Contents:

Important notes

Latest Changes:

Unit Info

Tier List

Ultimates

Personal Weapons

Full-Paragon’s Global version document

Document by Enraged_Koala on Discord and Reddit, EnKoala on YouTube.

Important notes

All units were valued only as main units. Use as a sub was not taken into consideration. Placements were based both on personal experience with the game and actual statistics. In the discord server for the game we have statistics compiled from the teams of all players in the top 1000 ranks. A lot of placement on this list was based on that. I know tier lists are often subjective, but a lot of effort was made to make sure this one wasn’t!

Still, despite that, it’s impossible to make a tier list that’s 100% accurate, so naturally this one won’t be perfect either. The last thing I want to do with this list is mislead anyone, so please also use your own judgement when deciding how you feel about certain units. Changes can (and most definitely will) be made, and it can happen totally on a whim. Sometimes units thought to be bad could be found to have a use that pushes them up a tier, and of course updates to the game can have a huge difference too.

Units with names in bold and italic are limited.

The ‘Skills’ section describes the unit’s skills. All skills are listed as they are at level 5. The skills are listed in the order of: basic attack > skill 1 > skill 2. AOE = area of effect, hits all enemies. ST = single target, hits one enemy. ‘Res Shred’ is a debuff that makes enemies take more damage from attacks they’re weak to, so an enemy weak to earth with that debuff will take more damage from any earth element attacks. Basic attacks are always single target so this clarification is not necessary, and cooldowns are not mentioned unless in the ‘Description’ section to reduce clutter. Ultimate abilities are NOT included.

And lastly, please note this is based on the current state of the game in the JP version. Units can move up and down over time. This will not be an accurate tier list for global launch, even if you took out all the units that weren’t in the game at launch! For example, Mitsurugi is rated higher than Melissa, but at global launch Melissa is most definitely the best. The descriptions may still be accurate, but:

Do not use the tier rankings as a guide for early global version! The JP version is a full year and a half ahead, and the meta has changed a lot!

If you want a global tier list, check out this one made by Full-Paragon. It’s formatted pretty much the same as this one and is kept up to date.

Tier Description

S+       The best of the best – Pretty much must have in their element, or highly versatile outside                        
        of it. Nowadays having units used off element is rare so this doesn’t happen much. (Only
        1 unit in this tier).

S         Must have units in their element, and potentially useful outside of it, though not on the
        same level as S+ units.

S-        Must have units in their element, and can rarely be good outside of it.

A+       Excellent units for their element you’ll see people using a lot, but not in other arenas.

A        Great units for their element you’ll see a bunch of people using in 1k. Could even be
            found in the very top teams, but less often than the units in tiers above.

B        Good units for their element, could maybe be used for 1k but you likely won’t find them  
           in top teams (at least, not in the frontline)

C         Not good units but can be used if you have no better options.

D         Generally not worth using.

Latest Changes:

Pro Tip: Don’t create another gmail account for a tier list that a lot of people use, and then forget the username / password for that account for over 2 months. BUT I FIXED IT NOW!

NEW Yukata Amy 2 -> A          

NEW Yukata Iris -> B  

NEW Ninja Melissa -> A                  

NEW Rapper Aqua -> B            

NEW Rapper Darkness -> A    

NEW Legendary Lia -> S          

NEW Legendary Erika -> S-  

NEW Legendary Cielo -> S    

NEW Apron Vanir -> B            

NEW Forbidden Aqua -> S-    

NEW Halloween Arue -> S-    

NEW Halloween Megumin -> A+

NEW Halloween Lolisa -> A+  

NEW OG Mitsurugi 2 -> B        

NEW Maple -> S-                

NEW Kasumi -> B                

NEW Sally -> TBD

NEW Maple Darkness -> TBD

NEW Sally Chris -> A  

         

Godaqua S -> S-            

Maid Lia S+ -> S            

Legendary Iris S -> A+  

Onsen Mel S -> S-          

Yukata Yunyun S- -> A+  

School Rin A+ -> A          

PJ Melissa A+ -> S-        

Kuroko A+ -> A              

Casino Melissa A+ -> A  

Railgun Megu A -> A+    

Xmas Wiz A -> B            

NY Vanir A -> B            

School Erika C -> B        

OG Lia D -> B              

Ninja Cecily A -> B        

Rezero Megumin B -> C  

Albedo Darkness B -> C  

OG Darkness 2 B -> C    

OG Komekko B -> C          

Filo Komekko B -> C        

Ainu Mia B -> A+        

Arabian Amy B -> C          

Onsen Meru B -> C          

Bell B -> C                

Theater Vanir B -> A    

Theater Arue C -> D        

Theater Kazuma C -> D  

Arabian Chris C -> D    

Kenpo Wiz C -> D            

Onsen Yunyun C -> D        

School Yunyun A -> A+  

(Thanks to PhantomSpirit101 on Discord for helping out with some of the new unit descriptions!)

Unit Info

Unit

Tier

Skills

Trait

Description

OG Kazuma (Water)

 

D

 

126% elementless physical damage

 

151% AOE water magic damage

155% ST water physical damage and tier 1 physical attack debuff (12s)

Not worth using, ever, and he never will be, from launch to End of service whenever that happens. Terrible damage and not any utility to make up for it. I really don’t see a world where this unit ever becomes viable at any stage of the game.

Theater Kazuma (Light)

 

D

126% elementless physical damage

 135% AOE light physical damage and self tier 2 agility buff (12s)

199% ST light physical damage and tier 2 physical defense debuff (16s)

An ok light physical unit, but light has a lot of better options. Still works sometimes thanks to the options provided by Kazuma’s several useful ultimate choices.

Ballroom Kazuma (Earth)

C

126% elementless physical damage

109% AOE earth physical damage and party tier 2 physical attack buff (10s)

199% ST light physical damage and tier 2 physical defense debuff (16s)

Okay physical earth unit. Earth phys has quite a lot of options, and Kazuma has long since been outclassed. Why get a tier 2 patk buff and pdef debuff when recent units and ultimates are so versatile you can easily get tier 3 on both, or just ignore def down altogether?

Ninja Kazuma (Dark)

C

126% elementless physical damage

134% ST dark physical damage and party tier 2 physical attack buff (10s)

199% ST dark physical damage (273% damage if above 70% HP)

Similarly to light Kazuma, this Kazuma is an okay unit in dark, but the element has better options, including a better Kazuma. If you really need a unit to put into back 2 then there are worse options.

Idol Kazuma (Wind)

S-

126% elementless physical damage

199% ST wind physical damage and tier 2 resist shred debuff (16s)

171% ST wind physical damage (230% if the target has a debuff)

One of the more versatile top arena units, the main reason being res shred as it increases damage far more than a typical attack buff or defense debuff could. Couple this with the wide range of utility in Kazuma’s ults and you have a great res shred option, but enough tier 2 res shred units have released for other elements that he’s no longer got the widespread use he did for a while. Now, even Wind has another option with NY Wiz. Kazuma is generally better than Wiz but if the arena screws over phys he has a chance to sadly fall by the wayside and be replaced by her.

Legendary Kazuma (Lightning)

A

105% lightning physical damage (131% if target is debuffed)

122% ST lightning physical damage (158% if above 70% hp) and tier 3 physical defense debuff (12s)

179% ST lightning physical damage (242% if target is debuffed) and self tier 2 agility buff (16s)

 (9% phys

 up instead

 of the

 usual 6%)

Not as much the Lightning powerhouse he was before, but still fairly good. His basic attack can deal the damage of a skill, but only really against lightning enemies. Nowadays he’s outclassed by Misaka and Yunyun but he’s still a good Lightning unit regardless.

Butler Kazuma (Fire)

S-

126% elementless physical damage

153% ST fire physical damage and party tier 2 physical attack buff (12s)

135% AOE fire physical damage (177% if above 70% hp)

(Optional

party buff

trait)

Butler kazuma helps a ton in every fire team, and is almost always preferred over Legendary Megumin’s crimson demon buff. He’s another unit only useful for his party buff trait, but it’s an important use nonetheless.

Overlord Kazuma (Dark)

B

126% elementless physical damage

140% ST dark physical damage (184% if above 70% hp) and party 4 second cooldown reduction

141% AOE dark physical damage (185% if above 70% hp) and self tier 2 agility buff (16s)

A lot of the time, this Kazuma ends up getting used as just an Ainz sub, but don’t let that fool you - he’s a pretty powerful dark unit in his own right. He’s one of the best dark physical units in the game, and he’s required for anyone wanting to run a dark phys team… Not that it’s quite enough to compete with dark mages anymore. His skills do a lot of damage, and of course cooldown reduction is as helpful as ever, especially when paired with Overlord Darkness.

Anni Kazuma (Fire)

C

126% elementless physical damage

155% AOE fire physical damage and self 20% ultimate gauge charge

122% ST fire physical damage (158% when above 70%) and tier 3 physical defense debuff (12s)

Not much to expect from this Kazuma, since he’s a welfare… Really, there’s no good place to fit this unit in. He’s a phys unit so fire mages don’t want him, even with the recent ult changes. And, in fire phys teams, you’d probably rather use Butler kazuma in the back instead for his fire buff. He’s a free 555 4* but that’s about it.

OG Aqua (Water)

D

126% elementless physical damage

105% AOE water physical damage and party tier 2 physical attack buff (10s)

146% ST water physical damage and small party heal

While useful at launch, being the same element as the much, much better Legendary Aqua has left OG Aqua delegated to a substitute role only. There isn’t, and never will be, a reason to use her over Legendary Aqua.

Onsen Aqua (Light)

D

126% elementless physical damage

Medium party heal and poison cure

163% AOE light physical damage

Similarly to how OG Aqua was rendered much less useful by Legendary Aqua, Onsen Aqua has been entirely replaced by Danmachi Aqua, who is also Light element. But even without that, Legendary Aqua would be a better option for light arena too. Onsen Aqua just doesn’t really do anything worthwhile. Her skills are what you’d expect from a 2*, and fittingly her damage output is like that of a 2* as well.

Swimsuit Aqua (Lightning)

C

126% elementless physical damage

105% AOE lightning physical damage and small party heal

172% ST lightning physical damage and party 20% ultimate gauge charge

A pretty solid Lightning unit. While not quite good enough as either support or dps her gauge up is useful enough to provide some good utility. She seems to work best in a team that has her deliberately die after using her ult, since her comparatively poor damage output does not make her ideal for sticking around in the long run. Though, you wouldn’t really have the opportunity to use this unit anyway since you really should be using Halloween Aqua in Lightning instead, if you have her.

ReZero Aqua (Wind)

D

126% elementless physical damage

128% ST wind physical damage and party tier 2 physical attack buff (10s)

146% ST wind physical damage and small party heal

Almost the exact same as OG aqua, just wind. Unfortunately, wind does not need an OG Aqua; She’s never really seen any use since release and almost definitely never will in the future either. Easily the weakest unit from the ReZero collab. Aqua has seen a lot of use in wind arena - Legendary Aqua. Not this one.

New Year Aqua (Earth)

C

126% elementless physical damage

Large party heal and party tier 1 agility buff (10s)

172% ST earth physical damage and party 20% ultimate gauge charge

New Year aqua is a strange case in that she’s often only used as a rear 2 unit who comes in near the end of the run, but in Earth arena, she does that very well. Being able to both heal surviving units after a strong attack and get some last second charge on their ults is very useful. Just usually not great if she’s around for a long time due to not having the best damage output… And now, with the new anniversary aqua who’s basically just a straight upgrade, she’s even less useful. Still works great if you don’t have the other Aqua, though.

Legendary Aqua (Water)

S-

105% water physical attack and small party heal

149% ST water physical attack and party 6 second cooldown reduction

170% ST water physical damage (228% if above 70% hp) and party 10% ultimate gauge charge

She had to fall from the top eventually… She’s not as useful off element as she once was, even with Aqua’s great fame trait. And water has had so many meta-breaking units that while Aqua might have still seen use in other elements, it’s just too stacked between Legendary Cecily, Legendary Lia and Summer Lolisa among a few others to fit Aqua in anymore. Her utility is still great and she’s useful to have but not quite the dominating force she used to be.

Danmachi Aqua (Light)

A

126% elementless physical damage

102% AOE light physical damage and party tier 3 physical attack buff (10s)

156% ST light physical damage (207% if above 70% hp) and party 20% ultimate gauge charge

Danmachi Aqua is notable for being the first Aqua that doesn’t heal (unless you use sacred create water as her ult). She does, however, have the utility and even the damage to make up for it. Aa party wide tier 3 buff on a skill is nice, and while the uptime compared to the cooldown is poor, being able to do a tier 3 attack buff the moment she enters the battle has allowed her to remain a pretty good backline light unit. Though, light is notably stacked, so she doesn’t always find a place.

Halloween Aqua (Lightning)

S-

126% elementless physical damage

128% ST Lightning physical damage and party heal over time (5s)

189% ST Lightning physical damage (257% if above 70% hp)

(Optional

party buff

trait)

Halloween Aqua should only ever be used as back 2, since that gives the option to use her party buff. But that’s absolutely worth doing, especially since it would be paired with either mages, who do all lightning damage, or fes kazuma, with his lightning basic and Meru with her lightning ult. No reason not to use her if you have her.

Anni Aqua (Earth)

B

126% elementless physical damage

162% ST earth physical damage and party 4 second cooldown reduction

156% ST earth physical damage and party 20% ultimate gauge charge

It’s Godaqua, with a normal basic attack, less cooldown cut and more gauge up. Sounds good but it surprisingly isn’t. In the end, her best use is probably as a Godaqua sub. She’s a nice backline unit for earth but the earth team would need some big changes for her to fit into the frontline.

Raphtalia Aqua (Wind)

A

126% elementless physical damage

149% ST wind physical damage and party 20% ultimate gauge charge

156% ST wind physical damage (207% if above 70% hp). If above 70% gauge, consume it and apply a party 6 second cooldown reduction

I don’t really know what to think about this unit, to be honest. It’s not the first time we’ve had a dps aqua at all, but that 70% gauge consumption means she’ll definitely never get to use her healing ultimate. And, 70% just for 6 seconds of gauge charge is an incredibly steep price. It’s possible that she gets some use given the effects she has but it’ll be tricky to fit her in any teams.

Rapper Aqua (Fire)

B

126% elementless physical damage

Small party heal over time (10s) and if above 50% gauge, consume it and apply a tier 2 fire damage buff to all allies (14s)

156% ST fire physical damage (207% if above 70% hp) and party 20% ultimate gauge charge

While a tier 2 elemental damage buff is great, there’s a lack of basic buff utility that makes this aqua really hard to use in fire. No attack buff, speed buff, cooldown cut or res shred, which are the four key things that make a unit viable utilitywise. And that can make units like this, even with other good buffs, still really hard to use. Sometimes you can make up for it, but in fire, it’s too hard to use Aqua effectively.

Forbidden Aqua (Light)

S-

113% light physical damage

147% ST light physical damage (194% if above 70% hp) and party 4s cooldown reduction

175% ST light physical damage to a random enemy twice and 80% chance to blind (12s)

The first of the ‘forbidden’ units, a fancy name for fes 2, Aqua certainly is an interesting start. The main thing to know about fes units is they have unique ults to them, which is listed in the ult section below this list. It applies a new kind of buff that can stack with other buffs of the same buff - a tier 1 light buff, specifically, so you can use it on the same team as school cielo and have both of them apply. But of course, one elephant in the room is that skill 2, since it’s got a status effect, something which we thought long obsolete. Yes, it might be obvious to say, but it’s pretty useful if the boss isn’t resistant to blind. If it is, well, at least her damage is still good.

OG Megumin (Fire)

C

126% elementless physical damage

162% ST fire magic damage and self tier 2 magic attack buff (12s)

148% AOE fire magic damage and tier 1 magic defense debuff (12s)

While once a longtime staple of Fire arena, the inevitable recently happened: Legendary Megumin came out, and after 1.5 years, OG Megumin has finally been replaced. She’s still a good unit, and a serviceable replacement if you need her, but she unfortunately just can’t hope to compare.

PJ Megumin (Dark)

D

126% elementless physical damage

142% AOE dark magic damage

189% ST dark magic damage and tier 2 magic defense debuff (16s)

The weakest 4* Megumin in the game - her skills are pretty much the same as Onsen megumin, a 3*. Funnily enough, there’s a 3* Megumin better than her too - Swimsuit Megumin, who is also dark, and should be used in dark arena instead of PJ Megumin. Not having a self magic attack buff, unhelpful skills at clearing the waves before the boss, and being the only 4* Megumin with a trait that does nothing for Explosion makes this a generally weak unit.

Crimson Demon Megumin (Water)

A

126% elementless physical damage

105% AOE water magic damage and party tier 2 magic attack buff (10s)

189% ST water magic damage and tier 2 agility debuff (16s)

For a long time this unit was just ok, often outclassed by ReZero Megumin but finding herself with some uses regardless. Recently, they’ve changed the arena so that ALL off element attacks are resisted, absolutely curb-stomping ReZero Megumin’s already dwindling usefulness and giving these others more of a chance, even if Explosion itself is resisted too. This Megumin works pretty well in water mage teams as help with clearing the waves.

Cafe Megumin (Wind)

B

126% elementless physical damage

105% AOE wind magic damage and self tier 3 magic attack buff (12s)

189% ST wind magic damage and tier 2 agility debuff (16s)

No longer confined by Rezero Megumin! Though this Megumin’s agility debuff can be quite useful in case a boss has a particular attack you’d like to stall before Megumin explodes. This Megumin is also one of a couple that has a tier 3 buff rather than tier 2, and the buff gets stronger with skill level, which means you don’t need a buff ult from another unit to explode with the best magic attack buff possible - provided you have the skill at level 5, of course.

ReZero Megumin (Light)

C

126% elementless physical damage

118% AOE light magic damage and party tier 2 magic attack buff (12s)

129% AOE light magic damage and party tier 1 agility buff (10s)

ReZero Megumin - and, Megumin in general - has really dropped off recently, for a couple reasons. One, you just want all your units with buffs and debuffs on their ults in front. But, much more importantly, Now in JP arenas resist ALL elements other than the ones they’re weak to. So, if it’s not weak to fire, it resists explosion. Yeah, it really sucks for Megumin. Not only that, but the enemies in the waves resist in the same way, so off element Megumin - the way ReZero was often used - have that aspect of their usefulness massively reduced as well. She just isn’t good enough for that anymore. Still not bad in light, though.

