diff --git a/Assets/Resources/Prefabs/Effects/Rating Down Effect Panel.prefab b/Assets/Resources/Prefabs/Effects/Rating Down Effect Panel.prefab
new file mode 100644
index 0000000..f710214
--- /dev/null
+++ b/Assets/Resources/Prefabs/Effects/Rating Down Effect Panel.prefab	
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diff --git a/Assets/Resources/Prefabs/Effects/Rating Up Effect Panel.prefab.meta b/Assets/Resources/Prefabs/Effects/Rating Up Effect Panel.prefab.meta
new file mode 100644
index 0000000..f4f1f73
--- /dev/null
+++ b/Assets/Resources/Prefabs/Effects/Rating Up Effect Panel.prefab.meta	
@@ -0,0 +1,7 @@
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diff --git a/Assets/Script/UI/Effect/RatingDownEffectController.cs b/Assets/Script/UI/Effect/RatingDownEffectController.cs
new file mode 100644
index 0000000..bf4c9b1
--- /dev/null
+++ b/Assets/Script/UI/Effect/RatingDownEffectController.cs
@@ -0,0 +1,102 @@
+using System.Collections;
+using System.Threading;
+using DG.Tweening;
+using TMPro;
+using UnityEngine;
+
+public class RatingDownEffectController : EffectController
+{
+    [SerializeField] private GameObject characterOpenEyes;
+    [SerializeField] private GameObject characterCloseEyes;
+    [SerializeField] private GameObject depressedEffect;
+
+    protected override string fullText => "강등되었습니다.";
+
+    public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
+    {
+        gameObject.SetActive(true);
+        cancellationTokenSource = new CancellationTokenSource();
+        onEffectPanelEnded = onEffectPanelEnd;
+
+        ShowPanel();
+        StartCoroutine(AnimateLoadingText());
+        PopupDepressedEffect();
+        Invoke(nameof(PopupBanner), 0.3f); // 0.3초 후에 배너 효과 실행
+    }
+
+    protected override void ShowPanel()
+    {
+        CanvasGroup canvasGroup = gameObject.GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
+
+        canvasGroup.alpha = 0f;
+        canvasGroup.DOFade(1f, 1f);
+        bannerObj.transform.DOScale(Vector3.zero, 0f);
+        bannerObj.transform.DOScale(Vector3.one, 1f);
+    }
+
+    private IEnumerator AnimateCharacterEyes()
+    {
+        while (!cancellationTokenSource.IsCancellationRequested)
+        {
+            characterOpenEyes.SetActive(false);
+            characterCloseEyes.SetActive(true);
+            yield return new WaitForSeconds(0.2f);
+            characterOpenEyes.SetActive(true);
+            characterCloseEyes.SetActive(false);
+            yield return new WaitForSeconds(0.2f);
+            characterOpenEyes.SetActive(false);
+            characterCloseEyes.SetActive(true);
+            yield return new WaitForSeconds(0.2f);
+            characterOpenEyes.SetActive(true);
+            characterCloseEyes.SetActive(false);
+            yield return new WaitForSeconds(2f);
+        }
+    }
+    
+    private void PopupBanner()
+    {
+        characterCloseEyes.SetActive(true);
+        characterOpenEyes.SetActive(false);
+        // 초기 크기 및 위치 설정
+        characterCloseEyes.transform.localScale = Vector3.zero;
+        characterCloseEyes.transform.localPosition = new Vector3(0f, -100f, 0f);
+
+        // 크기 확대 + 위치 이동
+        characterCloseEyes.transform.DOScale(Vector3.one * 1.5f, 0.5f)
+            .SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과
+
+        characterCloseEyes.transform.DOLocalMoveY(120f, 0.5f)
+            .SetEase(Ease.OutExpo) // 감속 곡선 적용
+            .OnComplete(() =>
+            {
+                characterCloseEyes.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정
+            });
+
+        // 크기 자연스럽게 원래대로 줄이기
+        characterCloseEyes.transform.DOScale(Vector3.one * 1.4f, 0.3f)
+            .SetEase(Ease.InOutQuad)
+            .SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행
+
+        // 회전 흔들림 효과 (좀 더 부드럽게)
