Bond Level rewards in BLEACH Mirrors High can make a favorite character more useful and give your protagonist new options. Progress can feel painfully slow, though, especially if you keep using a character whose bond is already finished or spend Target Break tickets at the highest multiplier.
Start by checking how many star versions of your target character you own. Then add that character to battles you already plan to clear. In Target Break, a single run and a multiplied run can award the same Bond Points even though they cost different numbers of tickets. Choosing between them comes down to how much time you have.
In this guide
- How Bond Levels work
- How star versions change Bond Point gains
- Level 15 rewards and attribute materials
- What you get at Bond Level 20
- Target Break: single runs versus the ticket multiplier
- Make daily battles and skips count
- Use story stages to develop your roster
- Rotate characters in Arena
- A practical Bond Point routine
- Common questions
How Bond Levels work
Characters earn Bond Points through eligible battles. Points accumulate until you open the character's bond screen and hold Bond Charge to spend them. If the point balance has grown but the displayed Bond Level has not changed, check whether you have applied the points.
Bond progression reaches level 20. Raising it unlocks milestones and Inherit Arts Battles at levels 5, 10, 15, and 20. Check the reward and quest screens at each milestone. Reaching a level and completing its quest are separate steps, and some rewards require a clear.
Star versions of the same character share bond progress. If you own a one-star and a four-star Aizen, you work on one shared Bond Level rather than starting a separate track for each. Different characters still have their own progress and rewards.
Use the character archive when deciding whom to bring. A reliable fighter can handle the battle while teammates work toward their own bond milestones, provided the selected mode awards points to that team.
How star versions change Bond Point gains
Owning distinct star versions increases that character's Bond Point acquisition rate. A single owned version gives a 1x rate, whether that version is one-star or four-star. Each additional eligible star version increases the rate by another step.
| Different star versions owned | Acquisition rate | Points from a 20-point base award |
|---|---|---|
| One | 1x | 20 |
| Two | 2x | 40 |
| Three | 3x | 60 |
| Four | 4x | 80 |
For example, a four-star character alone has a 1x rate. Add the two-star version and the rate rises to 2x. Collect the remaining one-star and three-star versions to reach 4x. The order does not matter; the table shows the effect of owning different star versions, not repeated copies of the same one.
Lower-star pulls help even if you usually fight with the four-star version. Check the displayed rate after adding a version to your collection.
Some original characters may have only one version available. Their acquisition rate remains 1x while that is the only eligible version you own. If one of them is your priority, bring them along early: every eligible clear contributes to a longer climb.
Level 15 rewards and attribute materials
Violet
BlueBond milestones include Mirror Gems and character rewards. Levels 15 and 20 are useful targets when deciding where to spend your time.
Clearing Aizen's level 15 Inherit Arts Battle awards 15 units of 4★ Resonance Shard (Violet) and 100 Mirror Gems. The example requires 100 matching Shards for a Limit Break. Check the item's attribute, rarity, and exchange requirements before planning around a particular character.
What you get at Bond Level 20
At level 20, the final bond quest can award a title and a reward connected to that character's ability or move. The exact reward differs by character. Clear the associated Inherit Arts Battle to claim its quest reward.
For example, Sosuke Aizen has an attack-focused innate ability with a team switch cooldown tradeoff. His level 20 reward can provide a way to use that ability on the protagonist. Rukia Kuchiki can award an Action Card for her Mortal Blow, which inflicts Freeze. Review the actual reward screen: some characters offer abilities and others offer moves.
If the final battle is difficult, improve your team and retry it. The customizable protagonist can equip unlocked cards or abilities through Battle Customization.
Target Break: single runs versus the ticket multiplier
Target Break has two multipliers worth keeping separate. Your character's acquisition rate depends on the different star versions you own. The mode's ticket multiplier controls how many tickets you spend on a battle and affects the mode rewards.