New Year Megumin (Earth)

C

126% elementless physical damage

105% AOE earth magic damage and self tier 3 magic attack buff (12s)

189% ST earth magic damage (257% if above 70% hp)

Not really much to add to this one. She doesn’t have an agility debuff, just more damage. She works well enough, doing what Megumin normally does, that is help clear the waves then die at the boss.

Idol Megumin (Light)

C

126% elementless physical damage

146% ST light magic damage and self tier 3 magic attack buff (16s)

162% ST light magic damage (218% if above 70% hp)

This one is Light element, same as ReZero Megumin. While ReZero Megumin has two AOE skills, this one has two ST skills. You might think this makes her way worse in comparison, and you’re totally right, but she has some niche uses. If the waves before the boss are few in number and have high health, then Idol Megumin is actually better…. Not that that ever really happens. Couple that with low cooldowns which allows her to never use her basic attack when paired with Legendary Aqua and you have a potentially powerful Light unit. But again, usually not though.

Legendary Megumin (Fire)

S-

113% fire physical damage

133% ST fire magic damage (173% if above 70% hp) and tier 3 self magic attack buff (16s)

119% AOE fire magic damage (152% if above 70% hp) and tier 2 self agility buff (12s)

(optional

party buff

trait)

Legendary Megumin is still a great unit for fire, but she’s far from the close to must have she once was. The new 2nd anni megumin is better than her under certain conditions, but still Legendary Megumin is usually the best option. And, with the addition of Legendary Arue, her 9% crimson demon buff trait can be pretty crucial for dark arena now too.

Overlord Megumin (Light)

B

126% elementless physical damage

105% AOE light magic damage and party tier 2 agility buff (10s)

170% ST light magic damage (228% if above 70% hp) and self tier 2 magic attack buff (16s)

Megumin’s third light 4* (Sumzap why) she inevitably draws comparison to Rezero Megumin and as to whether or not she’s better… She usually isn’t. Awkward skills for the waves and tier 2 agility instead of tier 1 often isn’t quite worth the payoff for everything else. It’s more dependent on the wave structure than anything else. There are times when she’s better but overall ReZero just about wins.

Christmas Megumin (Earth)

A

126% elementless physical damage

119% AOE earth magic damage (152% if above 70% hp) and party tier 1 agility buff (10s)

134% AOE earth magic damage (175% if above 70% hp) and self tier 2 magic attack buff (16s)

Pretty much, just see everything I said about ReZero Megumin. The only way Xmas Megumin could be better is the fact that she has a better trait as a sub.

Anni Megumin (Fire)

S-

126% elementless physical damage

162% ST fire magic damage and party debuff block (10s)

170% ST fire magic damage (228% if above 70% hp) and party 4 second cooldown reduction

As expected, this Megumin is excellent, provided the arena is suited to her skills. She’s a real double-edged sword: Cooldown cut and Debuff block are amazing skills, however they’re on double ST, and this is the only Megumin with no self buff or debuff to boost her damage. If the boss starts with a debuff, and the waves are fairly low in number, you definitely want to have this Megumin.

Railgun Megumin (Lightning)

A+

126% elementless physical damage

120% AOE lightning magic damage and party 20% ultimate gauge charge

170% ST lightning magic damage (228% if above 70% hp) and self tier 2 magic attack buff (16s)

Finally, a 4* Lightning Megumin? I use a question mark there as I’m not sure it’s something we’ve been waiting for. Nevertheless, this could easily be one of the best Megumin so far, as she has gauge up - helps herself get explosion far easier, especially if used off element, and is just generally a great thing to have. A good AOE / ST distribution to help clear the waves too. We didn’t see her much in the latest lightning arena but she’s already starting to prove herself elsewhere.

Summer Megumin (Dark)

A

126% elementless physical damage

98% AOE dark magic damage (121% if above 70% hp) and party tier 2 agility buff (10s)

175% ST magic damage to a random enemy twice and self tier 2 magic attack buff (16s)

(Optional party buff trait)

A fairly strong unit for helping clear waves, largely because of that double hit and agility buff. Since all non-fire-weak bosses resist explosion now, a Megumin usually needs a lot of buffs going on to justify using her, and this Megumin has just about enough for that.

Halloween Megumin (Earth)

A+

126% elementless physical damage

162% ST earth magic damage and party 4s cooldown reduction.

175% ST earth magic damage to a random enemy twice and self 20% ultimate gauge charge

This Megumin is great for charging railgun, but since arena bosses resist all off element, that wouldn’t be that useful anymore… until they added Megumin’s u2v2, which applies the first ever tier 3 res shred. Now with that this unit is a great res shred option in earth, and may even have a chance being used for it in some other elements in the future too.

OG Darkness (Elementless)

D

102% elementless physical damage and self tier 2 physical defense buff (6s)

130% AOE elementless physical damage and party tier 2 physical defense buff (10s)

Small self heal and self tier 2 taunt buff (20s)

Ah, Darkness. If you’re viewing this tier list you’re probably already aware of her inability to land her attacks, but does she have the tanking ability to make up for it?

...No. Definitely not. There’s no place in this game for a tank that doesn’t deal high damage as well. And while you may have heard she gets more useful later, this tier list is purely about arena, and she never gets any better there.

Onsen Darkness (Elementless)

D

102% elementless physical damage and self tier 2 magic defense buff (6s)

Party tier 2 physical defense buff and party tier 2 magic defense buff (12s)

Small party heal and self tier 2 taunt buff (16s)

Yeah, this one is about as bad. I couldn’t tell you if she’s better or worse than OG Darkness, and it doesn’t really matter. Neither are usable.

Swimsuit Darkness (Elementless)

D

102% elementless physical damage and self tier 2 physical defense buff (6s)

Single ally tier 3 physical attack buff and single ally tier 3 physical defense buff (12s)

Party tier 2 agility buff and self tier 2 taunt (10s)

Well, at least they tried with this one (i think?). Swimsuit Darkness ditches some of the poor attempts at tanking in favour of applying massive buffs to the other units.

Unfortunately, it’s not enough to save Darkness. While it’s better than nothing, she’s unfortunately still not any good.

Christmas Darkness (Elementless)

D

102% elementless physical damage and self tier 2 magic defense buff (6s)

Single ally tier 3 magic attack buff and single ally tier 3 agility buff (12s)

Small self heal and party tier 2 magic defense buff (12s)

It’s Swimsuit Darkness, but for magic this time! She’s a little better than Swimsuit is - rather than trading out tanking for buffs, she does both, but it’s still not enough to save a unit that deals absolutely 0 damage.

Legendary Darkness (Light)

A

93% light physical damage and self tier 2 physical defense buff (6s)

Self 30% ultimate gauge charge and party tier 2 physical defense buff (12s)

151% ST light physical damage (211% if below 50% hp) and party tier 2 agility buff (12s)

The queen of Light arena for quite a while, the release of two better Legendary light units in Yunyun and Iris really hurt this Darkness. The main thing she had going for her was her agility buff, and now Light has the higher dps School Rin to provide that instead. Oh, well… She’s still great for phys teams specifically and provides some great survivability if you need it.

Danmachi Darkness (Wind)

D

115% elementless physical damage and self tier 1 physical attack buff (6s)

135% AOE wind physical damage and party tier 1 earth damage cut (10s)

199% ST wind physical damage (273% if above 70% hp)

And she’s back to not being so good, but at least better than before. This Darkness has the special property of always being able to land her attacks, but unfortunately her skills aren’t nearly good enough to use it well, so she just ends up being a poor dps, and that’s about it. Wind has much better options.

Overlord Darkness (Dark)

C

102% elmentless physical damage and self tier 2 physical defense buff (6s)

171% ST dark physical damage and self 20% ultimate gauge charge

153% ST dark physical damage and party tier 3 physical attack buff (10s)

All Darkness needs to be decent is some self ultimate gauge charge, and she can do a lot of damage with the mask. The party-wide tier 3 attack buff is hugely helpful too, so using it with a few cooldown reduction effects enables an okay dark physical team. Though, it kind of goes without saying that okay isn’t nearly good enough anymore. She doesn’t stand a chance against Ainz.

Anni Darkness (Earth)

  B

102% elementless physical damage and self tier 2 physical defense buff (6s)

171% ST earth physical damage and self 20% ultimate gauge charge

151% ST earth physical damage (200% if above 70% HP) and party tier 2 agility buff (12s)

A pretty interesting unit, this Darkness could contest Legendary Chris for party tier 2 agility buffs in Earth, and she does a pretty good job of it… But there’s just not quite enough other utility on her in comparison to chris or cielo. Not a unit that you can just throw into any team but she’s pretty powerful if you can.

OG Darkness 2 (Lightning)

C

102% elementless physical damage and self tier 2 physical defense buff (6s)

132% ST lightning damage (172% if above 70% hp) and party tier 2 water damage cut (10s)

199% ST lightning damage and party 4 second cooldown reduction

A very interesting unit… Normally you want self gauge up on a Darkness for her to be good, and this one almost finds a way. Good utility with damage cut and cd cut. It’s difficult to fit her into a team with such a unique kit and might more often than not find herself in the backline but she’s still a good option there.

Rapper Darkness (Fire)

A

102% elementless physical damage and self tier 2 physical attack buff (6s)

154% ST fire physical damage (205% if above 70% hp) and party 6s cooldown reduction

185% ST fire physical damage to a random enemy twice and self 20% ultimate gauge charge

All Darkness really needs to be good is some self gauge up, and this one has it, capable of dealing some huge damage and cutting cooldowns for the team, something fire really needs. Though she doesn’t quite manage to make it into optimal teams, she’s still a great option.

Maple Darkness (Water)

TBD

102% elementless physical damage and medium self heal

Tier 3 self counter buff (14s) and party 6 second cooldown reduction

151% ST water physical damage to a random enemy twice and party 10% ultimate gauge charge

An interesting unit, but probably had mediocre dps and, since she’s water, means she probably needs a hell of a lot more than that to succeed.

OG Chris (Wind)

D

126% elementless physical damage

124% AOE wind physical damage and low chance to bind

178% ST wind physical damage and tier 2 physical defense debuff (16s)

While an excellent unit at launch, Chris loses her usefulness as time goes on. Almost permanent tier 2 defense debuff is nice but her bind is inconsistent. As the meta shifts, wind becomes an arena better for magical units, and once phys becomes good again a while later the phys teams don’t really have room for Chris anymore… And then, Legendary Chris shows up and absolutely blows this unit away by being a thousand times better. At least OG Chris is a great sub for her Legendary version!

Maid Chris (Fire)

D

126% elementless physical damage

124% AOE fire physical damage and self tier 2 physical attack (12s)

178% ST fire physical damage and tier 2 physical defense debuff (16s)

While seemingly a useful unit at release, having both an attack buff and defense debuff, Maid Chris doesn’t provide much that teams of the Fire element need. She’s a decent option early on but later you’re far better off going with someone else, including the 3* fire Chris, who’s better than Maid Chris is.

Arabian Chris (Light)

D

126% elementless physical damage

124% AOE light physical damage and party tier 1 agility buff (10s)

178% ST light physical damage and medium chance to haze

Arabian Chris is a decent unit when it comes to preventing damage without healing, having her agility debuff ult and a decent chance to Haze the boss. Unfortunately, any unit that relies on a status effect to be good is doomed to fail, since they’re just too inconsistent to be good. Even despite that, she’s not the worst, but Light phys has many better options.

Winter Chris (Lightning)

C

126% elementless physical damage

154% lightning physical damage and self tier 2 agility buff (12s)

178% lightning physical damage (241% if above 70% hp)

Winter Chris is an all around decent physical Lightning dps, with her agility debuff ult providing some good utility on top of that. Not much else needs to be said, she’s just generally alright.

Ninja Chris (Water)

A+

126% elementless physical damage

154% water physical damage and tier 2 resist shred debuff (12s)

127% water physical damage (164% if above 70% hp) and self tier 3 physical attack buff (16s)

Summer Lolisa came out of absolute nowhere and basically removed Chris’ reason to exist by doing literally everything she does only better. Chris works alright if you don’t have Lolisa, but Lolisa is undeniably better.

Swimsuit Chris (Earth)

B

126% elementless physical damage

154% ST earth physical damage and party 4 second cooldown reduction

178% ST earth physical damage and self tier 2 agility buff (16s)

Swimsuit Chris pairs very well with Onsen Melissa, the strongest Earth unit in the game. She’s a great unit for earth arena, dealing good damage and strengthening all other units by reducing their skill cooldowns, with the ability to reduce the boss’ agility with her ult on top of that… Except, Legendary Chris does all that too, but with a party-wide agility buff rather than just herself. She’s been used to replace Swimsuit Chris in Earth arena despite not being earth herself, which has definitely knocked Swimsuit Chris down a tier or maybe even two…

Legendary Chris

(Wind)

S+

105% wind physical damage and tier 1 physical defense debuff (6s)

112% ST wind physical damage (143% if target is debuffed) and party tier 2 agility buff (10s)

161% ST wind physical damage (215% if target is debuffed) and party 4 second cooldown reduction

Needless to say, a pretty insane unit. She can buff your party’s agility, and with her buffed u2, their matk and patk too. She’s a universal buffing unit who does good damage too. And she can do an agility debuff if you want it as well. That’s not even mentioning the cd cut… With it, she has only 2 seconds of downtime on her agility buff without needing any outside help. She’s extremely helpful even outside of wind arena for mages and physical teams alike.

OG Chris 2 (Lightning)

A

126% elementless physical damage

130% AOE lightning physical damage and party 20% ultimate gauge charge

147% ST lightning physical damage (194% if above 70% hp) and self tier 3 agility buff (8s)

Pretty difficult to find a place for this Chris, given that agility buffs are not exactly something Lightning is lacking thanks to Meru. Though, she does have a very powerful skill set, so if you can find place for her in a team she’ll do a lot of work. Even now, never underestimate gauge up.

Sally Chris (Dark)

B

126% elementless physical damage

154% ST dark physical damage and party tier 1 agility buff (10s)

165% ST dark physical damage to a random enemy twice and party 4s cooldown reduction

Ah yes, a party tier 1 agility buff, worse than having nothing at all and simply being a damaging ST attack nowadays, with tier 2 agility being basically required. Because of this, she ends up being outshone by Legendary Chris in her own element. She’s a viable alternative, but suboptimal at best.

OG Wiz (Water)

D

115% elementless magic damage and self small heal

142% AOE water magic damage

199% ST water magic damage and party tier 1 magic attack buff (12s)

Since Wiz can’t be healed by most outside sources, all Wiz have an ability that heals themselves. Unfortunately, they decided to make it so that early Wiz unit’s heals were on an elementless attack. Having this weak basic attack severely hurts Wiz’s usefulness, taking her from what could have been a nice dps to a subpar one.

PJ Wiz (Dark)

D

115% elementless magic damage and self small heal

129% AOE dark magic damage and self tier 2 magic attack buff (12s)

223% ST dark magic damage

Much like OG Wiz, PJ Wiz suffers from the issue of having a terrible basic attack. She slightly improves on OG Wiz by having stronger skills, allowing her to work as a backline unit if you need it, but probably not best to keep her around for too long… Or ever, nowadays, since there’s several better options.

Swimsuit Wiz (Lightning)

C

105% lightning magic damage and self small heal

162% ST lightning magic damage and tier 2 magic defense debuff (12s)

223% ST lightning magic damage

From Summer Wiz onwards, 4* Wiz no longer have elementless basic attacks, and it really makes a difference. Summer Wiz was one of the best lightning mages for a while, and even though lightning phys is much better now, she still remains a usable backline unit for if lightning mages were to truly rise again.

Christmas Wiz (Fire)

B

105% fire magic damage and self small heal

120% AOE fire magic damage and party 20% ultimate gauge charge

199% ST fire magic damage (273% if above 70% hp)

Christmas Wiz has become quite infamous in the JP discord server, and I imagine you guys in global have spent the last 4 months or so understanding why. She was the absolute queen of the meta for about three months after her release (ooh, shorter than in global… sorry), and boy was it a tough time without her. She was one of the first units with gauge up. Her damage is high, and the second version of her ult is crazy, applying a magic defense and agility debuff. She was good pretty much everywhere. Today, she remains a pretty good fire unit but thankfully she doesn’t rule over every arena anymore, in fact not even fire.

Kenpo Wiz (Wind)

D

105% wind magic damage and self small heal

162% ST wind magic damage and tier 2 magic attack debuff (12s)

199% ST wind magic damage (273% if target is debuffed)

While a technically ok unit, She was released right before Aiz and thus never really got to see widespread use in arena thanks to wind phys being much better. Now that wind mages are better… We also have a better wind Wiz to use instead. Sorry, Kenpo Wiz, to the NY Wiz subs you go!

Casino Wiz (Earth)

A

105% earth magic damage and self small heal

128% ST earth magic damage and party tier 2 lightning damage cut (10s)

139% ST earth magic damage (183% if above 70% hp) and party tier 2 magic attack buff (12s)

Much the same story as Kenpo Wiz and Summer Wiz, only Casino Wiz is a little stronger than those two, just still in an arena mostly overshadowed by physical units. Earth mages have improved a lot recently and Wiz is a solid unit for that team.

Legendary Wiz (Water)

A

97% water magic damage (120% if target is debuffed) and small self heal

117% ST water magic damage (150% if target is debuffed)

And tier 3 magic defense debuff (12s)

179% ST water magic damage (242% if target is debuffed) and self tier 2 magic attack buff

Potentially no longer the worst Legendary unit (congrats on your demotion Darkness)! The main - and pretty much only - reason Wiz is good is for her damage. The agility debuff on her ult is a plus but that’s mostly it. Despite being key in a water mage team, which is now able to match or even surpass the water trio, her skill effects still kinda suck for a Legendary unit. It’s everything else about her that carries her to being useful now.

New Year Wiz (Wind)

A+

105% wind magic damage and self small heal

105% AOE wind magic damage and tier 2 resist shred debuff (10s)

199% ST wind magic damage (273% if above 70% HP)

(Optional party buff trait)

Resist shred is scary. Resist shred that improves with skill level is even scarier. But, she’s competing with Idol Kazuma, and really works best with other mages, so as a result she ends up falling a little behind the rest of the res shred units, unless the boss really hates phys. And her 3% magic damage boost party trait is better than the default 2% so she can sometimes go in the backline for other elements just because of that.

