36.67 = 108.34
Fever bonus: 108.34 (108%)
Playing normal/ensemble lives does not raise the FEVER gauge and you will never receive a FEVER bonus in those lives.
Idol Work
All work types (daily/ES) will give you points, which scale with BP. Unlike with lives, you can earn these even when using 0 BP.
There will be an event-specific work available as well, however you need to create specific work outfits in order to do the event work. You can get the work outfit patterns as reward for clearing tour day 10. The event work will give more event points.
Regular (Non-Event) Work
BP | Multiplier | Points earned |
---|---|---|
0 BP | 1x | 250 |
1 BP | 4x | 1000 |
2 BP | 8x | 2000 |
3 BP | 12x | 3000 |
Event Work
BP | Multiplier | Points earned |
---|---|---|
0 BP | 1x | 375 |
1 BP | 4x | 1500 |
2 BP | 8x | 3000 |
3 BP | 12x | 4500 |
Tour Map Missions
Each day will have three missions to clear, such as hitting a certain score or using a certain card on the stage unit live. Clearing the mission will net you a star; clearing all three missions for that day will net you a bonus reward (typically a small amount of diamonds). While you do not need to clear the missons to clear a day, certain days will require a set amount of stars before they can be played (the max amouint of stars you can earn at that time is in parentheses):
Day 10 - 10 stars (out of 27) Day 20 - 30 stars (out of 57) Day 28 - 77 stars (out of 81)
There are a total of 90 missions and therefore 90 stars for the entire map.
Most missions do not carry over their progress — if you fail to clear a mission before you clear the tour day, you will need to start from the beginning upon restarting that same day. The exception to this are the missions prefixed with “[累計] / [Total]” which will carry over progress — for example, if a day has a mission labeled “[Total] Earn a total score of 1,000,00” and you clear the day with an accumulated score of 600,000, when you restart the day the mission will already have 600,000 marked and you just need to earn the remaining 400,000.
The missions vary by day and will be three of the following:
-
(指定アイドル)をパフォーマーにして1回あんさんぶるタイム成功させよう / Set (idol) as Solo and successfully trigger Ensemble Time
Select the specified idol to have a solo performance for the song in the Position tab on Unit Lineup. Any card you have for that idol will count. -
[累計] スコアを(X)以上にしよう / [Total] Reach a total score of (X)
You’ll likely clear this without trying. -
4曲目をオリジナルメンバー編成(配置も含む)でクリアしよう / Clear the 4th song with the original lineup
Note that the member positions must match what is set for the song. Just use the Original Member selection (above the Unit Lineup, to the right of the song title after you’ve selected a song to play). -
4曲目をオリジナルメンバー編成(配置も含む)でスコア(X)以上をとろう / Clear the 4th song with the original lineup and reach a score of (X)
Same as above, positions matter, use Original Member selection. That will also select the strongest cards you have for each member so hitting the target score shouldn’t be an issue. -
4曲目をFEVERゲージが(X)%以上の状態でクリアしよう / Clear the last song with the FEVER gauge at (X)%
The gauge percentage ranges from 75-95%. Refer to the section above detailing the FEVER gauge if you want to know how to game it. -
楽曲とセンターの属性を一致させてで(X)回楽曲をクリアしよう / Clear (X) songs with the center matching the song type
Manually set the center to any card of a matching type or use auto lineup. -
[累計] パーフェクト判定を⒩回とろう / [Total] Hit a total of (X) PERFECT notes
Remember that higher difficulties have more notes in the chart, so one or two plays on Expert or Hard should be sufficient to clear this. -
[累計] (X)曲フルコンボしよう / [Total] Clear (X) songs with a full combo
Just play the song(s) at whatever difficulty you can full combo. Play on Easy if you want to make it easier for you. -
(指定のカード)をライブメンバーに編集して1回楽曲をクリアしよう / Include (card) in lineup and clear 1 song
The specified card will always be one of the event reward cards. Just set it in the unit lineup; position doesn’t matter so drop it in the 5th slot (furthest right). -
いずれかの曲でスコアの下一桁を(X)にしよう / Clear any song with a score ending in (X)
For example, if the number is 8 and you clear a live with a score of 932,368 then you’ll clear it. Just play songs and hope you get lucky. I have no clue how you’re supposed to try for this one. -
[累計] (X)曲パーフェクトコンボしよう / [Total] Clear (X) songs with a perfect combo
Play songs on Easy until you clear this.
