
Voyager
Voyager is a 6★ Star Arcanist in Reverse: 1999. Below are the exact Insight materials needed to ascend them, plus other Star Arcanists to build alongside.
Data updated: 2026-07-11
Voyager — Review & Analysis
Voyager is a versatile Star unit built more around control and support than raw damage. Her first Incantation both deals AoE Mental DMG and applies [Obscured] to cut enemy Crit Resistance, while her passive [Layered Suite] locks the whole enemy side down with [Silence] and then [Seal] (blocking their Ultimate) — making her a genuine tempo-breaker. Her second Incantation blankets the team with [Fortify] damage reduction and counter-reflection, and her Ultimate lands a 500% single-target nuke that strips 2 Moxie and hits even harder against [Obscured] targets.
- Rare control kit: her stacking passive inflicts [Silence] then [Seal] on all enemies, breaking their tempo and locking out their Ultimate.
- Durable team support: her second Incantation grants team-wide [Fortify] (+25% DMG reduction) and ATK-scaling [Distant Star's Vigil] counter-reflection.
- Clean debuff-into-nuke combo: [Obscured] lowers Crit Resistance, then her 500% Ultimate deals +100% against [Obscured] targets while stripping 2 Moxie.
- Her Star Afflatus is countered by Plant, so Plant-heavy enemy lineups pressure her and cost her the elemental edge.
- Her power is spread across control, support and a single-target Ultimate — she is not a burst DPS, and [Obscured] pays off most only alongside crit-based teammates.
Level her Ultimate first to maximize the 500%+100% burst and the Moxie strip, then her first Incantation to apply [Obscured] quickly and reliably — these two form her core combo. Since both her [Distant Star's Vigil] counter and her damage scale with ATK, favor an ATK/damage-oriented Psychube; if you lean on her as a team anchor, a survivability/healing Psychube better supports her [Fortify] role.
Overview
Base Stats (max level)
| Base Stats (max level) | Lv.1 | Lv.30 | Insight 1 · Lv.40 | Insight 2 · Lv.50 | Insight 3 · Lv.60 |
|---|---|---|---|---|---|
| HP | 1,508 | 2,289 | 3,837 | 5,722 | 6,732 |
| ATK | 251 | 381 | 639 | 952 | 1,120 |
| Reality DEF | 116 | 176 | 294 | 438 | 515 |
| Mental DEF | 123 | 187 | 313 | 467 | 549 |
| Crit Rate | 7.8% | 7.8% | 8.8% | 9.9% | 10.9% |
| Crit DMG | 141.7% | 141.7% | 143.3% | 144.8% | 146.4% |
Voyager — Skills & Incantations
“Insight II: Mass attack. Deals 200% Mental DMG to 2 enemies. After attacking, inflicts 2 stacks of 【Confusion】 on the targets for 1 round.”
“Insight II: Mass counter. Gives all allies 1 stack of 【Interstellar Blessing】 and 【Sturdiness】 statuses. The caster gains 2 additional stacks of 【Interstellar Blessing】.”
“Insight II: 1-target attack. Deals 500% Mental DMG. After attacking, inflicts Moxie -2 on the target. If the target is in the 【Confusion】 status, this attack deals an additional 250% Mental DMG.”
“Insight III: Enhanced 【Refrain】 effect: If there are enemies after the caster takes action, also inflicts 1 round of 【Seal】 on all enemies.”
Skill Quotes
“A traveler roaming the universe.”
“A traveler roaming the universe in search of harmony.”
“A traveler roaming the universe in search of the harmony that entwines the stars with its rhythms.”
“A sonata played for the others.”
“A sonata played for the others to experience the other side of rhythms.”
“A sonata played for the audience. No need to distinguish one another, as everyone is immersed in it.”
“Brilliance served as her notes, while darkness acted as the lute by which she played the music of the Universe.”
Insight Materials
Insight 1
Insight 2
Insight 3
Resonance Materials
All 14 Resonance levels
Euphoria
Branch 1
Gains Max Eureka +5. At the start of the round, gains Eureka +4. Whenever an ally consumes Eureka, accumulate points of [Inspiration]. When entering battle, accumulates 3 points of [Inspiration]. On odd-numbered attacks (#1, #3, #5 ...) [Impromptu Incantation] splits and attacks an additional enemy target, at a Final DMG Dealt -70% penalty to that target.
Recommended Psychubes
Where to Get
Teams with Voyager
Tooth Fairy, Matilda and Voyager all tap into Confusion together with Crit — combining it across three kits at once outperforms any single carry doing it alone. Name Day keeps the line-up alive with Heal so that payoff has time to land.
Teams →