Onsen Wiz (Light)

A

105% light magic damage and self small heal

149% ST light magic damage and party 20% ultimate gauge charge

223% ST light magic damage (if above 50% gauge, consume it and deal 454% instead)

Onsen Wiz ended up getting released during an arena that was hard against mages, with a tier 3 magic damage reduction on the boss, so considering her purpose is to be a DPS she really didn’t get a chance. There’s not much to say about how effective she is until the next light arena, but she’ll probably only be good if you can’t use Iris.

OG Yunyun (Light)

C

113% light magic damage

142% AOE light magic damage

199% ST light magic damage and party tier 1 magic attack buff (12s)

OG Yunyun really doesn’t do much other than deal damage, and for a while, that was enough. Not anymore, though. Mages can have the luxury of elemental ultimates, skills and basic attack, and when all these elements are the same they have the potential to dish out some huge damage in that particular arena. OG Yunyun was this, until several other better options were released, and now that a far better Light Yunyun exists as Legendary Yunyun, OG Yunyun’s only purpose today is as a sub unit.

Crimson Demon Yunyun (Water)

C

113% water magic damage

162% ST water magic damage and tier 2 magic defense debuff (12s)

223% ST water magic damage

Like a lot of water units, she really can’t compete with the best team. However as far as water mages go she’s certainly not terrible. Dishes out good damage and since she can buff magic attack with her ult and debuff magic defense with her skills, she can do both entirely on her own. Even though water mages are on the rise, it sadly isn’t enough anymore.

Halloween Yunyun (Fire)

C

113% fire magic damage

129% AOE fire magic damage and low chance to poison

199% ST fire magic damage and party tier 1 agility buff (12s)

Halloween Yunyun is not particularly anything special, but she just happens to fit well with xmas wiz. She buffs agility and can buff magic attack with an ult, two things wiz can’t do, so as a result they go very well together. She’s much less needed than Wiz is but still a great fire dps mage to go with her.

Onsen Yunyun (Wind)

D

113% wind magic damage

162% ST wind magic damage (229% if below 50% hp)

199% ST wind magic damage (273% if above 70% hp)

You may notice in the skills section she doesn’t actually provide any buffs or debuffs. Yes, she literally just does damage. And it’s awkward - having to be above 70% hp, then below 50%, then back up again and so on to get the maximum damage output. Certainly underwhelming as far as wind units go. She works okay as a wind mage dps but as mentioned with other wind mages before, that doesn’t make her that good.

School Yunyun (Lightning)

A+

113% lightning magic damage

162% ST lightning magic damage and tier 2 agility debuff (12s)

199% ST lightning magic damage (273% if above 70% hp)

A similar situation to OG Yunyun. Yunyun’s second ult is pure lightning damage, and using it school yunyun is an absolute dps machine. Unfortunately for her, Legendary Kazuma is better and a physical unit, so Lightning mages have fallen by the wayside, but she’s enough of a team carry in the lightning mage team that she at least gets to be A tier.

Yukata Yunyun (Dark)

A+

113% dark magic damage

162% ST dark magic damage and party 4 second cooldown reduction

199% ST dark magic damage (273% if above 70% hp)

I said before that this Yunyun was strong, but didn’t have a place in dark mage teams. Well, she’s found it now. With the Overlord collab comes Ainz, and Yunyun pairs with him perfectly - until he gets replaced by Legendary Arue, who she fits with even better. The cooldown reduction is always strong, and her damage is incredibly high too.

Christmas Yunyun

(Earth)

C

113% earth magic damage

162% ST earth magic damage (218% if above 70% hp)

141% AOE earth magic damage (185% if above 70% hp) and party 10% ultimate gauge charge

So, the first Earth arena after Yunyun’s release being weak to earth and wind caused me and many others to massively underestimate her - But even then, she only really got one arena to shine before being replaced by the superior railgun collab yunyun.

Legendary Yunyun (Light)

S

105% light magic damage (131% if target is debuffed)

128% AOE light magic damage (166% if target is debuffed) and party 4 second cooldown cut

154% ST light magic damage (205% if above 70% hp) and tier 2 resist shred debuff (12s)

Legendary Yunyun is an absolute must have for light arena. Tier 2 resist shred and cooldown cut are already good on their own, but together and with all these conditional effects, on a character made for light damage, with an insane trait AND a light ult that buffs both patk and matk… It’s really a perfect storm of effects for a light unit. And, her uptime on her res shred is the highest in the game - thanks to her cooldown cut, she only has 2 seconds between res shred uses, and any other cooldown cut unit will make it overlap with itself easily. There’s pretty much nothing wrong with this unit.

Railgun Yunyun (Earth)

A

113% earth magic damage

162% ST earth magic damage and party tier 1 lightning damage cut (10s)

139% ST earth magic damage (183% if above 70% hp) and party tier 2 agility buff (12s)

Ok, I thought this unit would be bad, and I was wrong. You really can’t ever underestimate the usefulness of party tier 2 agility, alongside the slight survivability offered by her lightning damage cut and of course her ultimate buffing attack. She ends up working better than Chris as an agility buffer for earth teams.

Arabian Yunyun (Wind)

A

113% wind magic damage

168% ST wind magic damage to a random enemy twice

223% ST wind magic damage (if above 50% gauge, consume it and deal 454% instead)

A dps in its purest form, Yunyun just spams her two skills and that’s about it, but that’s all she needs to do, resulting in one of the highest dps units in the game. She can be extremely powerful in wind arena provided she has the right support… But that can be hard to do, considering you need both fes chris and a resist shred unit, and using her alongside them means you have no survivability.

OG Iris (Light)

C

126% elementless physical damage

135% AOE light physical damage and party tier 1 physical attack buff (10s)

223% ST light physical damage

While an excellent dps early on, pure dps units become less and less useful as time goes on. Nowadays, OG Iris exists only as a sub for Legendary Iris, who is the same element and does much, much more damage.

Bunny Iris (Lightning)

B

126% elementless physical damage

171% ST lightning physical damage and small party heal

223% ST lightning physical damage

Bunny Iris is almost a dps in its purest form, possessing two simple single target attacks, with the only feature being a small heal on one of them. While pure dps do fall out of favor, Iris does still do a lot of damage. Nowadays she’s only a backline unit but if you don’t have anything better than her she’s a perfectly fine option.

Ballroom Iris (Earth)

B

126% elementless physical damage

171% ST earth physical damage and self tier 2 agility buff (12s)

223% ST earth physical damage

Continuing the trend of pure dps, the only thing Ballroom iris does is boost her own agility. With the exception of one of her ults being able to heal, this Iris does not do anything other than deal damage… She’d stayed a staple in earth for an extremely long time, but nowadays there’s some better options.

Halloween Iris (Fire)

C

126% elementless physical damage

171% ST fire physical damage and small party heal

199% ST fire physical damage (273% if above 70% hp)

Yet again, Iris just does one thing and does it fairly well, damage. Really not much else to say here. Decent backline unit for fire phys teams, that is all. She was excellent at first so it’s too bad it only took Christmas Wiz two months to show up and rain on her parade, and nowadays there isn’t even space for her on fire phys teams anymore.

Valentines Iris (Water)

B

126% elementless physical damage

171% ST water physical damage and tier 2 physical defense debuff

199% ST water physical damage (273% if target is debuffed)

A pretty strong water physical unti, but even the backline has better options now. Yet again, a solid dps and not much more.

Swimsuit Iris (Wind)


C

126% elementless physical damage

134% ST wind physical damage and self tier 3 physical attack buff (12s)

179% ST wind physical damage (242% of above 70% hp) and self tier 2 agility buff (16s)

Just from looking at her skills you might think her to be the best Iris, but since as usual her buffs only affect herself she once again fills the role of a strong dps and nothing else.

Christmas Iris (Water)

B

126% elementless physical damage

134% ST water physical damage and self tier 3 physical attack buff

179% ST water physical damage (242% if above 70% hp) and self 20% ultimate gauge charge.

It’s another Iris, so she goes in the backline… That’s it. Just an alternative to Valentine's Iris. A little worse… Why? I’ll be honest, I couldn’t tell you. I’m going by the top 1k statistics on this one and apparently according to that Valentines is much better.

¯\_(ツ)_/¯

Legendary Iris (Light)

A+

105% light physical damage and self tier 2 physical attack buff (6s)

122% ST light physical damage (158% if above 70% hp) and self tier 3 light damage buff and self tier 3 elementless damage buff (12s)

164% ST light physical damage (219% if above 70% hp) and self 30% ultimate gauge charge

Well, you know how powercreep goes. It’s the same as ever with Konofan; why use a unit with huge dps when all the new units match or surpass that dps and have utility too? The same thing that’s been the downfall of basically every other Iris was bound to hit this one eventually too. Now that other elements have units that deal more damage than this Iris such as Accelerator or the Legendary Idols it was only a matter of time before something came to Light too, and with Forbidden Aqua and Halloween Arue, it did, knocking Iris into the backline where she usually is. Hey, half a year of being meta isn’t bad, and maybe with the right arena she could come back in the future. Anything that disrupts mages or results in Aqua and Arue’s status effects not working, or a wave 3 with multiple enemies could mean she comes back. But, she’s not a totally dominant force in the light meta anymore, as she once was.

Yukata Iris (Dark)

B

126% elementless physical damage

140% ST dark physical damage (185% if above 70% hp) and party 4s cooldown reduction

160% ST dark physical (213% if above 70% hp) and self tier 3 physical attack buff (16s)

Looks good on the surface, but there’s really no good place for her on dark teams. Not even in the backline. As always, Iris’ selfish high dps just isn’t worth sacrificing utility. You need so much to make a good team nowadays that you can’t afford to run a unit like iris, especially when she doesn’t even have the dps to make up for it.

OG Komekko (Fire)

C

113% fire magic damage

152% ST fire magic damage and party tier 2 magic attack buff (10s)

199% ST fire magic damage (288% if below 50% hp)

Komekko is usually overall quite a weak mage thanks to having a pretty bad selection of ultimates. Thankfully, one of her ults, being pure fire damage, fits well with this unit if nothing else. She’s a pretty good fire dps, especially with legendary megumin’s crimson demon buff, but doesn’t have much depth outside of that.

PJ Komekko (Lightning)

D

113% lightning magic damage

199% ST lightning magic damage and tier 2 magic defense debuff (16s)

197% ST lightning magic damage (269% if above 70% hp)

And this is where Komekko’s weak ultimates really take their toll. There’s not a good option here. Couple that with simplistic skills and you have a unit that really fails to make an impression. She’s not the worst but you could definitely find a better lightning dps. Decent enough as a back 2 unit.

Yukata Komekko (Wind)

D

113% wind magic damage

197% ST wind magic damage (269% if target debuffed)

179% ST wind magic damage (242% if hp is above 70%) and self tier 2 agility buff (16s)

An ok wind dps mage. But we’ve heard this one before. Wind phys better, etc. etc. Again, a weak selection of ults means you can definitely do better for a dps wind mage as well.

Halloween Komekko (Water)

A+

113% water magic damage

197% ST water magic damage and party 4 second cooldown reduction

199% ST water magic damage (274% if above 70% hp)

(Optional

party buff

trait)

Much the same as Halloween Aqua, you'd only use her back 2 for her party buff, but if you have her, there’s really no reason not to use her in any arena weak to water. She’s just a free damage boost.

Valentines Komekko (Dark)

A+

113% dark magic damage

205% ST dark magic damage (if above 50% gauge, consume it and deal 411% instead)

139% ST dark magic damage (183% if above 70% hp) and self tier 3 magic attack buff (16s)

(Optional

party buff

trait)

No, that’s not a typo. That skill really does that much damage if you have >50% ult charge. Needless to say, this is the best backline unit in the game. But… That’s it. You definitely want her to show up at the end of a run but it’s not a good thing if she sticks around for ages.

Summer Komekko (Earth)

B

113% Earth magic damage

221% ST earth magic damage (if above 50% gauge, consume it and deal 448% instead)

199% ST earth magic damage (if above 30% gauge, consume it and deal 354% instead) and party tier 1 earth damage buff (12s)

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Optional party buff trait - 12% for all swimsuit units

Komekko, as usual, only really interesting because of her trait. Okay, at least this one has some extremely high damage skills, but it’s not enough to allow her to see much actual use. And as for the trait itself, there’s really no team that uses multiple swimsuit units and is good enough to do well in arena, in which case this trait is pretty much useless. There’s no team that wants it.

Filo Komekko (Light)

C

113% light magic damage

154% ST light magic damage (205% if above 70% HP). If above 70% gauge, consume and apply a self tier 3 agility buff (10s)

179% ST light magic damage (242% if above 70% HP). If above 50% gauge, consume it and apply a self tier 3 light damage buff (14s)

It’s new to have a unit whose buffs only trigger by consuming gauge (before we only had it as a damage condition) and to have it twice is… Unique. A total of 120% charge just to use two skills is incredibly expensive, though you don’t care about Komekko’s ults as they are so it’s not too bad, and the effects are certainly fairly strong. But Komekko is already known for being used only for her traits and it’s looking likely this Komekko will be the same. Thanks to her abnormally low agility, Komekko can never really cut it as a dps, and even with skills like this it just isn’t really good enough.

OG Cecily (Light)

D

113% light magic damage

Medium party heal

112% AOE light damage and medium chance to bind (7s)

You know, back in day 1 on JP version, a lot of people thought Cecily was one of the best units in the game. Wonder what was up with that? Yeah, she sucks. Cecily’s got low damage, not good enough healing… There really isn’t an upside. Best I can say is that she at least slightly helps with survival.

Bunny Cecily (Earth)

D

113% earth magic damage

Medium party heal and party tier 1 physical defense buff (10s)

137% ST earth magic damage and high chance to bind (7s)

Again, All i can really say is she slightly helps with survival, but 3* cielo, who is in the game from launch, is a better earth support option than cecily is. Cecily is a little better as a backline healer but for earth you don’t tend to need one of those.

Cafe Cecily (Wind)

D

113% wind magic damage

112% AOE wind magic damage and small party heal

176% ST wind magic damage and party tier 1 agility buff (10s)

Completely powercrept by Theater Cecily, but she didn’t see any use anyway so what does it matter? Tier 1 agility buff in an arena with fes Chris and mediocre healing means this unit hasn’t accomplished anything in a long time.

Valentines Cecily (Water)

C

113% water magic damage

137% ST water magic damage and small party heal

158% ST water magic damage (211% if above 70% hp) and tier 2 agility debuff

This unit has unexpectedly found new life thanks to her water-based personal weapon, excellent u2v2, and some good water support with the likes of legendary Wiz.

But now, she’s unfortunately been replaced… By a better version of herself.

Ninja Cecily (Dark)

B

113% dark magic damage

137% ST dark magic damage and small party heal over time (5s)

158% ST dark magic damage (211% if above 70% hp) and tier 2 physical defense debuff (12s)

I don’t really get how this unit could reach high ranks either, but thanks to her u2v2 she actually ends up being a pretty good support option for Legendary Arue and Yukata Yunyun, not far below Legendary Chris or Legendary Cecily if you don’t have them.

Snow Cecily (Lightning)

S-

113% lightning magic damage

130% ST lightning magic damage (153% if above 70% hp) and small party heal over time (5s)

135% AOE lightning magic damage and party tier 1 lightning damage buff (12s)

This unit just replaces L. Cielo by having a straight up better ult with her u1v2, and the ability to apply a buff that nobody else can. Her usage is decently high right now, but considering she’s a brand new, non-limited unit, I expect it will go up by the time the next lightning arena rolls around. Or maybe she’ll get replaced by something else new. Who knows?

Edit: Yeah… She’s even better now

Theater Cecily (Wind)

A

113% wind magic damage

Small party heal over time (10s) and party 4 second cooldown reduction

196% ST wind magic damage (if above 50% gauge, consume it and deal 389% instead)

Another pretty good Cecily, confirming her curse of being garbage is finally broken. Though, she is a very weird unit, so nothing’s changed there. A heal without damage alongside it, and a skill that consumes ult gauge to do more damage, when the best thing about Cecily is the utility of her ults that you won’t be able to charge… It ends up working out. She can do a lot of damage, and while that might usually find her in slot 4 or 5, in mage favored wind arenas you can happily put her in the frontline and let her 389% skill with a functionally 12 second cooldown go to town on the boss.

Legendary Cecily (Water)


S

105% water magic damage, tier 1 physical attack debuff, tier 1 magic attack debuff (6s)

142% ST water magic damage (187% if above 70% hp) and party 6 second cooldown reduction

124% AOE magic damage (159% if above 70% hp) and party tier 1 water damage buff (12s)

(7% water damage up, 14% if above 70% hp)

One of the greatest rags to riches stories in Konofan history, Cecily goes from having nothing to being meta in Lightning arena and now dethroning Godaqua as the strongest water unit too, in just a couple of months. With her u2v2 Cecily can heal, do a party tier 2 agility buff, 6 second cooldown cut, tier 1 water damage buff, all while being the highest DPS water unit and it’s not even that close, easily doing over 100k more damage than the next strongest characters such as ninja Chris and Legendary Wiz. She’s already seen use over Legendary Chris off element too, having some success in dark arena. Not a huge amount, but it’s absolutely worth noting…

OG Arue (Dark)

C

113% dark magic damage

170% AOE dark magic damage

199% ST dark magic damage and tier 2 magic defense debuff (16s)

And the last powerful OG unit falls. While strong for a long time, she’s fallen massively out of favour thanks to the introduction of Ainz, a stronger dark mage than she is. Now there’s Legendary Arue too, who’s better than both.

Theater Arue (Light)

D

113% light magic damage

197% ST light magic damage and tier 2 magic defense debuff (12s)

223% ST light magic damage

Coupled with Arue’s second ultimate, which is just a huge amount of light magic damage, Theater Arue is a monstrous light dps, but since you really need more nowadays, she’s left to the backline for mages, if even that.

Ninja Arue (Earth)

D

113% earth magic damage

197% ST earth magic damage and self tier 2 magic attack buff (12s)

223% ST earth magic damage

You might think that having almost the same skills as Theater Arue would make Ninja just as good, but it’s differences make it worse. Earth mages just don’t need anything Ninja Arue provides that another unit can’t do better.

Snow Arue (Fire)

C

113% fire magic damage

197% ST fire magic damage and self tier 2 magic attack buff (12s)

199% ST fire magic damage and medium chance to Haze.