Event Rewards
Tour Map Rewards
Each tour day will have a first-time clear reward and an all missions clear reward (see above section).
When you first access the tour map, you are prompted to select your bonuses for Day 20 and Day 30 from the following:
Day 20: One of two event 4 star cards, or 2x Memorial Coins
Day 30: One of two event 5 star cards, or 10x Memorial Coins
You can change which reward you’ve selected at any time before you clear the specific tour day.
Most of the first-time clear rewards are training items like tickets and gems. The notable rewards are the following:
Day 5: 3 star (1) Day 8: 3 star (2) Day 9: 3 star (3) Day 10: Event work outfit patterns Day 20: Selected reward Day 30: Selected reward
Points
Tour events will have cards that can only be obtained while the event is ongoing or via the memorial exchange. Generally there will be two 5 star, two 4 star, and three 3 star cards of varying characters. All cards will have unlockable room outfits, and the 4 and 5 stars will have a SPP. Worth noting that it’s possible to fully uncap all cards just by points alone; if you complete the tour map with card rewards and get all the required points it’s possible to 6x uncap cards (which nets you tickets/idol jewels/ select coins in exchange, depending on card rarity).
5 star
Uncap | Points required | Uncap | Points required |
---|---|---|---|
1 | 3000000 | 1 | 3500000 |
2 | 7500000 | 2 | 6000000 |
3 | 9500000 | 3 | 11000000 |
4 | 15000000 | 4 | 13500000 |
5 | 21000000 | 5 | 22000000 |
4 star
Uncap | Points required | Uncap | Points required |
---|---|---|---|
1 | 900000 | 1 | 1000000 |
2 | 2400000 | 2 | 2000000 |
3 | 2900000 | 3 | 3300000 |
4 | 5000000 | 4 | 4600000 |
5 | 10100000 | 5 | 10200000 |
3 star
Uncap | Points required | Uncap | Points required | Uncap | Points required |
---|---|---|---|---|---|
1 | 80000 | 1 | 100500 | 1 | 120000 |
2 | 440000 | 2 | 550000 | 2 | 660000 |
3 | 905000 | 3 | 990000 | 3 | 1005000 |
4 | 1250000 | 4 | 1400000 | 4 | 1500500 |
5 | 1600000 | 5 | 1650000 | 5 | 1700000 |
Reward Goals/Parking, and how to reach them
Since you can get the 5 star cards via the tour map and by points, there’s a couple of ways you can approach this — either you can prioritize clearing the tour map and then re-run tour days for points, or you can just play regular lives for points and ignore the map entirely.
If your aim is to gain a certain quantity of points, the question is which strategy will be more efficient. For the sake of calculation/estimate, let’s set the goal at 4 million points, which will net you at least one of both 5 stars. We will also assume that you earn a score of 3 million on each live. For event bonus, we will assume that you have a fully uncapped 3 star and 4 star, for a total event buff of 55%.
Tour Map
Here, we will assume that you will do an initial run of the tour map using 3 BP for each song. We will also assume that you will clear enough missions that you will not need to repeat a day. We will also assume that on each song you will get S score and A combo, which will give you a FEVER bonus of 95.01 on the fourth song.
Songs 1-3
Baseline: 7500
Bonus: 1800
Event bonus: 5115
7500 + 1800 + 5115 = 14415 each time, totaling 43245
Song 4
Baseline: 6750
Bonus: 1800
Event bonus: 4702.5
FEVER bonus: 95% (95.01)
Calculating the points for the fourth day is a bit more involved. First, get the total event points (baseline + score bonus + event skill bonus if you have it)
6750 + 1800 = 8550
8550 * .55 = 4702.5
8550 + 4702.5 = 13252.5
Then, multiply that times the FEVER bonus (remember that the decimal in the FEVER gauge is invisible to the player but is used in calculating points):
13252.5 * 0.9501 = 12591.20025
Then cut the decimal from the total event points and the FEVER multiplier points, and add them together:
132525 + 12591 = 25843
43245 + 25843 = 69088, so each day nets a total of 69088 points, multiply that by 30 and you’ve earned 2072640 points just by doing a run of the tour map.
You’ve still got to earn 1927360 points to reach 4 million, so let’s just re-run tour days. All the above assumptions apply, except that this time you’ll use 10 BP per song.
