02 / NAMED POWER LEDGER

Clover Time grimoires

Grimoires are Clover Time’s main named power loop. Roll for legendary Grimoires, then take the result into action combat, spell combos, and awakenings. Anti-Magic, Battle Lightning, and Flame are named powers to recognize before you test the wider travel and group systems. Use the names to choose your next action, but check live odds, requirements, and results in the current game.

Named Clover Time powers: Grimoires, Anti-Magic, Battle Lightning, and Flame.
Named powers lead into combat; check the current game for drop rates and requirements.
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01 / Official vocabulary

Read the names as a connected system

The Grimoire name establishes the first question: what power did the roll give you, and where can you use it? Action Combat gives that result an immediate context, while Spell Combos ask you to test more than one isolated button. Awakenings point to a later state in the same progression path. Recognize Anti-Magic, Battle Lightning, and Flame as three named powers, then learn how each behaves in play instead of assuming a complete ranking.

Magic Broom Flight and World Exploration connect a power-focused start to movement across the Clover Kingdom. Magic Squads and Boss Fights give the same combat ideas a social destination. AFK World provides a different tempo, where rewards can continue while you are not actively moving through an encounter. Each name suggests a next action: open the power system, test an attack, travel, form a group, or inspect the passive reward space.

RecordPlayer valueBoundary
GrimoiresThe roll-based entry point to named powers.Official listingDetails
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Grimoires
Boundary
Check the current odds, pity rules, and requirements before spending spins.
Action CombatThe active layer where a power has a practical job.Official listingDetails
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Action Combat
Boundary
Use the power in active combat and check its moves, damage, and cooldowns.
Spell CombosA reason to connect abilities into an attack pattern.Official listingDetails
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Spell Combos
Boundary
Test the power in a sequence and learn the exact chain from current combat.
AwakeningsA progression signal beyond the first power result.Official listingDetails
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Awakenings
Boundary
Look for the next progression step and check its unlocks and effects in game.
Anti-MagicA named power identity to look for while testing combat.Official listingDetails
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Anti-Magic
Boundary
Check its rarity, skills, and requirements in the current game.
Battle LightningA named combat identity for the power roster.Official listingDetails
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Battle Lightning
Boundary
Check its numbers, scaling, and progression in the current game.
FlameA named element in the visible power vocabulary.Official listingDetails
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Flame
Boundary
Check its skills, rarity, and requirements in the current game.
Magic Broom FlightA travel system that can carry the power loop into the world.Official listingDetails
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Magic Broom Flight
Boundary
Use it to carry the power loop into the world, then check speed, stamina, and access.
World ExplorationA reason to connect traversal with discovery.Official listingDetails
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World Exploration
Boundary
Explore the current world to find its locations and rewards.
Magic SquadsA group-play frame for taking powers into a team.Official listingDetails
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Magic Squads
Boundary
Join or form a squad, then check its rules and size in game.
Boss FightsA larger encounter target for cooperative sessions.Official listingDetails
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Boss Fights
Boundary
Check the current bosses, phases, and drops before a group run.
AFK WorldA lower-attention reward surface between active sessions.Official listingDetails
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AFK World
Boundary
Use it between active sessions and check its rates, timers, and limits.
02 / Boundary

What the visible names do and do not answer

Before spending spins or planning a build, check the current Grimoire odds, pity sequence, and requirements in game. Anti-Magic, Battle Lightning, and Flame have named identities, but their rankings, skills, and progression still need a live check. Spell Combos and Awakenings likewise need to be tested for exact chains and unlock conditions. Use these names to choose your next test, not as a substitute for the current combat screen.

For travel, check Magic Broom Flight in play for speed, stamina, height, and access. Use World Exploration to find the locations and rewards the current world offers. Before joining Magic Squads or Boss Fights, check party size, boss phases, and reward distribution. AFK World deserves the same check for its timer, rate, and cap; use the current game instead of filling any of these fields with a guessed number.

Boundary: Names guide testing; odds and requirements need a live check.
03 / Next test

A test plan for the next ten minutes

Start with the Grimoire surface and identify the action that begins a roll. Note the name you receive, then move into a safe combat space and look for the most direct way to use it. The first goal is not to compare the result to a tier list. It is to learn whether the power changes movement, attacks, or the available action rhythm. If Spell Combos are visible, try to identify what the game considers one sequence. If an Awakening route appears, note its visible entrance without assuming that the entrance is the whole requirement.

Next, test the world-facing systems. Find the broom prompt and confirm how you mount, steer, and return to ordinary movement. Look for the boundary between a travel system and a location objective: flying is one action, exploration is the reason to take it somewhere. If the game exposes a Magic Squad or a boss entrance, inspect the group requirement and the reward prompt as separate questions. Finally, find AFK World and read the player-facing reward information before leaving the character there.

Open evidence details

Use the named vocabulary to choose a test, then verify changing mechanics in the current session.

Follow the combat route