Swapping out some damage on the second skill for a chance to haze is usually not an improvement. Fire mages have a lot of better options, but she’s still a decent backline unit if one is needed.

Swimsuit Arue (Wind)

C

113% wind magic damage

197% ST wind magic damage and self 4 second cooldown reduction

179% ST wind magic damage (242% if above 70% hp) and party 10% ultimate gauge charge

Swimsuit Arue is a pretty powerful wind magic dps, so it’s a shame wind phys is so much better. But Arue’s damage is so high she works surprisingly well as a backline dps even in physical teams if you need one.

Christmas Arue

(Water)

C

113% water magic damage

199% ST water magic damage and party tier 1 agility buff (12s)

202% ST water magic damage (276% if above 70% hp) and tier 1 resist shred debuff (16s)

Pretty underwhelming unit. Tier 1 resist shred and agility buffs are both just not that worth it anymore, when so many units have effects that are straight up better than that.

Legendary Arue (Dark)

S

105% dark magic damage (131% if target is debuffed)

147% ST dark magic damage (194% if target is debuffed) and self tier 2 dark damage buff (12s)

174% ST dark magic damage (235% if target is debuffed) and tier 2 resist shred debuff

(7% dark damage up, 13% if target is debuffed)

Not only does Arue get her first good unit in a long time, but she finally takes back Dark arena, dethrones Ainz as the best dps dark mage, and FINALLY, over a year after the mechanic was first introduced, dark has its own tier 2 resist shred option. Yes, her dps is so high and the res shred is so useful that dark is next to impossible without her, and it’s likely that a boss that goes after mages more than phys wouldn’t be able to change that much either.

Halloween Arue (Light)

S-

113% light magic damage

132% ST light magic damage (172% if above 70% hp) and party 10% ultimate gauge charge

185% ST light magic damage to a random enemy twice, 55% chance to bind (5s)

No, your eyes do not deceive you. This is a new 4* in 2022 with a status effect. Unfortunately, that 55% chance is per enemy hit, rather than per individual hit of the attack, otherwise it would be a roughly 80% chance on one enemy. While it doesn’t seem great, with the agility buff provided by Arue’s new u2v2, she ends up being an incredibly high dps unit with some very useful utility, even in the way of survival - provided the boss isn’t resistant to bind, of course.

OG Mitsurugi (Lightning)

D

126% elementless physical damage

135% AOE lightning physical damage and small party heal

199% ST lightning physical damage and party tier 1 physical defense buff (12s)

Mitsurugi started out as an extremely mediocre unit, until the second version of his ult came out, and suddenly every single Mitsurugi became good. OG Mitsurugi got the best of it, and was one of the best Lightning physical units for a while. Unfortunately, powercreep knocked him down pretty fast seemingly out of nowhere. The numbers don’t lie, and he just isn’t seeing much use at all anymore.

Casino Mitsurugi (Earth)

D

126% elementless physical damage

135% AOE earth physical damage and party bind clear

223% ST earth physical damage

Casino Mitsurugi is an interesting unit. His skills are not good, in fact he might just be the most plain 4* unit in the game. At 111, he’s worse than the 3* Mitsurugi at 555. However, with levelled skills his damage made up for his general lack of utility for a while. Not anymore though, as we have many better earth units including a better earth Mitsurugi.

Ninja Mitsurugi (Water)

D

126% elementless physical damage

171% ST water physical damage and small self heal

199% ST water physical damage and self tier 2 physical attack buff (12s)

As usual for a water unit, while Ninja Mitsurugi is an alright water dps it doesn’t matter too much since he’s not one of the top three. Even though his skills only affect himself, his damage is still okay. Probably the least useful Mitsurugi as a main, despite having better skills than casino Mitsu, as water is a more competitive element.

Snow Mitsurugi (Fire)

C

126% elementless physical damage

171% ST fire physical damage and party tier 1 agility buff (10s)

199% ST fire physical damage (273% damage if above 70% hp)

Snow Mitsurugi is a passable fire unit. Good damage and a party wide agility buff would normally make him very useful, but fire phys has more than enough ability buffs already. While not enough to make the cut in most fire phys teams, there are definitely worse options.

Arabian Mitsurugi (Light)

C

126% elementless physical damage

134% ST light physical damage and tier 3 physical defense debuff (12s)

179% ST light physical damage (242% damage if above 70%) and party tier 1 dark damage cut (12s)

While Arabian Mitsu is fairly good unit, all the stuff he provides is stuff light phys doesn’t really need. Shalltear and Darkness both buff their own attack, and now Yunyun buffs everyone, and those teams have no trouble surviving even without Mitsu’s dark damage cut. Still an okay light phys unit regardless.

Kenpo Mitsurugi

(Fire)

A

126% elementless physical damage

113% AOE fire physical damage (144% if target is debuffed) and tier 2 physical defense debuff (12s)

147% ST fire physical damage (194% if target is debuffed) and party 4 second cooldown reduction

Why did they make a new fire Mitsurugi only about 8 months after the last one? Good question! If you find out, please tell me. It’ll probably be a while before we get to see him properly in action (i.e. the next fire arena) and while he is no doubt a strong fire physical unit I don’t expect him to make any huge changes to the fire meta.

Casual Mitsurugi (Earth)

A

126% elementless physical damage

171% ST earth physical damage and party debuff block (10s)

164% ST earth physical damage (219% if above 70% hp) and party 20% ultimate gauge charge

Well, it’s certainly better than Casino Mitsu, but it doesn’t fit with Vanir and Onsen Mel, which is a fate a lot of earth units share. We’ve yet to see an earth arena after his release so we’ll have to wait and see to be sure but his chances aren’t high.

OG Mitsurugi 2 (Water)

B

126% elementless physical damage

115% AOE water physical damage (147% if above 70% hp) and tier 2 resist shred debuff (10s)

122% AOE water physical damage (156% if above 70% hp) and party tier 2 physical attack buffc(12s)

Recently, JP introduced the concept of having enemies in the final wave alongside the boss in arena. They have tons of health and often survive the entire run - intended for you to keep targeting the boss and let your AOEs get additional damage on them. Well, this Mitsurugi is built for an arena like that - but unfortunately for him, he’s water, probably the most stacked element in the game. He doesn’t end up being better than Summer Lolisa, even there, and with that he doesn’t stand a chance in a normal arena with just one boss.

OG Dust (Lightning)

D

126% elementless physical damage

135% AOE lightning physical damage and tier 1 agility debuff (10s)

199% ST lightning physical damage and tier 2 physical defense debuff (16s)

While a powerful Lightning unit early on, Dust overall as a character has stayed pretty stagnant as everyone else improves around him. As a result, there are many better options for a Lightning team, you really have no reason to pick this one.

Snow Dust (Water)

D

126% elementless physical damage

149% AOE water physical damage

199% ST water physical damage and tier 2 agility debuff (16s)

Well, Snow Dust certainly does exist.

That’s it. That’s the whole description. I’m sure many people would value a serious description of the unit and its strength and weaknesses but what do you really want from me for this one? It’s like the smogon entries for all the garbage Pokemon, any competitive outlook is useless because all you can really do is point and laugh. It’s past midnight as I type this and if you’re reading this, I don’t know, pat yourself on the back or something, because good job getting this deep. Ping me on discord in the unofficial server about it or something. There’s no prize. And, I’m watching you, PhantomSpirit, I know you’ll probably be the first.

Arabian Dust (Light)

C

126% elementless physical damage

134% ST light physical damage and party tier 2 physical attack buff (10s)

199% ST light physical damage and tier 2 agility debuff (16s)

Once okay as a light phys unit, there’s really not much use for him now. Maybe as a backline unit if you really don’t have anything else.

Onsen Dust (Wind)

D

126% elementless physical damage

135% AOE wind physical damage and low chance to poison

199% ST wind physical damage (273% if target has a status effect)

I can’t really word it better than this.

https://www.youtube.com/watch?v=m_gA9h5MtNo

School Dust (Earth)

C

126% elementless physical damage

171% ST earth physical damage and self 20% ultimate gauge charge

199% ST earth physical damage (273% if above 70% hp)

School Dust is a serviceable backline dps for earth teams and nothing more. His gauge charge boosting only himself isn’t very useful, since his ults aren’t really any good. His damage is just fine.

PJ Dust (Fire)

C

126% elementless physical damage

134% ST fire physical damage and tier 3 physical defense debuff (12s)

179% ST fire physical damage (242 if target has a debuff) and party tier 1 agility buff (12s)

His skillset seems good but this dust doesn’t see use at all. Fire is oversaturated with tier 1 agility buffs so that’s not important. His damage is fine but i don’t see that as justification for running him over most other fire physical units thanks to dust’s pretty bad selection of ults. He’s not better than Bell and definitely doesn’t make fire phys better than mages, so overall I’m kind of left wondering why he even exists at all.

Butler Dust (Dark)

B

126% elementless physical damage

190% ST dark physical damage (if above 50% gauge, consume it and deal 376% instead)

170% ST dark physical damage (228% if above 70% HP) and party tier 1 dark damage buff (12s)

Dammit Sumzap, right as I was about to turn all the Dust descriptions into memes (I might do it anyway), you make one that’s actually pretty decent. What’s the best way to make a viable version of a unit with god awful ults? Give him a skill that’s basically an ult on 50% charge. Okay, viable might be a little generous - the mages in charge of dark don’t leave much room for a unit like this - but he’s an excellent backline unit and the best Dust so far, without question.

OG Rin (Wind)

D

113% wind magic damage

129% AOE wind magic damage and tier 1 physical attack debuff (10s)

161% ST wind magic damage and tier 2 magic defense debuff (12s)

While physical teams have largely taken over wind arena, OG Rin still works fine as far as wind magic units go. Even though her skills have low multipliers she can output a lot of damage.

Snow Rin (Water)

D

113% water magic damage

129% AOE water magic damage and tier 1 magic attack debuff (10s)

179% ST water magic damage

Snow Rin doesn’t really do anything worthwhile. Not enough damage, and almost no utility. By the time her second ult is added, it’s too late for it to give Snow Rin any use. You’re better off with pretty much any other water mage.

Swimsuit Rin (Fire)

D

113% fire magic damage

161% ST fire magic damage and tier 2 magic defense debuff (12s)

161% ST fire magic damage and self tier 2 magic attack buff (12s)

While a passable fire mage, Swimsuit Rin fails to offer up anything another fire mage can’t do better. She’s alright as a budget option or backline dps but you’re usually going to be better off with something else.

Maid Rin (Light)

B

113% light magic damage

119% AOE light magic damage and party 20% ultimate gauge charge

161% ST light magic damage (216% if above 70% hp)

Poor Maid Rin. She was doing perfectly fine as a pretty strong Light mage unit and Sumzap had to go and make another light Rin that’s just way better. She’s at least still a decent option if you don’t have School Rin owing to her fairly good damage and useful gauge up skill.

Ninja Rin (Dark)

C

113% dark magic damage

161% ST dark magic damage and tier 2 magic defense debuff (12s)

161% ST dark magic damage (216% if target is debuffed)

Ninja Rin is a very hard one to place. She’s not bad at all, but the problem is she doesn’t see use due to there also being a 3* dark Rin that is in many cases better. It’s not that Ninja Rin is bad, just the 3* is insane. She’s often not even better with levelled skills just because the 3* has much better effects.

Yukata Rin (Earth)

B

113% earth magic damage

127% ST earth magic damage and tier 3 magic defense debuff (12s)

161% ST earth magic damage (216% if target is debuffed)

Yukata Rin is one of the best Earth mages. She’s able to apply both tier 3 defense debuffs and attack buffs on her own, making her a key unit in the earth mage team, and even though earth phys teams are still a little better, she really helps push earth mages forwards.

Kenpo Rin (Lightning)

A

113% lightning magic damage

157% ST lightning magic damage and party 6 second cooldown reduction

161% ST lightning magic damage (216% if above 70% hp)

With this, the rin-finity gauntlet is complete. She has one 4* version of every element. This rin is particular is clearly very good - 6 second cooldown cut and a high damage ST with a low cooldown is an excellent combo. It’s a shame lightning is already ruled by phys, but she’s still a very versatile and powerful mage despite that.

School Rin (Light)

A

113% light magic damage

168% ST light magic damage to a random enemy twice

117% light magic damage (149% if above 70% HP) and party tier 2 agility buff (10s)

This Rin is pretty insane. Essentially a 336% skill on a 9 second cooldown (with fes yunyun’s cd cut) and no conditions attached allows this Rin to slap ridiculously hard. And, that’s not even mentioning the always-powerful party tier 2 agility buff, pretty much the only thing light mages were lacking.

OG Lia (Water)

B

126% elementless physical damage

162% ST water physical damage and party haze clear

148% AOE water physical damage and self tier 1 taunt (16s)

WAS one of the weakest OG units, until she found a purpose; turns out Lia’s u2 is great when the arena boss has multiple enemies weak to water. Yes, you’d just use Legendary Lia for these, but if you don’t have her OG lia is just about viable as a budget alternative. Just barely.

Idol Lia (Dark)

C

126% elementless physical damage

128% ST dark physical damage and party tier 2 physical attack buff (10s)

211% ST dark physical damage

Idol Lia is an alright dark physical unit, and while her second ult is certainly very helpful for a dark unit, you will just usually have better options with more valuable skills.

Kenpo Lia (Lightning)

C

126% elementless physical damage

105% AOE lightning physical damage and party tier 2 physical attack buff (10s)

189% ST lightning physical damage (257% if above 70% hp)

A pretty good upgrade over Idol Lia but for lightning instead. While again, Lightning doesn’t particularly need what Lia provides, she is a strong option for anyone who might need her. Though, recently her use has been hampered by Meru, who also provides a tier 2 agility buff but does it better than her.

School Lia (Earth)

C

126% elementless physical damage

129% AOE earth phys damage and party debuff block (10s)

189% ST earth physical damage (271% if below 50% hp)

School Lia is only really good with a niche use - her debuff block. If you don’t need it, then you don’t need her. She does at least do a decent amount of damage as well.

Maid Lia (Fire)

S

126% elementless physical damage

162% ST fire physical damage and tier 2 resist shred debuff (12s)

189% ST fire physical damage (257% if target is debuffed)

It turns out Maid Lia is the strongest of all the res shred units. Though, she doesn’t quite see any meta off element use anymore, she can appear in places from time to time, and she’s still easily one of the top fire units. No other fire res shred has yet to be able to compete.

Snow Lia (Light)

A

126% elementless physical damage

117% ST light physical damage (150% if above 70% hp) and party tier 2 dark damage cut (10s)

189% ST light physical damage and party tier 1 agility buff (16s)

Snow Lia is a pretty decent unit, but that tier 1 agility buff is basically useless. Lia already does a tier 2 agility buff with her best ult. The main thing she has going for her is her ult’s agi buff lasting longer than anyone else’s, and the damage cut can make surviving with just Iris on healing easy.

Casual Lia (Wind)

A

126% elementless physical damage

162% ST wind physical damage and party tier 1 wind damage buff

170% ST wind physical damage (228% if above 70% hp) and party tier 1 counter buff

A pretty unique unit, which means Lia fairly easily finds a spot on wind teams. You’re not going to get a wind damage buff or counter buff from anyone else in that element.

Legendary Lia (Water)

S

105% water physical damage and party 5% ultimate gauge charge

129% AOE water physical damage and party tier 1 fire damage cut (10s)

175% ST water physical damage to a random enemy twice and party 10% ultimate gauge charge

Seems a little lackluster for a Legendary unit on the surface, but in practice, when used alongside her water u2, which heals AND applies a huge cooldown cut, Lia can deal some incredible damage, pushing water to be one of the strongest elements overall. Not really much to say other than that she’s a dps machine.

OG Cielo (Wind)

D

113% wind magic damage

Medium party heal and haze clear

118% AOE wind magic damage and party tier 2 physical defense buff

OG Cielo seems good early on, but that’s only because there’s a lack of any good healers at launch. She quite quickly finds herself outclassed, and it’s not long before she falls out of being used entirely, due to her very weak damage - there’s a 3* wind Cielo that’s much, much better.

Idol Cielo (Lightning)

B

113% lightning magic damage

129% AOE lightning magic damage and party tier 1 agility buff (10s)

146% ST lightning magic damage and small party heal

Idol Cielo, when she was released, was one of the strongest units in the game, rivaling OG Melissa who was queen of the meta at the time. Nowadays, she only sees use sometimes in Lightning arena, but she’s still a pretty good support owing to her decent damage and agility buff.

Maid Cielo (Fire)

B

113% fire magic damage

105% AOE fire magic damage and small party heal

189% ST fire magic damage (257% if above 70% hp)

Maid Cielo’s a pretty good support for fire arena, with high damage and just enough healing to keep everyone alive as well. All around, a good option if you need a fire healer, but usually you’re better off going without.

PJ Cielo (Dark)

D

113% dark magic damage

Medium heal and tier 2 physical defense buff to one ally (12s)

189% ST dark magic damage (257% if above 70% hp)

Unfortunately, a single target heal on a 4* support is not a good thing for them to have at all. This results in PJ Cielo being a very weak dark support option - mages would rather use amy, and dark phys teams don’t need a dedicated healer at all.

Swimsuit Cielo (Water)

D

113% water magic damage

Medium party heal and party tier 2 magic attack buff (10s)

170% ST water magic damage (228% if above 70% hp) and tier 1 magic defense debuff (16s)

At the stage of the game Swimsuit Cielo is released, tier 1 buffs and debuffs are next to worthless, meaning her second skill is just a slightly weaker version of Maid and Pj Cielo’s. As well as this, her buff isn’t useful either - her ult already applies a bigger magic attack buff, and since it’s on a heal, you can’t effectively choose when to use it - you’d need your units to be damaged. All in all, not a good unit, and in an element that definitely doesn’t need anything that Cielo provides.

Onsen Cielo (Earth)

A+

113% earth magic damage

Small party heal over time and party tier 2 agility buff (10s)

133% ST earth magic damage (173% if above 70% hp) and party tier 2 lightning damage cut

Probably the biggest glow up ever, from C all the way up to A+. Earth needed something to restructure its best team to make Cielo work, and well, that’s exactly what happened - her healing wasn’t needed at all before, but with the addition of the fragile yet high dps Accelerator the best earth team has drastically changed and she finds her place in it. Somehow.