In a Target Break setup where a single run costs five tickets and a 4x run costs 20, a character with one owned star version receives 20 Bond Points for the 4x ticket battle. Four separate single runs use the same 20 tickets and give 20 points each, for 80 points in total.
| Target Break choice | Tickets | Completed battles | Bond Points at a 1x character rate |
|---|---|---|---|
| One 4x ticket run | 20 | 1 | 20 |
| Four single runs | 20 | 4 | 80 |
Now consider a character whose four distinct star versions are owned. A single clear can award 80 Bond Points at that character's 4x acquisition rate. That extra character rate applies independently of the ticket setting. Do not multiply the two settings together when estimating the reward from one completed battle.
The comparison is useful when Bond Points are your priority, but it has a time cost. Four separate battles take more attention than one multiplied battle. Use the higher ticket setting when you want to finish quickly or care more about the mode's other rewards. Use individual runs when you have time and want more separate bond awards from the same ticket budget.
Before spending a large stack, test your own current rules:
- Note the character's unspent Bond Points on the bond screen.
- Add that character to a Target Break team and check the selected ticket cost.
- Complete a battle, then compare the new balance with the earlier one.
- Repeat with a different ticket setting if you want to compare the results.
Ticket costs and awards can change, so check your menu and result screen.
Make daily battles and skips count
Daily battles are an easy place to build a habit. Before confirming the team, replace a character who has already reached your goal with someone whose bond still needs work. Keep enough strength in the lineup to clear the difficulty comfortably.
When a daily battle supports skipping after an initial clear, inspect the selected characters before you confirm the skip. It is easy to repeat the previous team without noticing that one member is already at the desired milestone. Check the result afterward so you know how that mode handles bond awards.
One strong character can carry easier content while less-developed teammates fill the other slots. If battles become unreliable, bring back a trained teammate.
Use story stages to develop your roster
Take a character you like through story content whenever the team can manage it. After finishing Normal story stages, revisit earlier chapters on Hard or Very Hard where available. Early fights can give you room to pair a strong carry with two characters whose bonds need attention.
Later story battles become more demanding. Switch back to your stronger lineup when survival or damage becomes a problem, then resume the farming team on a comfortable stage. Leveling a favorite character also makes it easier to bring them into more of the content you already play, although that investment competes with the resources needed by the rest of your roster.
Rotate characters in Arena
Arena gives you another reason to use a wider roster. The mode has a six-hour character timer, so check the available characters and the timer in the Arena menu before building your next team.
Different star versions can provide separate opportunities to use the same character while contributing to their shared bond. A character with several versions may also have a higher acquisition rate, so inspect both availability and the rate before choosing your lineup.
For a character with only one available version, take the opportunities that fit your normal Arena routine. Their 1x rate makes progress slower, but you can still add points while working on the mode's other rewards. Check the in-game restrictions rather than assuming every version is available at every moment.
A practical Bond Point routine
Pick a level 15 material or level 20 ability you want, then check that character's next milestone.
Then use this routine:
- Spend the Bond Points already earned and check for an unlocked quest.
- Review the character's owned star versions and displayed acquisition rate.
- Put unfinished characters in eligible daily and story teams.
- Rotate available versions through Arena, keeping its timer in mind.
- Choose single Target Break runs for bond farming, or a ticket multiplier when your time is limited.
- Complete unlocked quests, collect their rewards, and rotate a finished character out when the team can spare them.
Common questions
Do I need a four-star character to start their bond?
No. A lower-star version can contribute to the same character's bond. Owning a four-star version adds another distinct version toward the acquisition rate when you also own other eligible versions.
Why did a 4x Target Break run give only 20 Bond Points?
The ticket multiplier and character acquisition rate are different. In the example above, spending four runs' worth of tickets still completes one battle for bond purposes. A character with a 1x acquisition rate receives 20 points for that clear. Check the current result screen in case the mode rules change.
Why is my level 20 reward still locked?
Check the final bond quest. Reaching the level and clearing its battle are separate requirements. Open the quest screen to see what remains, then retry the fight if you have not completed it.