+        characterCloseEyes.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90)
+            .SetDelay(0.2f) // 살짝 더 길게 흔들도록 설정
+            .OnComplete(() =>
+        {
+            // 애니메이션이 끝난 후 눈 깜빡이는 효과 실행
+            StartCoroutine(AnimateCharacterEyes());
+        });
+    }
+
+    private void PopupDepressedEffect()
+    {
+        depressedEffect.SetActive(true);
+        RectTransform rectTransform = depressedEffect.GetComponent<RectTransform>();
+        if (rectTransform != null)
+        {
+            // 초기 위치 설정
+            rectTransform.anchoredPosition = new Vector2(0f, 500f);
+            // 밑으로 내려오는 효과 설정
+            rectTransform.DOAnchorPosY(150f, 1f).SetEase(Ease.OutExpo);
+        }
+    }
+}
diff --git a/Assets/Script/UI/Effect/RatingDownEffectController.cs.meta b/Assets/Script/UI/Effect/RatingDownEffectController.cs.meta
new file mode 100644
index 0000000..d6e31fd
--- /dev/null
+++ b/Assets/Script/UI/Effect/RatingDownEffectController.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 638842a55c624434ab5b3a88ca2bc919
+timeCreated: 1742541126
\ No newline at end of file
diff --git a/Assets/Script/UI/Effect/RatingUpEffectController.cs b/Assets/Script/UI/Effect/RatingUpEffectController.cs
new file mode 100644
index 0000000..afd412d
--- /dev/null
+++ b/Assets/Script/UI/Effect/RatingUpEffectController.cs
@@ -0,0 +1,106 @@
+using System.Collections;
+using System.Threading;
+using DG.Tweening;
+using TMPro;
+using UnityEngine;
+
+public class RatingUpEffectController : EffectController
+{
+    [SerializeField] private GameObject haloEffectImg;
+    [SerializeField] private GameObject characterImg;
+    [SerializeField] private GameObject[] shineEffectImg;
+    [SerializeField] private GameObject[] circleEffectImg;
+
+    protected override string fullText => "승급했습니다!";
+
+
+    public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
+    {
+        gameObject.SetActive(true);
+        cancellationTokenSource = new CancellationTokenSource();
+        onEffectPanelEnded = onEffectPanelEnd;
+        
+        ShowPanel();
+        StartCoroutine(AnimateLoadingText());
+        RotateHaloObject();
+        ScaleUpSparkles();
+        Invoke(nameof(PopupObject), 0.3f);
+    }
+
+    protected override void ShowPanel()
+    {
+        CanvasGroup canvasGroup = gameObject.GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
+
+        canvasGroup.alpha = 0f;
+        canvasGroup.DOFade(1f, 1f);
+        bannerObj.transform.DOScale(Vector3.zero, 0f);
+        bannerObj.transform.DOScale(Vector3.one, 1f);
+    }
+    
+    private void RotateHaloObject()
+    {
+        // 무한 회전 효과
+        haloEffectImg.transform
+            .DORotate(new Vector3(0f, 0f, 360f), 3f, RotateMode.FastBeyond360)
+            .SetEase(Ease.Linear)
+            .SetLoops(-1, LoopType.Restart);
+    }
+
+    private void PopupObject()
+    {
+        characterImg.SetActive(true);
+
+        // 초기 크기 및 위치 설정
+        characterImg.transform.localScale = Vector3.zero;
+        characterImg.transform.localPosition = new Vector3(0f, -100f, 0f);
+
+        // 크기 확대 + 위치 이동
+        characterImg.transform.DOScale(Vector3.one * 1.5f, 0.5f)
+            .SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과
+
+        characterImg.transform.DOLocalMoveY(120f, 0.5f)
+            .SetEase(Ease.OutExpo) // 감속 곡선 적용
+            .OnComplete(() =>
+            {
+                characterImg.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정
+            });
+
+        // 크기 자연스럽게 원래대로 줄이기
+        characterImg.transform.DOScale(Vector3.one * 1.4f, 0.3f)
+            .SetEase(Ease.InOutQuad)
+            .SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행
+
+        // 회전 흔들림 효과 (좀 더 부드럽게)
+        characterImg.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90)