School Cielo (Light)

A

113% light magic damage

117% ST light magic damage (150% if above 70% HP) and small party heal over time (5s)

189% ST light magic damage and party tier 1 light damage buff (12s)

Cielo is a pretty decent unit with the rare element buff. She brings survivability and buffs the team to do great amounts of damage. However, during arenas where survivability isn't as important, she won’t be quite as good… You might be able to get by with just Legendary Darkness sometimes.

Legendary Cielo (Wind)

S

105% wind magic damage and small party heal

136% ST wind magic damage (177% if above 70% hp) and party 20% ultimate gauge charge

170% ST wind magic damage (228% if above 70% hp) and self tier 2 wind damage buff

Like the other Legendary Idols, Cielo is the leading DPS in her element, that being wind. The gauge up is of course also incredibly useful and thanks to that basic attack and her high-damage U2 with her alone you never have to worry about survival in wind again. Not quite the utility powerhouse that Chris is, but the two of them do pair wonderfully together.

OG Erika (Fire)

C

126% elementless physical damage

124% AOE fire physical damage

199% ST fire physical damage

Erika’s pretty high damage and useful ult options in fire make her overall a pretty good fire unit. Although she’s been outclassed over time by stronger options, she still remains a valid pick, even if she doesn’t have the widest range of utility.

Idol Erika (Lightning)

D

126% elementless physical damage

124% AOE lightning physical damage and low chance to bind

178% ST lightning physical damage and party tier 1 physical attack buff (12s)

While a strong Lightning physical unit when released, Idol Erika ends up falling out of use before long. Nowadays, she is strictly worse than OG MItsurugi, another lightning physical unit who buffs attack. She’s not the absolute worst option for lightning physical teams (cough cough Dust), but she’s very far from the best too.

Kenpo Erika (Wind)

C

126% elementless physical damage

124% AOE wind physical and self tier 2 agility buff (12s)

178% ST wind physical damage (241% if above 70% hp)

At first, Kenpo Erika is an incredibly strong wind unit. However, she didn’t see much use when wind mages were better, and now that wind phys is better again, she isn’t the greatest either. Why? Because Aiz is just a better version of her. Aiz has tier 3 agility instead of tier 2, more damage on all her skills, and an ultimate gauge charge skill… And now, Fes Chris is better than both, and Erika’s use is diminished even more.

School Erika (Dark)

B

126% elementless physical damage

124% AOE dark physical damage and tier 1 resist shred debuff (10s)

140% AOE dark physical damage and party tier 1 agility buff (12s)

School Erika’s just not good enough at anything. Having double AOE means her damage is low, and Dark is already saturated with enough agility buffs that hers generally isn’t that useful. As well as this, tier 1 resist shred is far weaker than tier 2. This overall makes Erika a mediocre dark phys unit at best.

Swimsuit Erika (Water)

B

126% elementless physical damage

113% AOE water physical damage and party tier 2 agility buff (12s)

154% ST water physical damage (205% if above 70% hp)

The water trio was fun while it lasted. Well, not really, it got boring after a couple of months. While Erika is still okay in the frontline, both Kuroko and Legendary Cecily do her job of buffing agility much better.

Halloween Erika

(Light)

B

126% elementless physical damage

154% ST light physical damage and party 4 second cooldown reduction

178% ST light physical damage and self tier 2 agility buff (16s)

Her speed buff is fairly redundant thanks legendary darkness and the widely used legendary chris in light arena, but you can never underestimate the usefulness of cooldown reduction. She’s not one of the best light physical units but she’s still a decent one.

Valentines Erika (Earth)

B

126% elementless physical damage

140% ST earth physical damage (184% if above 70% hp) and party tier 1 earth damage buff (10s)

139% ST earth physical damage and self tier 3 agility buff (10s)

Yes, to those of you that thought Erika wouldn’t get any new units because of the VA thing… Well, why did you think that? She has a new VA now, and with it, a new unit! Too bad it’s not very good! Anything that doesn’t fit with Vanir and Melissa has no place in earth arena (for now, at least), and this erika is no exception.

Legendary Erika (Fire)

S-

105% fire physical damage (131% if above 70% hp)

147% ST fire physical damage (184% if above 70% hp) and self tier 2 fire damage buff (12s)

165% ST fire physical damage to a random enemy twice and self tier 2 agility buff (12s)

(9% instead of usual 6%)

Probably the weakest of the three Legendary Idols, but far from bad. If only that agility buff was party wide… Anyway, even with the cards she’s been dealt, Legendary Erika almost manages to match the dps of the other two, with her powerful gauge up ult allowing Megumin to charge railgun easily and your other units to spam their ults as well.

OG Melissa (Dark)

C

126% elementless physical damage

124% AOE dark physical damage and low chance to haze

178% ST dark physical damage and self tier 2 agility buff (16s)

Ah, powercreep.... She isn’t even the best dark physical unit anymore, not even close. Mel is really only used as a unit in dark phys teams, in the backline, but even then dark mages are better, so she doesn’t see all that much use these days. Her agility buff is nice, and the long lasting defense debuff is good too, but mages and other phys units tend to just do more damage.

Swimsuit Melissa (Fire)

D

126% elementless physical damage

124% AOE fire physical damage and self tier 2 physical attack buff (12s)

178% ST fire physical damage and tier 2 physical attack debuff (16s)

Early on, OG Mel was a real tough act to follow, and her second 4*, Swimsuit Mel, unfortunately failed to deliver. She’s an alright fire dps but gets replaced before very long at all. If you have the 3* fire mel at 555, she’s probably going to be better, but nowadays many, many more fire phys units are better than both.

Kenpo Melissa (Lightning)

D

126% elementless physical damage

124% AOE lightning physical damage and low chance to bind

178% ST lightning physical damage (241% if target has a status effect)

Pretty much the same case as Onsen Dust here. A status effect with a low chance of applying, and a skill that relies on that effect landing. Not good. If the opponent has any kind of resistance to bind, she’s basically only a low amount of damage and nothing else. Her 3* lightning welfare version is much better.

Onsen Melissa (Earth)

S-

126% elementless physical damage

101% AOE earth physical damage and tier 2 resist shred debuff (10s)

178% ST earth physical damage (241% if target has a debuff)

A huge improvement over past Melissas, and probably the best one in the game. It’s thanks to resist shred, of course, and with the exception of Megumin u2v2 she’s still all earth has there. Her second skill does huge damage when combined with it, with the debuff condition being by far the easiest one to fill. But she’s slowly being pushed to the backline recently, in favor of Megumin. Still a pretty important unit to have for earth, thanks to that aoe, scaling res shred.

Arabian Melissa (Light)

C

126% elementless physical damage

152% ST light physical damage and tier 1 resist shred debuff (10s)

161% ST light physical damage (215% if target debuffed) and self tier 2 agility buff (16s)

Given her skillset, it’s almost surprising she isn’t rated higher. Tier 1 resist shred on a skill is far worse than tier 2. Having said that, she’s still a solid light physical unit, but you’d only really use her as a backline. She does that really well, at the very least.

PJ Melissa (Wind)

S-

126% elementless physical damage

154% ST wind physical damage and self tier 2 physical attack buff (12s)

140% AOE wind physical damage and party tier 1 agility buff (12s)

(Optional

party buff

trait)

Another unit only useful for their party buff, so straight to back 2 she goes. Even despite one of the optimal wind team uses one off-element unit with Legendary Aqua, she’s still pretty essential due to how much damage Idol kazuma, legendary Chris and New year Vanir do.

Casino Melissa (Water)

A

126% elementless physical damage

171% ST water physical damage (if above 30% gauge, consume it and deal 295% instead)

161% ST water physical damage (215% if above 70% HP) and self tier 2 agility buff (16s)

(Optional

party buff

trait)

Generally this unit is a slightly better backline party buffer for water phys teams than halloween komekko - she’s better if she actually shows up thanks to that gauge consuming skill. She also gets bonus points for being the best option for phys in other elements if you don’t have the intended party trait unit for that element.

Ninja Melissa

(Lightning)

A

126% elementless physical damage

154% ST lightning physical damage and tier 2 agility debuff (12s)

160% ST lightning physical damage (213% if the target is debuffed), if above 50% gauge consume it and apply a tier 2 lightning damage buff to all allies (12s)

Party tier 2 elemental damage buff is definitely great to have, but it can be a little awkward to use on a unit like this. There’s not really an easy way to put Melissa in a team without a reliable way of sacrificing her which, despite how great her buff is, can make her a little awkward to use.

OG Mia (Earth)

D

126% elementless physical damage

Party tier 2 physical defense buff and party tier 2 magic defense buff (12s)

211% ST earth physical damage

With low damage, and a defense buffing skill that doesn’t do enough to qualify as useful, OG Mia really isn’t worth your time. You’d get more damage out of her 1* version. The only time you might ever use her would be as a tank in dungeon, but even then other units do that better.

Maid Mia (Wind)

D

126% elementless physical damage

162% ST wind physical damage and self tier 2 physical attack buff (12s)

189% ST wind physical damage and party tier 1 physical defense buff (12s)

While it might seem like Maid Mia has good damage, due to being a spear unit by the time she has access to a good weapon it’s been over a year and wind phys has way better options. So, her damage is only ok, and the utility she provides is really next to nothing, so in the end Maid Mia fails to contribute anything useful to a wind team.

Ninja Mia (Water)

D

126% elementless physical damage

129% AOE water physical damage and low chance to bind

189% ST water physical damage and medium chance to haze

Two status ailments is not good, at all, especially when the unit provides almost nothing else. Against a boss with any kind of resistance to bind or haze - and, pretty much any boss will have some kind of resistance to at least one of these - she becomes far, far less useful (not that she was in the first place), and she does not have the damage to back it up in any way.

PJ Mia (Dark)

B

126% elementless physical damage

129% AOE dark physical damage and small party heal

172% ST dark physical damage and party 20% ultimate gauge charge

One of the best dark physical units in the game (not that it’s saying much), owing to her gauge up skill, and having two really good options for her ult. Mia has a slow start, but once new ultimates were added, and personal weapons were able to be upgraded to +6, her recent versions became a real force to be reckoned with, and PJ Mia was one of her best versions for a long time.

Ainu Mia (Fire)

A+

126% elementless physical damage

162% ST fire physical damage and party debuff block (10s)

133% ST fire physical damage (173% if above 70% hp) and party tier 2 agility buff (12s)

The history of this unit has been a bit of a rollercoaster. At first, she was just a solid fire physical unit. She slowly faded out of the top, aside from some meme level 1 use for the agility buff. Then when debuffs appeared in arena more often, some people opted to use her as a sacrificial debuff block from time to time. Then, suddenly, in recent arenas, with the addition of Legendary Erika she’s risen back up to being in a lot of top meta teams again. Who would’ve thought.

Halloween Mia (Lightning)

B

126% elementless physical damage

128% ST lightning physical damage and party tier 2 water damage cut (10s)

109% AOE lightning physical damage (137% if above 70% hp) and party tier 2 agility buff (12s)

Seems superficially similar to Ainu mia but thanks to Meru, lightning doesn’t really need tier 2 agility buff as much as fire did. Though, despite it already being provided by Meru, being able to stack this agility buff allows for near permanent uptime. On top of that, she helps with tanking so much that you don’t need to run a healer alongside her.

Snow Mia (Light)

B

126% elementless physical damage

162% ST light physical damage and party 10% gauge up

170% ST light physical damage (228% if above 70% hp) and party debuff block (12s)

Debuff block is a rare and fairly valuable effect to have, but this Mia doesn’t have much to her other than that. Only 10% gauge up is fairly weak nowadays. Initially it seemed like this unit would never see much high level use but it turns out debuff block is an incredibly useful effect once in a while.

Arabian Mia (wind)

B

126% elementless physical damage

162% ST wind physical damage and party debuff block (10s)

156% ST wind physical damage (207% if above 70% HP) and party 20% ultimate gauge charge

Ever since the release of anni Megumin, a lot of debuff block has lost its usefulness. Why use a sub optimal unit to block a debuff, when you can just run anni megumin and have her explode the moment the turn 1 debuff has been blocked? Of course this could be solves by having the boss debuff multiple times but Sumzap don’t seem to have realized that yet, which means units like Arabian Mia don’t see much use.

OG Amy (Earth)

D

113% earth magic damage

Medium party heal and bind cleanse

118% AOE earth magic damage and party tier 2 magic defense buff (12s)

Earth mages are very weak at almost all stages of the game - only in the most recent JP version update have they gained a boost that makes them work, and OG Amy is most definitely not used in this team. Terrible damage and a buff that’s useless more often than not.

Maid Amy (Wind)

D

113% wind magic damage

105% AOE wind magic damage and party tier 2 magic attack buff (10s)

146% ST wind magic damage and small party heal

There once was a time where Maid Amy was the best wind unit, pushing mages to the top in wind arena far before they became powerful anywhere else, even being used to push mages in other elements too. Unfortunately, that time has long since passed, and today she’s only a mediocre healer, in an element that has many much better options.

Arabian Amy (Dark)

C

113% dark magic damage

118% AOE dark magic damage and small party heal

162% ST dark magic damage and party 10% ultimate gauge charge

Poor Amy. The Overlord collab hit her hand, taking her rating from A+ all the way down to B. Ainz and Maid Lia have pretty much removed all reason she has to exist, as dark mages don’t need a healer anymore. She’s technically still a good unit, but there are much better ways to make a dark team than include her anymore.

PJ Amy (Light)

D

113% light magic damage

97% AOE light magic damage and small party heal

146% ST light magic damage and party tier 2 magic attack buff (10s)

She’s pretty much just Maid Amy but with her skills swapped over, and light element, all released over half a year later. Unfortunately, Light does not need a Maid Amy, at all, and as a result she hasn’t really seen any use since release. She works ok as a healer, if you really need that.

Ainu Amy (Fire)

D

113% fire magic damage

105% AOE fire magic damage and party tier 2 wind damage cut (10s)

144% ST fire magic damage (228% if above 70% hp) and small party heal

Overall, Ainu Amy is a solid healer, but she comes out in a time where dedicated healers just aren’t that useful. Due to Amy’s ult options, fire phys can’t use her, and fire mages don’t need her, so she fails to find a place in any teams.

Yukata Amy (Water)

D

113% water magic damage

138% ST water magic damage and small party heal over time (5s)

109% AOE water magic damage (137% if above 70% hp) and party tier 2 fire damage cut (12s)

Yukata Amy is a pretty weak healer. You’d think at this point they’d stop making dedicated supports that do almost no damage, but here we are. And water is an element that has so many good units, including one very good, very high dps healer, that a unit as lacking in damage as this really has no place anywhere. At the very least, she does her job of defense very well.

Snow Amy (Lightning)

B

113% lightning magic damage

117% ST lightning magic damage (150% if above 70% hp) and small party heal over time (5s)

125% AOE lightning magic damage (161% if above 70% hp) and party 20% ultimate gauge charge

While not quite as good as Cecily (I can’t believe I just typed that), Amy is still a considerably strong healer. Usually nowadays healers get left behind but Amy does enough to see some high-level use. It’s mostly her ults that hold her back.

Yukata Amy 2 (Dark)

A

113% dark magic damage

Small party heal over time and party tier 2 agility buff (10s)

195% ST dark damage to a random enemy twice

They really couldn’t wait to make another Yukata Amy, could they? Well, it seems this one aims to right the wrongs of that unit, as well as all other Amy being mostly obsolete nowadays too. Unfortunately, this one is still just okay too, being part of a suboptimal team that is viable but outclassed by pretty much anything using Maple.

OG Meru (Lightning)

S

126% elementless physical damage

162% ST lightning physical damage and tier 2 resist shred debuff (12s)

189% ST lightning physical damage (257% if above 70% hp)

Meru rivals Legendary Kazuma for the strongest lightning unit in the game, and, of course, it’s almost all because of that resist shred. On top of that, her damage in lightning arena is absolutely huge, and her second ult is insanely strong, buffing her attack and the entire party’s agility. You really don’t want to be running Lightning arena without her, as she fits nicely into both mage and physical teams for that element, as well as being a great resist shred option outside of it.

Idol Meru (Light)

S-

126% elementless physical damage

162% ST light physical damage and self tier 2 agility buff (12s)

148% AOE light physical damage (195% if above 70% hp)

(Optional

party buff

trait)

The additions of legendary yunyun and legendary Iris have given idol Meru a HUGE boost. Both of them have light skills, a light basic, and a light ult, making Meru’s party light damage pretty essential. You’re just losing damage by not having her.

Onsen Meru (Fire)

C

126% elementless physical damage

119% AOE fire physical damage (152% if above 70% hp) and party tier 1 counter buff (10s)

161% ST fire physical damage (215% if above 70% hp) and party 10% ultimate gauge charge

The first unit outside of Albedo to get the counter buff… Too bad Albedo showed it kind of sucks, and that was at tier 2. Both of her skill’s effects are quite weak, but at least the damage seems to be pretty good.

Maid Meru (Dark)

B

126% elementless physical damage

162% ST dark physical damage and party debuff block (10s)

195% ST dark damage to a random enemy twice

Not a terrible unit by any means, but there’s almost no utility here and nowadays that just isn’t quite good enough. Even if the boss does a debuff, you might be better off either tanking it or using Anni Megu than running this unit.

Swimsuit Meru (Earth)

B

126% elementless physical damage

162% ST earth physical damage and party 10% ultimate gauge charge

195% ST earth physical damage to a random enemy twice

An incredibly unremarkable unit. Her damage is fairly good but there’s not really any team she fits into - She looks better than Railgun Yunyun at a glance but in practice either her or, more simply, Onsen Cielo, works better as an agility buff.

OG Vanir (Earth)

S

105% earth magic damage and small self heal

149% ST earth magic damage and party 6s cooldown reduction

155% AOE earth magic damage (207% if above 70% hp)

(Optional

party buff

trait)

Vanir is the strongest earth unit in the game, thanks to his excellent ultimate and most of all, that 6 second cooldown reduction, boosting all your other units' damage and utility by a huge amount. Being able to buff his own magic attack, slow the boss, and do huge damage with just one of his ults makes him a top pick for earth mage and physical teams alike. On top of that, his aoe basically guarantees an instant wipeout for either wave of enemies. While he doesn’t really get used much off element he’s totally dominant in anything involving earth damage.

