What is Magichange in Disgaea Mayhem?
It turns your active Battle Buddy into a weapon you wield. You keep your own stats, gain the familiar’s stats on top, and your skill bar is replaced by that familiar’s Magichange skills for the duration.

Disgaea Mayhem Magichange guide: charge the gauge, swing your Battle Buddy as a weapon, and pick the familiar evilities that actually change your run.
Bonding a Battle Buddy at the Buddy Base, then swinging it as a weapon.
~11 min read
Magichange turns your Battle Buddy into a weapon you swing in real time. This page covers unlocking the Buddy Base, charging the gauge, and picking buddy evilities that actually change your run.

| Question | Answer |
|---|---|
| Is Magichange in the game? | Yes — it is one of the systems in the official pitch |
| What transforms? | Your one active Battle Buddy |
| Do you keep your own stats? | Yes — the buddy's stats are added on top of yours |
| Does your skill list change? | Yes — you gain the familiar's Magichange skills |
| Is it permanent? | No — it is timed and ends on the buddy’s special attack |
| Does it let you play as the buddy? | No — see change character |
Magichange needs a Battle Buddy, and Battle Buddies come from the Buddy Base, a hub facility that opens automatically during the early story. The moment it unlocks you are told that the monsters you have already captured are being looked after there — which surprises most players, because captures happen passively when you clear a stage that a monster spawns on.

| Buddy Base action | What it does | Cost |
|---|---|---|
| Form Bond | Hires a captured monster as a usable Battle Buddy | Mana, scaled to the monster's level |
| Buddy List | Shows everyone you have bonded with and lets you pick the active one | Free |
| Extract | Releases a monster and refunds some mana | Permanently deletes that monster |
| Status | Inspect and equip the buddy like a second character | Free |
Clearing a stage where a monster appears gives you a roll to capture its class, which unlocks it permanently. Bonding is the separate, paid step that makes it fieldable. Since the collection completes on captures alone, the efficient habit is to capture everything and only spend mana bonding the handful you actually intend to use. Full capture rules and the rank-3 stage list live on the change character page.
Opening the facility also adds proposals to the Dark Chocolate Assembly: Commence Prinny Day!, Reincarnate Battle Buddy, and Alter Battle Buddies. The reincarnation bill is the one that matters long term, because reincarnating a familiar is the only way to collect its rank-locked evilities.
Extract hands back mana but destroys the monster permanently. It is genuinely useful for clearing out duplicate low-level captures once you know which familiars you want — mana is the tightest resource in the game — but there is no undo, so check the Buddy List before you empty it.
In the tactics games, Magichange was a turn you spent. Here it is a resource you charge. A gauge fills as you fight, and once it is ready the transformation is available on a dedicated input. Trigger it and your familiar becomes your weapon: you keep your own stats, gain the buddy's on top, and your skill bar is replaced by that familiar's Magichange Skills, which the character screen lists separately from your ordinary weapon skills.