+            .SetDelay(0.2f); // 살짝 더 길게 흔들도록 설정
+    }
+
+    private void ScaleUpSparkles()
+    {
+        // 스파클 효과 실행
+        StartCoroutine(ScaleUpSparklesCoroutine());
+    }
+
+    private IEnumerator ScaleUpSparklesCoroutine()
+    {
+        while (!cancellationTokenSource.IsCancellationRequested)
+        {
+            // 각 스파클 효과 실행
+            yield return StartCoroutine(ScaleUpEffectCoroutine(shineEffectImg));
+            yield return StartCoroutine(ScaleUpEffectCoroutine(circleEffectImg));
+            
+            yield return new WaitForSeconds(0.3f);
+        }
+    }
+
+    private IEnumerator ScaleUpEffectCoroutine(GameObject[] effectArray)
+    {
+        foreach (GameObject effect in effectArray)
+        {
+            effect.transform.localScale = Vector3.zero;
+            effect.transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutBack);
+            effect.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InOutBounce).SetDelay(0.3f);
+            yield return new WaitForSeconds(0.3f);
+        }
+    }
+}
diff --git a/Assets/Script/UI/Effect/RatingUpEffectController.cs.meta b/Assets/Script/UI/Effect/RatingUpEffectController.cs.meta
new file mode 100644
index 0000000..0d5b1cc
--- /dev/null
+++ b/Assets/Script/UI/Effect/RatingUpEffectController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f6558e67c37b59745b73d4bb35d4f395
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Script/UI/PanelController/PanelManager.cs b/Assets/Script/UI/PanelController/PanelManager.cs
index 52b80d5..5ed742a 100644
--- a/Assets/Script/UI/PanelController/PanelManager.cs
+++ b/Assets/Script/UI/PanelController/PanelManager.cs
@@ -106,6 +106,31 @@ public class PanelManager : MonoBehaviour
         }
     }
 
+    /// <summary>
+    /// 강등, 승급 이펙트 패널 오픈
+    /// </summary>
+    /// <param name="ratingUpDown"></param>
+    public void OpenRatingEffectPanel(int ratingUpDown)
+    {
+        switch (ratingUpDown)
+        {
+            case -1:
+                if (_canvas != null)
+                {
+                    var drawEffectPanelObject = GetEffectPanel("Rating Down Effect Panel");
+                    drawEffectPanelObject.GetComponent<RatingDownEffectController>().ShowEffect(OnEffectPanelEnded);
+                }
+                break;
+            case 1:
+                if (_canvas != null)
+                {
+                    var drawEffectPanelObject = GetEffectPanel("Rating Up Effect Panel");
+                    drawEffectPanelObject.GetComponent<RatingUpEffectController>().ShowEffect(OnEffectPanelEnded);
+                }
+                break;
+        }
+    }
+    //TODO: 인자로 RameResult받게 해주시면 될 것 같습니다.
     private void OnEffectPanelEnded()
     {
         // OpenRatingPanel();
diff --git a/Assets/Script/UI/PanelController/RatingPanelController.cs b/Assets/Script/UI/PanelController/RatingPanelController.cs
index 94b597e..2ff1858 100644
--- a/Assets/Script/UI/PanelController/RatingPanelController.cs
+++ b/Assets/Script/UI/PanelController/RatingPanelController.cs
@@ -55,7 +55,7 @@ public class RatingPanelController : PanelController
                     //결과화면 띄우기
                     if (scoreResultInfo.isAdvancement == 1)
                     {
-                        
+                        GameManager.Instance.panelManager.OpenRatingEffectPanel(1);
                     }
                 },() => { });
                 break;
@@ -66,7 +66,7 @@ public class RatingPanelController : PanelController
                     
                     if (scoreResultInfo.isAdvancement == -1)
                     {
-                        
+                        GameManager.Instance.panelManager.OpenRatingEffectPanel(-1);
                     }
                     
                 }, () => { });