New Year Vanir (Wind)

B

105% wind magic damage and small self heal

128% ST wind magic damage and party tier 2 earth damage cut (10%)

156% ST wind magic damage (207% if target is debuffed) and party 20% ultimate gauge charge

Great damage, gauge up, defensive buffs, a great ult… What’s not to love? And, thanks to that ult, Vanir can fit comfortably into any team comp you want. He pairs remarkably well with Legendary Chris.

Casino Vanir (Water)

B

105% water magic damage and small self heal

162% ST water magic damage and party tier 1 fire damage cut (10s)

139% ST water magic damage (183% if above 70% hp) and party tier 2 agility buff (12s)

Anyway, this unit is basically just an alternative swimsuit Erika. Some people think he’s better but that’s more a matter up to debate. But neither of them can really top Kuroko or Cecily for agility buffing, so they sadly fall just short of making the frontline in water teams.

Theater Vanir (Lightning)

A

105% lightning magic damage and small self heal

101% AOE lightning magic damage (126% if above 70% hp) and party tier 2 water damage cut (10s)

199% ST lightning magic damage and tier 2 resist shred debuff (16s)

While this unit has an undeniably amazing kit, he is competing with Meru in her home element for tier 2 resist shred. His best chance is in any Lightning arenas that are absolute hell for physical units, but it’s not impossible that he just shows up alongside Meru or as a backline unit elsewhere as well.

Swimsuit Vanir

(Fire)

A

105% fire magic damage and small self heal

162% ST fire magic damage and party 4s cooldown reduction

139% ST fire magic damage (183% if above 70% hp) and party tier 2 wind damage cut (12s)

Swimsuit Vanir is a perfectly good unit, good enough to see use in fire arena. CD Cut + survivability pairs very well with Lolisa and Maid Lia in fire, so he’s seeing a decent amount of use there.

Apron Vanir (Dark)

B

105% dark magic damage and small self heal

162% ST dark magic damage and party debuff block (10s)

164% ST dark magic damage (219% if target is debuffed) and party 20% ultimate gauge charge

Suffers the same fate as most other debuff block units; doesn’t have enough other utility to be a decent unit outside of that one buff, and since all bosses with debuffs just do them turn 1, you’re better off running anni megu instead. Oh well.

OG Lolisa (Fire)

A+

115% elementless physical damage and small self heal

144% ST fire physical damage to a random enemy twice and small party heal

128% AOE fire physical damage (128% if above 70% hp) party and tier 1 fire damage buff (12s)

Continuing the tradition of the first versions of new characters being at least pretty good, OG Lolisa is… Pretty good. Not quite on the level of Vanir and Meru but she’s an excellent fire unit regardless. The (currently) only source of fire damage buffs immediately makes her valuable, but her new skill is essentially 288% damage on a pretty low cooldown with no condition. Yes, those skills really can hti the same enemy twice. At least Sumzap was merciful enough to make those skills only charge your ultimate gauge for one hit, rather than essentially giving double gauge like you might expect.

Onsen Lolisa (light)

A

115% elementless physical damage and small self heal

167% ST light physical damage and tier 2 resist shred debuff (12s)

178% ST light physical damage (241% if target has a debuff)

Not as good as Fes Yunyun as a res shred unit, which of course means she’s reserved only for when the arena boss heavily prefers phys over mages… Which, of course, happened the same arena that this unit was released during. But you probably could’ve guess that. Outside of those arenas, just use Yunyun.

Summer Lolisa (Water)

S

115% elementless physical damage and small self heal

154% ST water physical damage and tier 2 resist shred debuff (12s)

165% ST water physical damage to a random enemy twice and party 10% ultimate gauge charge

After over a year, Ninja Chris finally has her replacement. Lolisa does almost double Chris’ damage as well as providing gauge charge and healing. Her only problem is that she can’t be healed by Aqua or Cecily, which can of course be mitigated by just getting lucky and hoping the boss doesn’t target her… Though that might be pretty difficult in some arenas. As the only water arena since her addition targeted the 1st slot it was easy to workaround that problem but future water arenas might be tougher.

Halloween Lolisa (Earth)

A+

115% elementless physical damage and small self heal

122% ST earth physical damage and party tier 2 agility buff (10s)

184% ST earth physical damage to a random enemy twice

Lolisa has an excellent range of ults - well, her u1 at least - and it’s a great basis for any of her units to be incredibly useful for utility. Well, Halloween Lolisa is certainly that, as with a simple tier 2 agility buff she becomes a great option for agility buffing units in earth alongside onsen Cielo, trading healing for dps, something which is almost always worth it.

Emilia (Water)

(Takes Aqua subs)

C

113% water magic damage

Medium party heal and haze cleanse

136% AOE water magic damage and party 20% ultimate gauge charge

For a while, Emilia is easily the best support in the game. While she doesn’t heal a ton, the defensive boost you get from her ultimate is great, and of course the party gauge charge is insane as usual. She was a must have in water arena, and even a great mage support unit outside of it for a while too. It’s a shame that Legendary Aqua was released and does all of that better, demoting Emilia to just an Aqua sub unit for anything other than magic damage bonus EX arenas, and maybe dungeon.

Rem (Water)

(Takes Megumin subs)

C

126% elementless physical damage

180% ST water magic damage and small party heal

189% ST water physical damage and self tier 2 agility buff (16s)

From looking at Rem’s skills and ult (party matk and patk buff), it really looks like she’d be a great unit, and before her release on the JP version, we thought so too. Unfortunately, being a physical unit that takes Megumin as her subs cripples her possible damage output, and the mixing of physical and magic skills really doesn’t help, leaving Rem as an overall mediocre water dps.

Bell (Fire)

(Takes Kazuma subs)

C

126% elementless physical damage

128% ST fire magic damage and tier 3 physical defense debuff (12s)

161% ST fire physical damage (215% if target is debuffed) and party 4 second cooldown reduction.

Bell pulls off the hybrid damage skillset much better than Rem does. Thanks to his ult, Bell’s got high damage output and pretty strong amount of utility too - tier 3 defense reduction on a skill and party cooldown reduction is incredibly useful. While you might do better with other fire dps, Bell certainly isn’t a bad choice.

Aiz (Wind)

(Takes Darkness subs)

B

115% elementless physical damage (147% if above 70% hp)

134% ST wind physical damage and self tier 3 agility buff (12s)

179% ST wind physical damage (242% if above 70% hp) and party 10% ultimate gauge charge

Aiz had a good run. She’s still fairly strong, but no longer quite as useful off element as she once was, and not the totally dominant force in wind she was either. All this is because of Fes Chris stealing her thunder. Though, she’s still strong - a powerful ult, high damage on her skills, and a self tier 3 agility buff is all very good.

Ainz (Dark)

(Takes Kazuma subs)

A+

105% dark magic damage and small self heal

136% ST dark magic damage (177% if target is debuffed) and party 20% ultimate gauge charge

181% AOE dark magic damage (245% if target is debuffed)

Kicked out of S tier by Legendary Arue, and as someone who doesn’t have Ainz and suffered without him for 6 months I couldn’t be happier. He’s still a great dps and one of the best backline options but his utility doesn’t fit with what the team needs now that Arue is around. Now Maple does his job but slightly better too, however she’s slightly improved Ainz’ performance as a backline unit, as teams with maple tend to also have fes chris, and her dying for Ainz to come in from the back is ideal.

Albedo (Dark) (Takes Darkness subs)

C

115% elementless physical damage and small self heal

171% ST dark physical damage and tier 2 physical defense debuff (12s)

148% AOE dark physical damage and party tier 1 agility buff (12s)

The counter buff on her ult is a nice unique addition, but she really doesn’t have anything else going for her. Albedo’s skills would’ve been good on a unit that came out a year ago but none of it is enough nowadays - her damage is just too low to justify using her.

Shalltear (Light)

(Takes Megumin subs)

B

115% elementless physical damage and small self heal

162% ST light physical damage and tier 2 physical defense debuff (12s)

170% ST light physical damage (228% when above 70% hp) and self 20% ultimate gauge charge

Poor Shalltear. She had a few months to shine, at least, until Legendary Yunyun and Legendary Iris showed up to punt her to the curb, from S- down to A in just two arenas. She’s gotten sidelined even more suddenly than Aiz did. She’s a more usable backline unit or budget unit than Aiz, but only as a much weaker alternative to Iris. If you have space for that.

Misaka (Lightning)

(Takes Clone, Iris and Megumin subs)

A+

113% lightning physical damage

118% AOE lightning physical damage and self tier 3 physical attack buff (16s)

117% ST lightning physical damage (150% if above 70% hp) and party tier 2 agility buff (10s)

A physical unit, despite having Lightning powers… I guess she is shooting a coin, which is a physical object, so it makes sense? Anyway, Misaka doesn’t seem too powerful just looking at her skills - it’s her ult that most of the damage will come from. Though, of course, both party-wide agility buffing and self attack buffing, as well as an elemental basic, are nothing to sneeze at. Even though everyone in Lightning uses Meru, who already buffs your agility anyway…

Kuroko (Water)

(Takes Yunyun and Chris subs)

A

113% water physical damage

Party tier 3 evasiveness buff and party tier 2 counter buff (10s)

163% ST water physical damage and party 4 second cooldown reduction

A very interesting unit indeed… Evasiveness is a buff that hasn’t been used since one 2* Mia at launch, which is basically like applying blind / haze to an enemy but as a buff to yourself, so far better. It makes it very likely the boss misses - and you’d still get the counter damage after. She could very much replace summer erika in water, but the most likely problem Kuroko may face is her own damage being low, even if she has an elemental basic as well.

Misaka Clone (Lightning)

(Takes Misaka, Megumin and Iris subs)

B

126% elementless physical damage

171% ST lightning physical damage (230% if above 70% hp)

137% AOE lightning physical damage and party 4 second cooldown reduction

Seems fairly plain, but she might have the potential to be a very useful unit. Cooldown reduction is hard to come by in Lightning, and her damage should be quite high as well, And, she’s a free 555 4* unit as well, so there’s no way she doesn’t see use after that.

Accelerator (Earth)

(Takes Kazuma and Dust subs)

S-

105% earth physical damage and self tier 1 counter buff (4s)

129% AOE earth physical damage and self tier 2 earth damage buff (12s)

189% ST earth physical damage (257% if above 70% hp)

Not where I expected Accelerator to go at all, but I’m not sure what I expected. A tier 1 counter buff on an elemental basic is a very strange skill, but a unit of his canonical strength having such a plain ST skill is weird too. Not that it makes him bad, in fact quite the opposite, combined with his ult his damage in earth arena will probably be through the roof, largely thanks to that tier 2 earth damage buff.

Naofumi (Fire)

(Takes Kazuma and Mitsurugi subs)

A

113% fire physical damage

Party tier 2 wind damage cut (10s) and self 30% ultimate gauge charge

178% ST fire physical damage (if above 50% gauge, consume it and deal 348% instead). If above 50% gauge, consume it and apply a party tier 2 agility buff (12s)

Usually in a collab there’s one gacha unit that is obviously broken. Naofumi… Is not that. None of them are, actually, but Naofumi kind of looks like he’s supposed to be. The problem is that needlessly wordy skill. His skill 2 only needs 50% for both effects but it still severely hinders him from using his extremely powerful ult. If this skill was anything other than ultimate gauge consumption he would be a great unit. He might still have a chance - we’ll have to see - but it isn’t looking great. Maybe with a Fes Erika he could be good thanks to the insane gauge charge from her u2 but for now it’s less clear.

Raphtalia (Light)
(Takes Iris and Aqua subs)

A+

113% light physical damage

159% ST light physical damage to a random enemy twice and self tier 2 evasiveness buff (12s)

189% ST light physical damage and party 10% ultimate gauge charge

On her own, Raphtalia is perfectly alright. Unfortunately she’s also the same element as two of the strongest fes units in the game, so any unit that doesn’t fit with them automatically isn’t good enough. The key for fitting with Iris and Yunyun is an agility buff, which she does have. The problem is you also need survivability. She does have the evasiveness buff, but that only really helps if the boss targets front 1 for you to slot her in there. As it is now, the only light arena since then has been very low damage with a single target ult and that’s allowed her to do fairly well, but the future doesn’t look quite as bright

Filo (Wind)

(Takes Komekko and Chris subs)

B

126% elementless physical damage

101% AOE wind physical damage and party tier 2 physical attack buff (10s)

142% ST wind physical damage to a random enemy 3 times

Filo is the welfare unit for the collab, which is why she might look a little plain. A triple hit attack is definitely very strong, but that other attack buff skill lets her down hard. It’s practically useless, when you’ll obviously be using fes chris and her attack buff. It may help a little with the waves but that’s it. All in all she doesn’t seem to have a great chance in arena, since her main purpose is dps and it looks like Arabian Yunyun does that better.

Maple (Dark)

(Takes Darkness and Lolisa subs)

S-

105% dark physical damage and self 5% ultimate gauge charge

132% ST dark physical damage to a random enemy three times and 55% chance to poison (12s)

113% AOE dark physical damage and party tier 2 light damage cut (12s)

With her ult that deals a guaranteed crit to all enemies, in an arena with multiple enemies in wave 3, Maple is the single strongest dps the game has ever seen. While her damage will be lower against a single target boss, that doesn’t make her any less powerful. Even if that boss were to resist poison. And her tier 2 light damage cut, which scales with the skill level, makes enemy damage pitiful, allowing you to survive even without a healer. Overall an incredibly powerful and tanky unit.

Sally (Water) (Takes Chris and Eriks subs)

TBD

113% water physical damage

177% ST water physical damage to a random enemy twice

139% ST water physical damage and party tier 2 agility buff (12s)

They really like adding new units to the strongest element, don’t they? Well, with Sally’s (probably) insane damage, thanks to the 5-hit ult, she might stand a chance. That and she provides a physical attack buff and agility buff to the team, which is somewhat awkward utility considering neither fit great with Legendary Cecily, but great utility nonetheless. She probably has a good chance to see use in arena but we’ll have to wait and see.

Kasumi (Fire) (Takes Iris and Lia subs)

B

126% elementless physical damage

177% ST fire physical damage to a random enemy twice

199% ST fire physical damage and tier 2 physical defense debuff (16s)

An okay Fire dps, but a lack of utility makes her hard to use, the same downfall of most units nowadays. She’s almost entirely selfish and fire is already scrambling to cover every basic need a team has, so you can’t really afford to fit in a unit like this.

Tier List

If you just want a visual representation of the tiers in the table above (units in character order):

Ultimates

Since Ultimates are such a key part of every character, all of their options will be listed here. I’ll explain what each ultimate does at max level (level 9), and how generally useful it is. Please note that some ults have their buff / debuff uptime increase with skill level, so they might not last as long at level one either.

U1v1: The first version of a character’s ult - the one they have in game at launch.

U1v2: A different version of the first one - same base ability but with different effects

U2v1: A completely different ult.

U2v2: Second version of the second ult - some characters have this, more are being added soon™.

Update: Added Bofuri collab ults, as well as a couple new u2v2 (Megumin, Arue, Mitsurugi)

(And a few more!)


Kazuma

U1v1: Double Drain Touch

409% ST elementless magic damage and medium party heal

Usually not used anymore since both Kazuma’s other ults are more useful.

U1v2: Double Drain Touch

409% ST elementless magic damage and 25% party ultimate gauge charge

More often than not this is only used on Idol Kazuma in mage teams, where he’s meant to show up, apply his resist shred, use this ult, then die, but it’s very good at doing that so ends up being pretty useful.

U2: Snipe

355% ST elementless physical damage and tier 3 agility debuff (12s) (This ult takes a total of 80% to charge)

One of the best U2 in the game - Slow is already very powerful, but it’s put on a pretty strong attack and with a shorter charge time than usual. Most of the time with Kazuma, you’ll want to be using this one.


Aqua

*Note: All of Aqua’s ults do massively reduced damage to giant toad enemies.

U1v1: God Blow

411% ST light physical damage

Only reason you’d use this over the other God Blow is if you’re 100% sure it’s the last attack Aqua will be able to do, and she will only do it that one time, as that’s the only time damage would be favoured over any kind of agility buff.

U1v2: God Blow

349% ST light physical damage and self tier 3 agility buff (16s)

Of course, this is far, far better in 99% of cases than her first version. The tradeoff of slightly less damage for a long-lasting tier 3 agility buff is more than worth it. It’s usually on a case-by-case basis when it comes to deciding between this and her U2, since both are about as good as each other.

U2v1: Sacred Create Water

260% AOE water magic damage, tier 3 physical defense debuff (12s) and small party heal over time (10s)

If you need a defense debuff, or perhaps some extra healing, then this is better than her u1v2 - and it’s almost always better if you can get a strong agility buff on aqua from an outside source, e.g. Swimsuit Erika or any Lia.

U2v2: Sacred Create Water

260% AOE water magic damage, tier 3 magic defense debuff (12s) and small party heal over time (10s)

Unsurprisingly, changing a physical unit’s physical defense debuff into a magic defense debuff is a bit of a downgrade. Yes, it could potentially have uses in a mixed team, but we’ve yet to find any of those uses so far, so… Stick to the u2v1.

Forbidden Ult: God Requiem

Usable only by Forbidden Aqua. 464% ST light physical damage, party tier 1 light damage forbidden buff and party heal per action forbidden buff (14s). Takes a total of 150% to charge.

There’s a lot going on here… Firstly, yes, this is a unit specific ult. Only that one Aqua can use it, and even if you put her as a sub for other Aquas, they can’t use it. Secondly, what the hell is a ‘forbidden buff’? As you can see in the gif, these buffs have a black icon, and even weirder is the change of battle background while the buffs are active. Instead of thinking of them as buffs, think of them more as area effects. Like Pokemon - instead of an attack buff, it’s more like a terrain or trick room. So all allies in battle will have the light damage buff and heal per action, as long as the buff is active. This means even if a unit dies, the unit that comes in from the back to replace them will still have the buff for the rest of the duration. On top of that, they stack with regular buffs, even if they do the same thing. So you can apply both Aqua’s tier 1 forbidden light buff, AND school cielo’s regular tier 1 light buff to get the benefits of both. With that huge damage, even with the handicap of 150% charge, it’s still pretty damn good.


Megumin

*Note: Megumin always faints after using any of her ults.

U1v1: Explosion

533% AOE fire magic damage.

The basic Explosion. If you just want Megumin to help you clear the waves and then get out quickly, use this one. I’d also like to add, it’s a common misconception among new players that Megumin fainting after using her ult is a bad thing, but it’s more of an upside. Her helping you clear the waves, then swapping out for a more consistent dps or maybe a healer is a big help, all while doing huge damage in the process. Megumin is rarely a bad choice for a team thanks to this.

