5th God Hand arrived with the Absolute Dream update (2.5) in Anime Expeditions, and it is not a banner pull. It is the dark half of a two-way evolution, which means the only way to own one is to grind the Broken Falcon questline and commit to the Sacrifice path. That commitment is permanent, so it pays to know the full material bill before you spend anything.
Quick answer: Farm 150 Sacrificed Souls in Eclipsed Infinite stages, trade them to the Broken Falcon NPC in Crimson Shore Act 1 for an Eclipse Shard, then evolve Broken Falcon at the Evolution Altar using 1x Eclipse Shard, 25x Purple Sprites, 25x Yellow Sprites, 25x Pink Sprites, 3x Rainbow Sprites, and 10,000 Gold.
5th God Hand unit profile
Before you sink hours into Souls, it helps to know what you are building toward. This is a one-per-match DPS unit with heavy crowd control baked into its passives.
| Detail | Value |
|---|---|
| Rarity | Secret |
| Element | Dark |
| Archetype | Psychic |
| Placement limit | 1 |
| Spawn cost | ¥1,350 |
| Full upgrade cost | ¥57,500 |
| Released | September 7th, 2026 (Update 2.5) |
The Psychic archetype matters more than it looks. Standard damage buffers such as Erwin will not touch this unit, so any support you plan around it has to buff Psychic damage or attack speed instead.
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Add to Google Preferences →Step 1: Pick up Broken Falcon in Crimson Shore
Broken Falcon is the base unit and the quest giver for Falcon’s Eclipse. Load into the Crimson Shore story map, turn around at the spawn point, and speak to the Broken Falcon NPC standing behind you. Accepting the quest hands you the Broken Falcon Secret unit for free.
Do not slot it into your team. Broken Falcon has no combat value of its own and exists purely as evolution fodder.
Note: the NPC only awards one base unit per questline, and Broken Falcon is consumed by the evolution. Choosing Sacrificed Souls locks you out of Silver Falcon, the Redeemed Souls support evolution, so decide now.
Step 2: Farm 150 Sacrificed Souls in Eclipsed Infinite stages
Souls drop from one place only: the Infinite stage of a Story map that currently carries the Eclipse modifier. The Eclipse rotates onto a Story Mode map roughly every 30 minutes, and you can spot it as an orb sitting on top of the map’s thumbnail in the selection menu.

Inside an Eclipsed Infinite run, the game asks you to pick a side. Every 5 waves you choose between Redemption, Sacrifice, or Neutral, and each pick fills the matching meter. Every 10 waves a Boss appears, and beating it pushes whichever meter is currently in the lead even further ahead.
Keep choosing Sacrifice for the whole run. When you defeat the final Boss, the Souls you receive match the meter you filled, and a single successful run can pay out up to 15 Sacrificed Souls. That works out to roughly ten clean runs for the 150 you need.
Eclipsed Infinite stages also roll random enemy Modifiers. Check them on the stage screen and adjust your team before you queue, because a failed run means no Souls at all.
Step 3: Trade the Souls for an Eclipse Shard
Return to Crimson Shore Act 1 and talk to the Broken Falcon NPC again. Later Acts will not work for this exchange, so make sure you entered Act 1 specifically.
Select the Sacrifice option and confirm the 150 Sacrificed Souls cost. The Eclipse Shard drops straight into your inventory, and the Souls are gone for good. There is no refund and no partial credit, which is why you should have your Sprites and Gold sorted before you press confirm.
Step 4: Evolve Broken Falcon at the Evolution Altar
The evolution itself happens in the lobby, not in a stage. Head to the Upgrades area and open the Evolution Altar. Here is the full bill:
| Material | Amount |
|---|---|
| Broken Falcon | 1 |
| Eclipse Shard | 1 |
| Purple Sprites | 25 |
| Yellow Sprites | 25 |
| Pink Sprites | 25 |
| Rainbow Sprites | 3 |
| Gold | 10,000 |
You do not need to farm the coloured Sprites from a specific stage. All of them can be crafted in the lobby crafting area using spare Grey Sprites, so check your Sprite inventory and top up any colour that is short before you open the Evolve menu.
With the materials in hand, select Broken Falcon, choose the 5th God Hand branch, and confirm. Broken Falcon is consumed and 5th God Hand lands in your unit inventory as a Secret with Dark and Psychic typings.
If the confirm button is greyed out, it is almost always a counting problem. Being one Sprite short, one colour short, or missing the Eclipse Shard blocks the whole thing, and the menu will not tell you which line failed.
Roll stats and traits before you commit
Stat rerolls carry through the evolution, so it is cheaper to fix Broken Falcon’s stats first rather than gambling on the finished unit. A strong target is Z-tier Damage, SS-tier SPA, and SSS-tier Range, which gives the evolved unit both reach and raw damage to build on.
Traits are the bigger lottery. Unbound is the mythic prize at a 0.1% roll chance, granting +350% damage, -5% SPA, and +10% range in exchange for a single placement restriction, which costs 5th God Hand nothing since it is already capped at one. Primordial, Draconic, Forsaken, and Eclipse show up far more often and are perfectly usable while you keep rolling.