| Phase | What happens | What to do |
|---|---|---|
| Charge | A gauge fills while you fight normally | Clear trash with your normal weapon |
| Transform | The buddy becomes your weapon; skills swap out | Open on a gate guard or boss |
| Active window | You attack with the familiar's moveset and combined stats | Spend the window on burst, not on positioning |
| Exit | The buddy’s special attack fires and you revert | Fire it deliberately — do not let the timer eat it |
The window is short enough that a player triggering Magichange for the first time will usually reach for the special attack a beat too late and watch the transformation expire on its own instead. Learn the duration in trash fights before you rely on it in a boss. Treat the special as something you commit to early in the window, not as a finisher you save.
The familiar fights as AI while it is not transformed, and you cannot command it or heal it. A boss will happily one-shot a low-level buddy, which removes your Magichange for that fight. Two evilities directly address this — Incognito stops enemies targeting the familiar at all, and Peon Recycle (the Prinny perk) revives it at 1 HP once it is incapacitated.
Because the window is timed, your weapon class still decides how 95% of your combat feels. Magichange sits on top as a burst tool. Pick your class on the weapons hub first, then pick a buddy that plugs that class's gap — ranged burst for a melee build, or a heavy hit for a fast, low-damage class. Rankings are on the tier list.
There are 16 familiar classes, each with three ranks, and you can only field one. The choice is usually decided by the passive evility you want rather than by the Magichange weapon form — but the weapon form is worth checking, because the best weapon class in the game is the Gun and exactly one familiar family transforms into one.
| Familiar | Why you would field it | When |
|---|---|---|
| Rifle Demon (Malicil at ★★★) | Magichanges into a gun — the strongest weapon class in the game | Endgame default |
| Mothman / winged warriors | Uncharted Waters — +50% mystery-room rate in the Item World | The whole mid game |
| Bone Bird and bird types | Incognito — enemies stop targeting your familiar | Any hard fight |
| Spirit (Ghost → Lilith) | Self Sacrifice and Treasure Hunter; Lilith adds +40% magic damage | Farming and survival |
| Water Sprite | Usurper — more items the more enemies you kill | Rank-hunting runs |
| Prinnies (Prinny King at ★★★) | Peon Recycle — buddy revives at 1 HP; the classic bomb-throw special | Early game |
| Mushroom | Character World energy refills via Enrage | Reincarnation farming |
Ranks display as stars and frequently rename the unit — Prinnies become Prinny King at ★★★, the spirit line ends at Lilith, and the Rifle Demon line ends at Malicil. A rank-3 capture also grants ranks 1 and 2 of that class for free, so there is never a reason to farm the lower ranks deliberately.
Dragon God, Fire Blazer, Dragon and Rifle Demon can be captured at rank 1 in normal play, but their rank-2 and rank-3 versions only spawn in Carnage mode. If you are hunting the Malicil gun form specifically, that is a post-Carnage project.
Each familiar class carries one unique evility per rank, obtainable only by reincarnating that familiar at that specific rank, plus three shared evilities unlocked simply by levelling it. Monster evilities can only be equipped by monsters — you cannot move them onto N.A. — but the effects reach you while that buddy is active, which is why the good picks are utility rather than raw damage.
| Evility | Source family | Effect |
|---|---|---|
| Uncharted Waters | Winged warriors (moth) | +50% mystery -room appearance rate in the Item World |
| Incognito | Bird types | Enemies no longer target your familiar |
| Self Sacrifice | Spirit (Ghost line) | The buddy dies in your place and you revive |
| Treasure Hunter | Spirit (Ghost line) | +50% chance of extra Item World loot |
| Usurper | Water Sprite | More items the more enemies you defeat |
| Super Magic Booster | Lilith (rank 3 spirit) | +40% magic damage |
| Peon Recycle | Prinnies | Revives the buddy at 1 HP when incapacitated |
The fastest way to build this list is to reincarnate a familiar into each rank you own and level it — most of the useful perks arrive quickly. Reincarnating at rank 3 does not retroactively grant the rank-1 and rank-2 evilities, so if you want all three you have to reincarnate three times at three different ranks. Mechanics on the Reincarnation page.
Because the Item World is the only farm in the game, a buddy perk that raises mystery-room rate or loot volume compounds across your entire playthrough in a way that a flat combat bonus does not. Uncharted Waters in particular is the difference between seeing the level-doubling and duplicating mystery rooms and never seeing them.
Your familiar has its own equipment slots and its own Innocent slots, and both feed back into you. When Magichange fires, the buddy's stats are added to yours, so an under-geared buddy quietly costs you damage in every transformation you use for the rest of the game.
Mana is the bottleneck for everything expensive in this game — bonding new buddies, the 100,000-mana Postlude bill, the 500,000-mana Carnage bill, and Character World runs. Stacking Mana Amasser on the familiar is the cleanest way to keep that supply flowing, and unlike Critical Damager it does nothing useful on your own gear. Costs are listed on the Assembly page.
Beyond a decent monster weapon and Mana Amasser, extra work on the buddy has sharply diminishing returns. Your own four equipment slots are where the damage lives — see builds and the Item World enhancement priorities.
Magichange is the closest thing this game has to playing as a second character, and that is exactly why it gets misunderstood. Setting expectations properly saves a lot of frustration.
| Assumption | Reality |
|---|---|
| It lets me play as my buddy | No — you play as N.A. holding your buddy |
| I can hold the form as long as I like | No — the window is timed and expires on its own |
| I can Magichange two buddies together | No — one active familiar only |
| I can command the buddy outside Magichange | No — it is AI-controlled and cannot be healed |
| It replaces my weapon class | No — your class decides the other 95% of the fight |
| Monster evilities can go on N.A. | No — monster slots only, though effects reach you |
Ten minutes of setup, and the system stops being a novelty.
It turns your active Battle Buddy into a weapon you wield. You keep your own stats, gain the familiar’s stats on top, and your skill bar is replaced by that familiar’s Magichange skills for the duration.
Bond with a monster at the Buddy Base, bring it into a stage, and fight normally until the Magichange gauge charges. Trigger the transformation, attack during the timed window, and fire the buddy’s special attack to end it.
It is a timed window rather than a stance you hold. It expires on its own, and the exit is the familiar’s special attack — so commit to that attack early instead of saving it as a finisher.
Any familiar you have bonded with at the Buddy Base. All 16 classes are options, but the Rifle Demon family is the standout because it transforms into a gun — the strongest weapon class on the tier list.
One at a time. You can capture and bond with as many as you like, but only a single familiar accompanies you into a stage, so the choice usually comes down to which passive evility your current activity needs.
No. Familiars are AI-controlled, cannot be commanded, and cannot be healed. Incognito stops enemies targeting them and Peon Recycle revives them at 1 HP. See change character.
Not really. N.A. remains the only playable character — Magichange changes what he is holding and which skills he has access to, which is a genuine playstyle shift but not a roster swap.
Yes. Its stats are added to yours during Magichange, so give it the best monster weapon you own and stack Mana Amasser Innocents on it. Everything else belongs on your own four pieces — see builds.
Matched by build plan, shared topics, and guide progression — not random related links.