U1v2: Explosion

726% AOE fire magic damage. Takes a total of 150% to charge.

Explosion+. It was useful for a while, but is completely overshadowed by her second ult instead. Not really ever a reason to use this over her u2, since it’s only ever better if it crits, and you can’t rely on that.

U2v1: Railgun

826% ST fire magic damage, with a 100% chance to crit. Takes a total of 180% to charge.

Now, I could go on for a bit how character-wise it makes no sense for Megumin to willingly fire the Railgun, since she’d probably consider it a ‘false’ explosion, but whatever. If you want Megumin to be doing some big damage, use this one, but you really need some kind of gauge charging skill on one of your other units to use it effectively. It’s basically a must have in fire arena, since it can do upwards of 150k damage, and over *200k* in the right team.

U2v2: Railgun

421% ST fire magic damage and tier 3 resist shred debuff (12s). Takes a total of 180% to charge.

A pretty crazy tradeoff, taking away the 100% crit and most of the damage but replacing it with tier 3 res shred. Now that arena bosses resist all off element attacks, it can be pretty worth it in the right place. We’ve already seen it be meta in earth arena, and pretty decent in Lightning, who knows where else it might end up next. With Sena assist, you can use her debuff extension both at the start and end of the res shred debuff, making it last about 22 seconds total. Dish out enough damage in that time and it can definitely be worth the 180% charge.


Darkness

U1v1: Human Shield

Tier 3 self taunt buff, tier 3 self physical defense buff, tier 3 self magic defense buff. (22s)

No reason to use this over either of her others.

U1v2: Human Shield

Tier 3 self taunt buff, tier 2 self damage cut buff, tier 3 party physical attack buff, tier 3 party magic attack buff. (22s)

While you’d usually want to use Darkness’ u2, if you need a defensive option this one is much better - tier 2 damage cut is strictly better than tier 3 defense buffs, and the party attack buffs are just a bonus. Also, the buff uptime greatly increases with its level - from 16 seconds at lvl 1.

U2: The Power of the Mask!

485% ST elementless physical damage (which always hits), self tier 4 physical attack buff, self tier 3 agility buff, and allows you to land attacks. (14s) (This ult takes a total of 80% to charge)

Pretty much essential for any hope of getting Darkness to deal damage. Yes, there really is that much damage and that many buffs on an ult that has a shorter charge than usual, but Darkness really needed it. It’s made for Legendary Darkness, and it certainly does go incredibly well with her.


Chris

U1v1: Wire Tornado

302% AOE elementless physical damage, tier 3 agility debuff. (16s)

Never underestimate the usefulness of agility debuffs. They can completely shut a boss down if done well. For example, if a boss does a large buff / debuff on turn 2, using a slow like this one can cause it to be skipped as it uses its ultimate on turn 2 instead.

U1v2: Wire Tornado

320% AOE elementless physical damage, high chance to bind.

Almost always a worse option than the first version. The damage increase does not make up for having a far worse effect.

U2: Cross Hurricane

260% AOE wind physical damage, party tier 3 physical attack buff and party tier 3 magic attack buff. (16s)

Often, you’re better off using Chris’ U1v1 and having someone else do the attack buff, but the additions of Legendary Chris and this ult gaining a tier 3 magic attack buff as well has made it way more versatile, turning Chris into basically a universal buff unit.


Wiz

U1v1: Cursed Crystal Prison

304% AOE water magic damage.

As with most mages, it’s worse than her u1v2, being the same thing just with slightly more damage but no effect. Only use it if she’s in the backline and that slight damage increase might end up being more useful than what her u1v2 brings:

U1v2: Cursed Crystal Prison

236% AOE water magic damage, tier 3 magic defense debuff and tier 3 agility debuff. (12s)

Definitely Wiz’s strongest ult. Debuffing the boss’ defense and also stalling it with a slow makes this an incredibly powerful ult. Combined with Wiz’s defensive capabilities, it can allow you to run a mage team without even needing a healer.

U2: Cursed Petrification

411% ST earth magic damage.

Only useful in earth arena, but it’s pretty good as a huge amount of damage there.


Yunyun

U1v1: Light of Saber

304% AOE light magic damage.

Same deal as with Wiz, this ult is usually not good to use over her u1v2.

U1v2: Light of Saber

260% AOE light magic damage and party tier 3 magic attack buff.

Usually Yunyun’s best ult, turning her into a dps/buffer similar to Erika but for mages. Much better than having to rely on a healer like Amy or Cielo for a party tier 3 buff.

U2: Lightning Strike

411% ST lightning magic damage.

Great in Lightning arena but not anywhere else. She can do a massive amount of damage there with this ult.


Iris

U1v1: Exterion

304% AOE light physical damage.

Iris’ u1v1 is in a weird place. It’s worse than her u2 anywhere other than light arena, and in light arena, it just depends on if you need damage or healing. As a result, this doesn’t get used much anymore. Side note: Global translated this ult’s name to ‘Extellion’ which is just plain wrong. It’s an ‘R’! Not two ‘L’s!

U1v2: Exterion

260% AOE light physical damage and medium party heal.

While not great for damage, if you really need some extra healing then this ult is a good option for Iris to use.

U2v1: Sacred Explode

485% ST elementless physical damage.

Iris usually doesn’t do much other than deal high damage, and this is easily her best ult for that.

U2v2: Sacred Explode

422% ST elementless physical damage with 100% chance to crit. Takes a total of 120% to charge.

There’s really no clear answer of if this is better than her u2v1. Just depends on when she shows up from the backline and how much time you have to charge it, because let’s face it, that’s all Iris is for nowadays.


Komekko

U1v1: Cursed Blaster

415% AOE elementless magic damage. (This ult takes a total of 120% to charge)

Just… bad. Less damage than Iris’ ult but takes longer to charge. There’s 0 reason to ever use this.

U1v2: Cursed Blaster

317% AOE elementless magic damage, tier 3 physical defense debuff and tier 3 magic defense debuff. (16s) (This ult takes a total of 120% to charge)

Slightly better, but still not good. You’re not going to get much use out of the physical defense debuff, since Komekko just does not make hybrid teams work with her.

U2v1: Inferno

411% ST fire magic damage.

Before U2v2 this was Komekko’s best ult, which is kind of sad, since it’s just fire damage. Worked well in fire arena for a while, but there’s no longer any reason to pick this over her u2v2 unless she’s in the backline and only shows up last second.

U2v2: Inferno

249% ST fire magic damage and tier 3 agility debuff (12s)

Finally, Komekko has an ult we can actually call pretty good. It doesn’t really save her bad versions and is only a minor buff, but it’s a buff nonetheless. Good for stalling as any agility debuff is.


Cecily

U1v1: Axis Attack

316% AOE elementless physical damage, tier 3 magic defense debuff and tier 3 physical defense debuff. (16s)

I still don’t get the choice to make this mage healer’s ult be based on physical damage. It severely hampers her healing ability, making her just a weak debuffer that doesn’t do enough support, leaving mages without a good magic defense debuffer for a long time. At least with the new buffs, it has some potential in the right team.

U1v2: Axis Attack

272% AOE elementless physical damage, tier 3 physical attack buff and tier 3 magic attack buff, and tier 2 agility debuff. (12s)

A pretty good buffing ult, all things considered. A while ago Cecily had no good ults, but now, pretty much all of them (except her u2v1) have value. Now, all she needs is a version with good skills and she finally stops being a meme.

U2v1: Gospel of Axis

349% ST water physical damage, medium party heal, and tier 3 magic attack debuff. (16s)

Magic attack debuffs are just not useful. A majority of bosses in the game do physical damage, and you can bet Cecily still isn’t worth using against bosses that do. It’s unfortunate that Cecily really doesn’t have any good ults, so we can only hope her U2v2 will make her more useful.

U2v2: Gospel of Axis

314% ST water physical damage, small party heal over time (10s) and party tier 2 agility buff (12s)

I would say ‘finally, a decent ult for Cecily’ but since I left this so long at time of writing they already announced Cecily’s u1v1 and u1v2 buffs (See top of ult list). Despite that, this is still a great option for her, helping with your damage and survivability, just what a support ult needs to do. Maybe she finally won’t just be a meme character anymore…?


Arue

U1v1: Cursed Lightning

304% AOE dark magic damage.

Same as with Wiz and Yunyun. Her u1v2 is just this with an effect, and so a majority of the time is better to use.

U1v2: Cursed Lightning

260% AOE dark magic damage, tier 3 magic defense debuff and tier 3 physical defense debuff. (16s)

If you want a magic defense debuff, then this or Wiz’s u1v2 is far better than Cecily. As with most mage u1v2, this is just generally the most useful ult Arue has.

U2v1: Shining Eruption

411% ST light magic damage.

Much like Yunyun and Wiz, Arue’s u2 is very good in the right element arena, in this case being light, but you wouldn’t use it anywhere else.

U2v2: Shining Eruption

314% ST light magic damage, party tier 2 agility buff and self tier 3 magic damage buff (14s)

Okay, forget that u2v1, it sucked anyway. This new u2v2 has the potential to suddenly make Arue WAY more useful. It’s already seen it in light arena with Halloween Arue, where she can deal tons of damage and provide the necessary team agility buff. Now that tier 2 agi is basically required for a decent team, any unit that suddenly gains access to it has a chance to become way more useful than before. Well, all Arue before Legendary have pretty bad skills, so it’s unlikely to save them, but it definitely makes Arue one to watch for new units in the future.


Mitsurugi

U1v1: Sword of the Chosen One

431% ST elementless physical damage and party tier 3 physical defense buff. (16s)

Generally not worth using over his u1v2. The only reason you might use this anymore is in a defense bonus EX arena.

U1v2: Sword of the Chosen One

365% ST elementless physical damage, small party heal and party tier 3 physical attack buff. (12s)

Mitsurugi’s best ult. This turns him from a unit that has decent damage and tanking, to a unit with excellent utility, good damage and yet still pretty good tanking ability. He’s one of the most well rounded physical units in the game thanks to this ult.

U2v1: Rune of Saber

260% AOE lightning physical damage, self tier 3 physical attack buff and self tier 3 physical defense buff. (16s)

The buffs only affecting Mitsurugi himself is a pretty big downside. The damage multiplier is so low that most of the time even in lightning arena his u1v2 is more damaging, and in all other cases, his u1v2 most definitely is a better choice.

U2v2: Rune of Saber

260% AOE lightning physical damage, self tier 3 counter buff and party tier 2 damage cut (16s)

While a recent update gave Arue and Megumin amazing new u2v2, Mitsurugi got… This. His u2v1 was bad. This one is no different. Not much else to say. Maybe an amazing Lightning fes Mitsurugi will show up in the future but for now, it’s pretty worthless.


Dust

U1v1: Lax Worker, Hard Hitter

354% AOE elementless physical damage.

Going with the Global version’s translation of this ult’s name since JP’s roughly translates to ‘I’m capable if I try’ and that’s weird. But anyway, needless to say, this ult isn’t very good. Mediocre damage and that’s it.

U1v2: Lax Worker, Hard Hitter

302% AOE elementless physical damage, tier 3 physical defense debuff and tier 3 magic defense debuff. (16s)

This is an improvement over his u1v1, and probably is his best ult, but it still isn’t very good. It’s just Cecily’s u1v1. Defense debuffs are nowhere near as valuable as they once used to be.

U2v1: My Serious Dive

365% ST wind physical damage and self tier 3 physical attack buff. (16s)

Not very good, since it only buffs himself. It wouldn’t even be that good if it buffs everyone, since that’s just Chris’ u2. It’s damage does not make up for the weak effect, and Dust’s wind 4* is so terrible there’s no good unit to pair it with.

U2v2: My Serious Dive

365% ST wind physical damage and self tier 3 agility buff (16s)

Better than his U2v1 but has all the same problems too. It’s just not good enough, unfortunately.


Rin

U1v1: Blade of Wind

304% AOE wind magic damage.

Same story as the other mages. Almost never better than her u1v2.

U1v2: Blade of Wind

236% AOE wind magic damage, self tier 2 agility buff, party tier 3 magic attack buff and party tier 3 physical attack buff. (12s)

A pretty powerful buffing ult. While it’s shorter than Yunyun’s buff it boosts her damage even more with her agility buff, which further allows her to use the ult again sooner. As usual with the dps mages, it’s her best ult for general use. It also got buffed to include physical attack as well, which it honestly didn’t need, but hey, that extra versatility is more than welcome.

U2: Dark Detonation

411% ST dark magic damage.

Same story as other mages. This u2 is great for dark arena, but you wouldn’t use it anywhere else.


Lia

U1v1: Honor’s Prelude

15% Party ultimate gauge charge, tier 3 physical defense buff and tier 3 magic defense buff. (16s)

Just plain bad. Doesn’t really do much of anything. Her u1v2 is way, way better.

U1v2: Honor’s Prelude

Party tier 2 damage cut buff and party tier 2 agility buff. (16s)

One of the strongest buff ults in the game. The damage cut is much better than the tier 3 defense buffs, AND it helps boost damage way better with the party agility buff. Also important is that the uptime of the buff increases with the ult’s level. At level one, it’s 12 seconds.

U2v1: Rhapsody of Water

260% AOE water physical damage, medium party heal, and party 6 second cooldown reduction.

Not a bad ult. It’s just Legendary Aqua’s skill 2, but more damage and with a heal. While her u1v2’s usually better this ult can still have its uses.

U2v2: Rhapsody of Water

179% AOE water physical damage with 100% chance to crit. Takes a total of 120% to charge.

While undoubtedly a huge amount of damage, the utility provided by her u2v1 is usually preferred, though her u1v2 is still better than both. This one works if she’s in the back though, but it being an AOE rather than an ST, thus having lower damage than it should, really hurts it.


Cielo

U1v1: Sacred Highness Heal

Large party heal, tier 3 physical attack buff and tier 3 magic attack buff. (14s)

Still Cielo’s most generally useful ult, and the reason she’s a pretty good healer for both physical and mage teams alike.

U1v2: Sacred Highness Heal

Large party heal and clears all status effects.

Way worse than her u1v1. You’d much rather have attack buffs than a status effect clear, that against many bosses, would be completely useless. Even if they do apply a status effect, you still want the buffs.

U2v1: Rondo of Wind

314% ST wind magic damage, medium party heal and party tier 2 damage cut. (12s)

Her best ult for wind arena, and also pretty good if you just need a better generally defensive option than her u1v1. But you’d probably still want to use that one over this, unless you can get the necessary attack buffs from anyone else.

U2v2: Rondo of Wind

314% ST wind magic damage, small party heal and tier 3 physical defense debuff. (12s)

I really don’t get what they were going for with this one. It’s a very strange choice for an ult on a mage, and not a good one, either.


Erika

U1v1: Call and Response

409% ST elementless physical damage and party tier 3 physical attack buff. (16s)

A Simple yet excellent buff ult. Does good damage and the buff lasts a good amount of time. Usually with Erika, you’ll want to use this one.

U1v2: Call and Response

433% ST elementless physical damage and high chance to haze.

Much like with Chris’ u1v2, the usual buff / debuff being traded out for a status effect is a downgrade rather than an upgrade. Rarely a reason to use this one.

U2: Serenade of Fire

236% AOE fire physical damage and party 35% ultimate gauge charge.

While the damage is pretty low, the huge ultimate gauge charge can make up for it. It’s usually not better than her u1v1 but is still a great option if you need it.


Melissa

U1v1: Midnight Edge

409% ST elementless physical damage and tier 3 physical defense debuff. (20s)

Still Melissa’s best ult. It’s simple, but works well. It helps that the debuff lasts longer than an ultimate’s buff or debuff would usually last.

U1v2: Midnight Edge

433% ST elementless physical damage and high chance to poison.

Same story as with Chris and Erika. It just isn’t better, almost ever.

U2v1: Phantom Assault

272% AOE dark physical damage and medium party heal.

No, I don’t know why they gave Melissa a healing ult. Though, almost a year after its release, it’s finally found a use in the latest Earth arena… Somehow

U2v2: Phantom Assault

279% AOE dark physical damage with 100% chance to crit. Takes a total of 120% to charge.

The same as Lia’s u2v2 but dark. While an alright option in the backline sometimes, it’s not better than her u1v1, same as all her other ults. Pure damage ults that are AOE are rarely any use anymore.


Mia

U1v1: Boulder Bomber

304% AOE earth physical damage.

Mia’s weakest ult, and strictly worse than her u1v2. There’s not much reason to use this one.

U1v2: Boulder Bomber

260% AOE earth physical damage and tier 3 agility debuff. (16s)

It’s Chris’ ult, but earth. Doesn’t make Mia a replacement for Chris but it’s still much better than her u1v2, and can be pretty useful if you really need to slow the boss.

U2: Melon Bomber

365% ST elementless physical damage, party tier 3 physical attack buff and party tier 3 physical defense buff. (12s)

Usually this is Mia’s best ult. It does good damage, buffs your party’s damage and their defense. While the uptime isn’t the best, it’s still a very powerful buffing ult.


Amy

U1v1: Pain, Pain, Go Away

Large party heal and party tier 3 magic attack buff. (18s)

Amy’s best ult, and the one you’ll be using a vast majority of the time. It limits her a lot, making her a healer that only works with mages, but there’s not much else she’d be good at anyway. Also worth noting the buff time gets longer with skill level, from 16 seconds up to 18.

U1v2: Pain, Pain, Go Away

Large party heal and clears all debuffs.

While it initially seems useful, it’s better to run a more damage focused unit and just tank any debuffs the opponent applies, rather than bring Amy to use this ult to cleanse them. As a result, it’s usually kind of useless.

U2v1: Breath of the Earth

260% AOE earth magic damage and party heal over time (10s)

Just use her u1v1. It’s about the same total healing, and the buff is much more valuable than some damage that isn’t even that strong.

U2v2: Breath of the Earth

236% AOE earth magic damage, tier 3 physical attack debuff (12s) and tier 3 magic attack debuff (12s)

Poor Amy can’t catch a break. In the past couple months she’s been kicked out of Dark arena - her only good one - by Overlord, and given another bad ult, making her one of the overall worst characters in the game. Attack debuffs are just not worth it over the other options Amy has.


Meru

U1v1: Lightning Impact

411% ST lightning physical damage.