What the three passives do
Eclipse Distortion, Causality, and Eclipse are designed to feed each other. The unit stalls enemies, marks the survivors, banks those marks, then dumps a burst once the meter fills.
| Passive | Effect |
|---|---|
| Eclipse Distortion | Every 3rd regular attack creates a Distortion on the target for 10 seconds. Enemies entering it vanish from the map for 2 seconds (12s cooldown), stop moving, and take 50% of the unit’s current damage. |
| Causality | Enemies that survive Distortion damage get Mark of Fate for 5 seconds and add 1 Fated Meter stack (cap 35). Each marked enemy in range gives +2.5% damage and +1% range, and marked enemies take 5% extra damage from this unit. Mark of Fate does not stack. |
| Eclipse | Each Fated Meter stack raises Distortion damage by 5%. At 35 stacks, every enemy in range takes 100% of the unit’s current damage per second for 5 seconds, then the meter resets to 0. |
The practical takeaway is that placement decides everything. Put 5th God Hand where enemies stream past constantly so it can keep chaining Distortions and stacking the Fated Meter. A quiet corner of the map wastes the entire kit, and with a placement limit of 1 you only get one shot at picking the lane.

Upgrade path and the SPA problem
Maxing 5th God Hand costs ¥57,500 across nine upgrades, and the unit changes attack twice on the way. Shatter is a 5-hit cone; Calamity, unlocked at UPG 7, is a full-map multi-hit that trades a much longer attack interval for far bigger numbers.
| Upgrade | Cost (¥) | Damage | SPA | DPS |
|---|---|---|---|---|
| 0 | 1,350 | 682 | 6.5 | 104.92 |
| 1 | 2,500 | 938 | 6.4 | 146.56 |
| 2 | 3,700 | 1,176 | 6.2 | 189.68 |
| 3 | 4,850 | 1,524 | 6.0 | 254.00 |
| 4 | 6,300 | 1,838 | 5.7 | 322.46 |
| 5 | 7,400 | 2,317 | 5.5 | 421.27 |
| 6 | 8,650 | 2,851 | 5.3 | 537.92 |
| 7 | 10,250 | 4,962 | 12.0 | 413.50 |
| 8 | 13,500 | 5,960 | 11.5 | 518.26 |
That SPA jump at UPG 7 is the unit’s one real weakness, and it is why the Yen plan matters. Because you can only field one copy, hold back enough income to push it to the Calamity upgrades rather than spreading Yen thin across filler units early in a stage.

Cutting the attack interval down
Two tools reliably shave seconds off that interval. Kitsune (Sparkle) buffs SPA directly in battle and can pull a roughly 9.7-second interval down to about 8.3 seconds, which is a meaningful gain when each attack is worth thousands of damage.
The second is Accursed Equipment, crafted and rerolled in the Armory. Its SPA stat rolls up to about -10%, so it is worth burning rerolls until you land close to that ceiling before you take the unit into a serious run.

Stack all of it together and the unit stops looking slow. Unbound’s damage multiplier, a near-max SPA roll on Accursed Equipment, and a Kitsune parked nearby turn 5th God Hand into a boss killer that also freezes waves in place, which is exactly the pairing that makes it strong in Infinite modes. Drop it in the Testing Zone first to confirm your own numbers, since traits and equipment change the result far more than the base table suggests.






