Arcaea Wiki
Arcaea Wiki

This article describes the scoring system in Arcaea in detail, as well as various other mechanics.


Like other rhythm games, point are given depending on how accurate and precise your timing is when hitting notes. There are names given to different levels of judgement for the timing:

Judgement Score Combo Description
Shinypure-0.png 100% (+1 point) +1 Hitting a PURE note without an EARLY/LATE (shiny PURE) awards 1 bonus point.
Timing-Pure.png 100% +1 Hitting a note within a strict time window awards the full points.
Timing-Far.png 50% +1 Hitting a note with slightly early or late timing awards only half the points.
Timing-Lost.png 0% Break Missing a note, or hitting it significantly early or late, resets the combo counter to 0 and awards no points.

The points per note of a song and its difficulty rating is computed as:

After the song ends, the game adds the points rewarded from all the notes in the chart, to form your final score. This score determines the grade of your play. If the score is higher than the current recorded score, it will be saved as your high score. Combos have no effect on your score.

For example, if a song has 1,000 notes:

  • Shiny PURE: 10,001 points
  • PURE: 10,000 points
  • FAR: 5,000 points
  • LOST: 0 points

In this example, the maximum possible score is 10,001,000. In general, it is 10,000,000 + number of notes.

Result Summary

When you select the PURE count on the result screen, additional details will be displayed on the right.

Image credit: Japanese Arcaea Wiki (

  • 1 — Shiny PURE notes hit.
  • 2 — FAR EARLY notes hit (PURE EARLY notes hit).
  • 3 — FAR LATE notes hit (PURE LATE notes hit).

For example, in the above image, there are:

631 1
Shiny Regular LATE EARLY
594 37 1 0
19 18


After playing a song, you'll get a grade based on your score. The grade that is saved to a song is always the highest one that was obtained within it.

Below is each grade from highest to lowest:

Grade Score Range
Grade-EX+.png 9,900,000 or above
Grade-EX.png 9,800,000 - 9,899,999
Grade-AA.png 9,500,000 - 9,799,999
Grade-A.png 9,200,000 - 9,499,999
Grade-B.png 8,900,000 - 9,199,999
Grade-C.png 8,600,000 - 8,899,999
Grade-D.png 0 - 8,599,999


After every play, a title is obtained. Much like grades, higher titles automatically overwrite lower titles, and lower titles do not overwrite higher titles.

Below is each title from highest to lowest:

Title Badge Condition
Title-purememory.png Badge-purememory.png Hit all notes with PURE timing.
Title-fullrecall.png Badge-fullrecall.png Hit all notes with at least 1 FAR timing.
Title-trackcomplete.png Badge-trackcomplete-hard.png Complete a song with the HARD effect active.
Badge-trackcomplete.png Complete a song with at least 70% Recollection Rate (or fill the Recollection Gauge at least 7 times with a CHUNITHM skill)
Badge-trackcomplete-easy.png Complete a song with at least 70% Recollection Rate with the EASY or OVERFLOW effect active. This title only aids in fulfilling song unlock criteria, and does not add to the cleared song count.
Title-tracklost.png Badge-tracklost.png Complete a song with less than 70% Recollection Rate with any skill (or reach 0% Recollection Rate with the HARD effect active).

Obtaining the maximum possible score on a song adds a blue drop shadow to your score, but is otherwise no different from a Pure Memory.


See Potential.

Reward and Currency

See Currency.


  • Theoretically, it is possible to get over 10,000,000 points without a Pure Memory.
    • For example, if a chart has 2,500 notes. 2,499 shiny PUREs + 1 FAR gives a score of 10,000,499.
    • A minimum of notes is necessary. Since there are currently no songs with a max combo of 2237 or greater, this is impossible.