While very strong, it’s not better than her u1v2 under most circumstances.

U1v2: Lightning Impact

314% ST lightning physical damage, self tier 3 physical attack but and party tier 2 agility buff. (14s)

A very powerful ult. The self attack buff allows her to do good damage in both physical and magical teams (as she doesn’t need to be buffed by anyone else) and the agility buff is of course always good. This is also another ult where the buff uptime is increased with skill level, so worth keeping that in mind.

U2: Spirit Javelin

324% AOE elementless physical damage, with a 100% chance to crit. (This ult takes a total of 120% to charge).

This ult makes no sense. 100% crit, takes extra time to charge… But it’s an AOE, so the damage is low. What’s the point? It’s never worth using, since it’s just a high charge time for something that doesn’t do nearly enough damage to be worth it.


Vanir

U1v1: Vanir-Style Doll Explosion

411% ST earth magic damage.

The only pair of ults in the game where one’s exactly the same as another one, with the other being Wiz’s u2 when both are at the same level. However, this one is usually not worth using in favour of his much better u1v2.

U1v2: Vanir-Style Doll Explosion

314% ST earth magic damage, self tier 3 magic attack buff and tier 3 agility debuff. (14s)

An excellent ult - the self magic attack buff allows him to fit into physical teams without needing someone else to buff him, and as always the agility debuff is a huge help.

U2: Vanir-Style Death Ray

365% ST elementless magic damage, tier 3 magic defense debuff and self tier 2 agility buff. (12s)

If you don’t need the buff or debuff provided by Vanir’s u1v2, then this ult is also a great option. Neither this or his u1v2 are strictly better - it just depends on what buffs / debuffs you need in that particular team composition.


Lolisa

U1v1

272% AOE elementless physical damage, party tier 3 physical attack buff, self tier 2 agility buff, and tier 3 agility debuff (12s)

Both party attack buffs and agility debuffs are very useful skills, making this a highly versatile ult. Both Lolisa’s U1s sort of serve to fill gaps - do stuff your other two units can’t do. And they do that very well, with the agility buff being a nice bonus.

U1v2

272% AOE elementless physical damage, large party heal, party tier 3 physical attack buff and party tier 3 magic attack buff (12s)

Hybrid attack buffs can be very helpful, allowing you to pair Lolisa with whatever fire units you like. The heal is an excellent bonus too, as any extra survivability on a dps unit is always welcome.

U2

343% ST fire physical damage with a 100% chance to crit and large self heal. (This ult takes a total of 120% to charge)

Would only ever be useful in fire arena, but even there you’re generally better off getting the utility from one of her u1s. If you can build around it, however, Lolisa can deal a huge amount of damage.


*note: the Collab characters have only one option for their ultimate.

Emilia

Contractor of the Great Spirit

314% ST water magic damage, party tier 3 physical defense buff and party tier 3 magic defense buff (12s)

While defense buffs aren’t great, the damage on this ult is good and it works well with the rest of Emilia’s skills to make her a solid support.


Rem

Attack of the Oni

236% AOE water physical damage, party tier 3 physical attack buff and party tier 3 magic attack buff (12s)

Firstly, I could not get a good translation of this ult’s name, so hopefully she’ll come to global so I can get something that makes more sense. The ult itself is fine, damage is a little low though. It’s mostly the rest of Rem’s kit that lets her down.


Bell

Heroic Strike

442% ST elementless physical damage, with a 100% chance to crit. (This ult takes a total of 120% to charge)

It’s Meru’s u2, but single target, and therefore does enough damage to be decent. But even if it wasn’t good, it’s the only ult Bell’s got.


Aiz

Lil Rafaga

349% ST wind physical damage and party tier 3 physical attack buff. (16s)

I don’t watch Danmachi, so I was confused when Google translate spat that name out, but nope, that’s actually the canon name for this attack. It’s like Erika’s u1v1 but Wind, which makes it an incredibly good ult in wind arena, and still a very strong one even outside of it.


Ainz

Fallen Down

260% AOE dark magic damage, self tier 3 magic attack buff (12s) and tier 3 magic defense debuff.

Does pretty much everything you want it to, making Ainz an entirely self-sustaining mage and a great replacement for Arue.


Albedo

Walls of Jericho

Party tier 2 damage cut buff (12s) and party counter buff (12s)

When a character with the counter buff is attacked, the attacker takes damage equal to the character’s basic attack. This does not take into account buff, debuffs, or additional effects of that attack. Overall, it’s not a terrible defensive ult, but there are much better options. This one’s main problem is that since you want the enemy to attack you to trigger the counters, you can’t run agility debuffs. But agility debuffs are just... Better.


Shalltear

Einherjar

314% ST light physical damage, self tier 3 physical attack buff (12s), self tier 3 physical defense buff (12s) and transform into armored form (12s)

Thanks to the overlord wiki for helping me figure out that name. The transformation is simply an agility buff with a different name… Which means it stacks with regular agility buffs. It’s really as good as it sounds.


Misaka

Railgun

375% ST lightning physical damage with 100% chance to crit. (This ult takes a total of 120% to charge)

It’s just damage, but loads of it, and sometimes, that’s enough. Could allow Misaka to deal a ton of damage in Lightning arena, potentially making her an invaluable unit.


Kuroko

264% AOE elementless physical damage and party tier 2 agility buff (12s)

Simple, but sometimes simple is good. Agility buffs are always nice, and while water damage would of course be much nicer given the rest of her kit, at least elementless won’t be resisted.


Misaka 10032

314% ST lightning physical damage, tier 3 physical defense debuff and tier 3 magic defense debuff (12s)

While tier 3 defense debuffs aren’t all that great anymore, the damage definitely has the potential to help make up for it - not a bad ult at all.


Accelerator                           

349% ST earth physical damage and party 8 second cooldown reduction

High damage, high cooldown reduction, what’s not to love? Has the potential to accelerate Accelerator’s damage to really high amounts, pun not just intended but very much forced.


Naofumi

314% ST fire physical damage, tier 3 agility debuff (10s) and tier 2 resist shred (10s)

Seems amazing on the surface, and it’s certainly good, but under the surface there’s quite a few issues. Naofumi can’t make great use of it thanks to his gauge reduction skill. And, it’s inherently a little problematic to have just 10 seconds of resist shred on his ultimate only. Do you use this as your only res shred and attempt to keep yourself alive off only 10 seconds of debuff per ult? Or do you run this with another res shred to cover for the inevitable lost time from having only 10 seconds of uptime? Because if so, why use Naofumi over Maid Lia? It’s not an unsolvable problem but it’s certainly a difficult one, mainly because Naofumi’s ult is extra hard to charge. You basically need to cover for a 10 second buff, repeatedly, with a 150% charge ult.


Raphtalia

349% ST light physical damage and party tier 2 agility buff (12s)

Not much to say here. It’s as good as it appears to be.


Filo

234% ST wind physical damage and party 25% ultimate gauge charge

Pretty much just a weaker version of Erika’s u2, but wind. It gets the job done for what it is.


Maple

248% AOE dark physical damage and self tier 2 dark damage buff (14s). Takes 120% to charge.

Amazing when there’s multiple enemies in wave 3, but if there aren’t, it’s still pretty good damage.


Sally

116% ST water physical damage to a random enemy 5 times and party tier 3 physical attack buff (12s)

Yes, really. FIVE hits. That’s a total of 580% damage to one enemy, the only stronger hit is of course Megumin’s railgun. We’ve yet to see Sally in use (at time of writing, water arena is next week) but it’s such a crazy amount of damage I have a feeling we’ll be seeing it in arena at top level soon.


Kasumi

363% ST fire physical damage, self tier 2 agility buff and self tier 2 evasiveness buff (12s)

A perfectly okay ult, but Kasumi doesn’t really have much else going for her so ultimately it doesn’t see use. Solo agility is annoying to use since you almost always have someone else to provide team agility instead and evasiveness is just a weird choice for a buff, allowing you to sometimes dodge attacks… At least the damage is pretty good.

Personal Weapons

Again, an important reminder that this is for the JP version! If you’re viewing as a global player this list is still mostly accurate but there are a few key changes. It might be better for you to check out Full-Paragon’s global version instead. For global I’d probably bump Yunyun, Arue and Rin up one, and Chris, Erika, Mia and Lia down one. But this is in part speculation as the changed banner order and pacing means the meta is not easy to predict despite the information we have.

All weapons have their stats and trait listed as they are at +6.

Edit: I removed the tierlist since with the new elemental weapons it just doesn’t really work anymore. They’ve made most personal weapons irrelevant at a high level.

Kazuma - Chunchunmaru Reborn

Stats:

+178 Physical attack

+40 Luck

Trait:

+14% elementless damage and +12% increased ultimate gauge charge.

It doesn’t seem better than the base chunchunmaru due to improving elementless damage rather than physical damage overall, but it usually ends up being used on Kazuma far more than the base Chunchunmaru is. The big damage boost snipe gets is very useful. It has more gauge up which is also great for Snipe, and using it allows you to give base Chunchunmaru to someone else. Overall a very good weapon.

Aqua - Goddess Scepter

Stats:

+150 Physical attack

+69 Magic attack

Trait:

+8% physical damage and +8% light damage.

On any Aqua that isn’t Legendary Aqua, this is her best weapon. It boosts physical attack far more than any other scepter can. On Legendary Aqua, you’re better off with a water scepter - definitely the improved water scepter if you have it - since with her u2, every single one of Legendary Aqua’s attacks are water element, so it benefits greatly from the elemental weapon, despite the stats being skewed more towards magic.

Megumin - Manatite Staff

Stats:

+183 Magic attack

Trait:

+21% Ultimate damage.

Well, this weapon has one purpose, and it makes it very clear. Fortunately, that purpose is a very good one. It’s just Megumin’s best option for ultimate damage, which is the most important part. You always use this for fire arena, where the boss is weak to Explosion… Unless you have the improved fire staff at +6, which is practically the same for Megumin but with 8 more attack. This is still a great weapon since almost nobody has that one yet. The only other time you’d use something over this is if you desperately need Megumin to do more damage to the waves, in which case the Megami Staff Laev is better.

Darkness - Dustiness Sword

Stats:

+176 Physical attack

+63 Physical defense

Trait:

+10% Physical and magic damage resistance.

In a game mode all about damage, this weapon is unsurprisingly not good. Just use Chunchunmaru instead. It’s much more useful in EX Arena, when the bonus is for defense, however. It helps Darkness be the undisputed best tank there.

Chris - Magic Dagger

Stats:

+174 Physical attack

+3 Agility

Trait:

+9% Physical attack (+15% if target is debuffed).

With the easiest damage condition to fill in the game, Chris’ weapon ends up being consistently one of the highest dps boosts of all the personal weapons. Very little reason to ever pick anything else with her. When her best ult applies a debuff that lasts for over a quarter of the battle, you’re really not going to have any trouble getting this one to work.

Wiz - Brooch of the Undead

Stats:

+167 Magic attack

Trait:

+11% Magic attack and change to restore 60% of damage taken after a hit.

The best personal weapon in the game. I don’t know exactly what that ‘chance’ is but it’s at least 50% - Wiz becomes a near indestructible tank with this weapon. Yes, it can’t save her from a hit that would kill her, but she doesn’t often get into that situation with this thing anyway. It’s one of the things that makes Xmas Wiz so broken, since in JP these weapons were released about a month before Christmas, and from the sounds of things global’s going to get it right on time too. Have fun with that.

Yunyun - Crimson Demon Wand

Stats:

+178 Magic attack

+16 Magic defense

Trait:

+8% Magic damage and +7% Light damage.

This is the first of several mage weapons that share the same problem. They’re easily the best options in one element - in this case being Light - yet not good enough outside of it. You really need the Megami weapon Laev to work with these as they just aren’t that good off element. Not terrible choices, just far from the best.

Iris - Calibur

Stats:

+179 Physical attack

+16 Physical defense

Trait:

+11% Physical attack and +8% ultimate damage.

Just like everything else with Iris, it’s pure dps and almost nothing more. It’s about on par with Chunchunmaru, so in other words if you have this weapon you can happily give it to Iris so Chunchunmaru can be used by someone else. Generally a pretty good weapon.

Komekko - Demon Summoning Book

Stats:

+178 Magic attack

+16 Magic defense

Trait:

+10% Elementless damage and +11% Magic damage.

No, that’s not a typo. It boosts elementless damage. On a mage. With elemental attacks. Yeah, her u1s are both elementless, but they both suck, so it’s not really worth it. The +11% Magic damage is the same as the Megami weapon, sure, but it’s not a worthy investment regardless.

Cecily - Axis Wand

Stats:

+142 Physical attack

+154 Magic attack

Trait:

+10% magic damage and +6% water damage

Cecily continues to lose out on any good upgrades, as this weapon is just not that good. While Cecily is primarily a magic attacker they insist on giving her physical attack boosts for her ult. As a result the stats are the lowest damage boost of any personal weapon. The trait isn’t good too. The magic boost is nice but the water boost usually only helps her u2. It at least works with the newest welfare Cecily, keeping it from being D tier.

Arue - Crimson Demon Brush

Stats:

+178 Magic attack

+16 Magic defense

Trait:

+8% Magic damage and +7% Dark damage.

See everything I said about Yunyun. There’s really nothing else to add to that.

Mitsurugi - Cursed Sword Gram

Stats:

+178 Physical attack

+32 Physical defense

Trait:

+10% Physical attack and recover 170 hp after every action.

While at a glance it seems worse than Chunchunmaru, it often isn’t. Yes, Chunchunmaru is slightly more damage and provides ult charge at +6, but the tanking ability given by Gram often makes up for it, while still dealing excellent damage as it is. Like with other swords, you can happily use this on Mitsurugi to give Chunchunmaru to someone else.

Dust - Magic Sword

Stats:

+176 Physical attack

+10 Dexterity

Trait:

+9% Physical attack (+15% if below 50% hp).

Ah, yes, +10 Dexterity. Because Dust was a unit so well known for missing his attacks. Aside from that next to useless stat boost, this weapon’s trait isn’t good either. Of the four damage conditions, there are two good ones - debuff and above 70% hp - and two bad ones - status and below 50% hp. It all comes down to which are more consistent, with status conditions being the worst of all. Funnily enough, the weapons with the two good conditions are in A tier, while the ones with the bad conditions are in D tier. Like this one! Yeah, you don’t have to be a genius to be able to tell that having to be almost dead to do the most damage you can is just bad. If you’re at high hp, you’re losing damage. If you’re at low hp, you risk dying to the boss’ next attack. And considering almost every boss does AOE ults that will probably kill you if you’re below 50%... Just use Chunchunmaru.

Rin - Wizard Rod

Stats:

+158 Magic attack

+3 Agility

Trait:

+8% Magic damage and +7% Wind damage.

While pretty much the same as Arue and Yunyun’s weapons, just for wind, this one does have slightly different stats - less magic attack, and 3 agility instead of magic defense. Overall, the loss in magic attack is so big that this version is even worse than those two. Not D tier since it’s at least her best verison in Wind - not that you’d use Rin in wind anymore - but it at least has that over being completely useless. It’s even worse than Arue’s and Yunyun’s off element though thanks to its weaker stats.

Lia - Melody Lance

Stats:

+158 Physical attack

+3 Agility

Trait:

+12% Physical damage and +7% Magic defense.

Thankfully, despite having 0 good options at the start, the spears did manage to get good weapons in the end. The physical attack isn’t too high for a personal weapon but the exceptional trait makes up for it, making this Pretty much always Lia’s best weapon. The Megami spear Gae Bolg is a tiny bit better against foes that deal only physical damage, but it’s a tiny difference. Also worth noting is that this weapon is not that good at +5. Both it and Mia’s weapons get a massive upgrade when +6 is added - going from +8% physical damage to +12%.

Cielo - Dancing Wand

Stats:

+55 Physical defense

+157 Magic attack

Trait:

+11% Magic damage and +7% Physical defense.

The problem with Cielo’s weapon is very simple: it’s not more damage than elemental scepters. Just use the one that matches the Cielo’s element over this. The physical defense is good for EX arena and dungeon, and if you don’t have that particular scepter at +6 then it’s useful, but usually you just use one of them instead.

Erika - Pretty Dagger

Stats:

+172 Physical attack

+3 Agility

Trait:

+9% Physical attack (+16% if above 70% hp).

As mentioned with Dust’s weapon, the ‘above 70% hp’ condition is one of the better damage conditions - second best to debuff bonus - since it’s easy to trigger pretty consistently with healing and tanking effects. As a result, Erika gets a consistently very high damage output from using this weapon, so anything else is rarely better.

Melissa - Carnwennan

Stats:

+172 Physical attack

+3 Agility

Trait:

+9% Physical attack (+16% if target has a status ailment).

Relying on the worst conditional damage effect makes this weapon really terrible. In the current JP meta, you will never get this condition to trigger. We don’t use units that apply status effects anymore, and even if we did, they’re random, and bosses can resist them. If you use units that apply status conditions just to trigger this effect, then you’re using a bad team. Arena dagger is better than this. Don’t waste your resources on it just because Melissa was the meta queen for so long.

Mia - Beast Fork

Stats:

+167 Physical attack

+32 Physical defense

Trait:

+12% Physical damage and +7% Physical defense.

Pretty much just see everything I mentioned about Lia. Not much else to add.

Amy - Wand of Life

Stats:

+55 Magic defense

+157 Magic attack

Trait:

+11% Magic damage and +7% Healing.

Again, just see everything I said about Cielo. Almost never worth it over the elemental scepters.

Meru - Lightning Spear

Stats:

+178 Physical attack

+16 Physical defense

Trait:

+8% Physical damage and +7% Lightning damage

Despite technically having the same problem as Yunyun / Arue / Rin’s weapons, it has the advantage of the fact that Lightning Meru is still her only good version, thus this is the only weapon you ever see on her. The megami weapon Gae Bolg will likely be better on any non-Lightning future Meru though.

Vanir - Vanir’s Mask

Stats:

+158 Magic attack

+3 Agility

Trait:

+9% Magic attack (+15% if target is debuffed).

Pretty much the same as Chris’ weapon, so, like Chris’ weapon, it’s very good. Slightly lower attack stat but still pretty much always Vanir’s best option nonetheless.

Though, if Vanir himself is the mask, then how does equipping it as a weapon make any  sense…?

Document by Enraged_Koala on Discord and Reddit, EnKoala on YouTube