Songs 1-3
Baseline: 25000
Bonus: 6000
Event bonus: 17050
25000 + 6000 + 17050 = 48050 each time, totaling 144150
Song 4
Baseline: 22500
Bonus: 6000
Event bonus: 15675
FEVER bonus: 95% (95.01)
Then, using the same procedure as before:
22500 + 6000 = 28500
28500 * .55 = 15675
28500 + 15675 = 44175
44175 * 0.9501 = 41970.6675
44175 + 41970 = 86145
A full day’s run nets you 230295 points, and you’d have to do about 9 days to get the remaining points to 4 million. In total, you had to play 156 songs to reach the goal.
Alternatively, you could just use 10 BP from the start, which would require you to clear about 18 days (72 songs) to reach 4 million — so you’d get there before completing the map.
Normal Lives
On the other hand, you could play normal lives to gain points. Here, we’ll assume that you’ll use 10 BP per play, and your score per song/event bonus is the same as above.
Baseline: 22500
Bonus: 6000
Event bonus: 15675
Which nets you 44175 points per play, requiring 91 lives cleared to reach 4 million points.
General tips
-
For newer players/those who don’t have a lot of higher rarity cards, I recommend focusing your efforts on clearing the map and selecting a 4 star and a 5 star for the day 20/30 bonuses. Although you might need to redo a day or to to clear some missions if you have a weaker card set, it’s still far easier than trying to reach the points for either 5 star.
If you are a more veteran player I still recommend the strategy of clearing the map ASAP using 3 BP, then re-running days using 10 BP for points. The FEVER bonus in the last day really helps for points, and picking a 5 star on day 30 while shooting for ~3.5 million points will net you both 5 stars with one uncapped 1x (uncapping is alwasy a good thing). -
On your first run through the map, use 3 BP per song to get through each day as fast as possible. Focus on clearing as many missions as possible to unlock day 28. In the first run, don’t fret over points or score (beyond mission requirements); the ones that force you to modify your lineup will naturally cause you to reduce your score anyway.
-
Since the missions requiring the original lineup tend to fall on the same day as those requiring a certain member/card from that same unit, you can knock those two out at the same time — just play the first three songs with auto lineup, then on the fourth song, use the Original Member selection to set the unit in place and then select the character needed for the first mission as solo/change their card to the one specified.
-
Set your two cards with the highest event skill bonus/buff in the support slots, and keep them there. Let auto lineup pick the cards for the live/stage slots for whichever specific song you’ve picked. The exception to this is if you need to clear a mission requiring a certain character/lineup and one of the necessary characters is in your support slot.
Global-specific info
The point rewards and breakdown are based on the Japanese version, but the methods, card reward points, and score breakdowns work the same in the Global version. There are some minor differences in the Global version that may change how you approach events:
-
In Global you can unlock auto play for a song on a difficulty where you’ve cleared with a full combo. Ex: you can use auto play for a song on Hard if you’ve full comboed it on Hard, but you can’t use it for Easy or Expert if you haven’t full comboed those difficulties. You can use auto play on tour songs, but you MUST have already manually cleared that day first (Ex: you manually clear day 10, then you start day 10 again and you are now able to use auto play on songs/difficulties where you’ve unlocked it).
-
Global doesn’t seem to have those “get a score ending in X” missions, thank goodness.
-
All diamond values are multiplied by 10, e.g. full 10 BP recovery costs 20 diamonds in JP but 200 in Global. This applies to diamonds given as event rewards and login bonuses as well.
-
The Basic Score and Bonus Score Talents (in My Profile -> Talent) don’t count for high score ranking, but they DO count for point calculation. With both at level 30 (max), it will give a potential extra score from 30000 - 155000. That’s not much in and of itself, but it may help to push you over, and every little bit helps, doesn’t it?
-
The Event Boost Talent at level 20 (max) will give an extra 6000 points on the first live (normal/ensemble/event) while an event is active. Again, not much, but every little bit etc.
-
In addition to using diamonds to restore BP like in JP, there are whistles offered via the store. There is a permanently available package of 12 time-limited whistles for US $1.99 (once per day). Additionally, when an event starts there is an additional package of 20 time-limited whistles plus 120 paid diamonds for US $1.99 (once per day), and another package of 200 time-limited whistles plus 249 permanent whistles for US $39.99. The math works out in favor of buying the equivalent diamond pack (the US $39.99 diamond pack has a total of 5646 diamonds -> 5646 / 20 = 282.3), but there may be a psychological factor in relying on those whistles to restore BP while saving your diamonds for scout banners, plus you can stock the permanent whistles for use in later events. Up to you, but this is an option available in this version.
Return to top