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Amo’s Tier Lists (With Explanations)

Update v5.15.9, rise of rapture

Notice: Read Reddit post about future tier list updates.

By Amo // Thirteen // Noa

Message me on Discord if you have any questions
In regards to the tier list, or if you want advice
On the game itself, I probably won’t check Reddit.

Voidpet Dungeon - All Pets (Feb 2026) Tier List Maker

Contributors:

Seyf (fairall) - Made the pet tier list on tierlistmaker

Wintang - Made the Item tier list on tierlistmaker

Llizoray - They’re nice to me.

Spuds01 - My brother and the person who revises this doc for errors.

Diamonds in the rough - Evaluated the tier list
(Last updated Jan6)

  • Amo: Floor 3100
  • Voidbringer: Floor 3520
  • Kyubi: Somewhere above floor 3200
  • CyrEscape: floor ~2930
  • Intern: Floor 2080
  • Lanstein: floor 3101
  • Skad: floor 3240
  • FrangusMangus: floor 3240
  • Phethur: Floor 3041
  • MercurialFox: floor 3680

Spotlights - Are neat people

  • Parzival - Hero Omori/Link Zelda
  • Zeiphry - HFSloth agenda pusher
  • Riyo - Has good taste
  • Ikill - good at voidpet dungeons
  • Chillcatto - cool kid, cs grad

FAQ:

Q: Where’s the explanations?

A: They’re separated via document tabs, unsure exactly how to view them on mobile devices, go google your specific case.

Q: Hey does this factor in the ascension levels? You mention stat-gap a few times..

A: Kind of? Comparatively to other options, this list might suffer. But testing with the update has been ongoing for about a month, and we’ve shifted quite a few placements to consider some legendaries being viable now!! (I might’ve forgotten to update some entries, maybe a lot, feel free to lmk if something seems inconsistent or unclear.)

Q: What floors are these based oN?

A: These tier lists mostly hold weight for stages above floor 1000, as it is a lot easier to get by pre-1k than it is post-1k with improper setups. This tier list will still consider pre-1k encounters, however the more difficult the challenge, the more it’ll impact the rankings.

Q: What about Bogar/Hardmode?

A: Not really, if at all. Most bogar and hm can be beaten by overleveling at some point or another, and after that it's just a point of having the right legendaries lmao.

Q: What about the super endgame?

A: Any floor below 3k will be considered, albeit the super later floors will be more unclear (you shouldn’t need a tier list atp anyhow.) Anything beyond 3k won’t be considered, as that is the end of the intended game.

Q: How do these rankings even work?

A: These rankings are mostly comparative, but also consider impact. To specify, comparative as in a pet will be ranked based on how it performs in comparison to pets that fulfill the same role, with less consideration on neutral application (unless it's like a healer lmaooo). However, ranking does not compare rare/epics with legendaries, as that’s unrealistic. Impact means how versatile it is, if it's a pet that can be used more often or used in difficult situations, it’ll be ranked higher. If it so happens to have versatile neutral application, that is considered too.

Q: Are the tier lists left>right?

A: The Legendary Item tier list is in order to better give you a gauge on what to prioritize. The pet tier lists and Other items tier list aren’t, due to being ranked comparatively as well as pets/other items fulfilling different roles.

Q: Is this considering legendary/uber items?

A: It IS considering legendary items, as you are expected to get/farm for them as you progress. Judging a pet off its latent potential is the key here. Specifics may be stated in the explanations. We are NOT however considering ubers. That’s stupid.

Q: How do rare/epic pets compare to legendary pets?

A: Their rankings are about the same (a-tier legendary = a-tier rare/epic), however that is not always the case. There are a lot of factors to consider, mainly the role the pet plays (DPS/Tank/Healer/Util), so it’s better to ask specific questions when comparing a rare/epic and a legendary. One thing to note is that the biggest reason rare/epics can compete with legendaries is that rare/epic end up with higher stats due to ascensions, even with ascension level in mind (especially with tanks.) If there are any caveats to the norm, it’ll hopefully be mentioned…

Q: Why are the Legendary pet rankings separate?

A: Most players won’t see that many legendary pets in their run, separating their rankings gives the rare/epic pets fairer standings as well as it just making it easier to read. In the explanations, it should mention whether a pet is better/worse than its legendary counterparts. Additionally, legendary pets aren’t considered when ranking items. This might’ve been said somewhere else, not a clue, but it’s important!

Q: “HEY! I used this pet/item and it works fine! Why is it so low?”

A: Just because a pet is ranked low does not mean it's unusable, the lower floor you are, the easier it is to use a shitty pet/item. There are lots of different strategies to clear floors, but the constraints to which you can pass get tighter as you progress, and some ideas are just better/cheaper than others. Cough cough to anyone who uses Wrath or Joy. Additionally, a reminder that you shouldn’t compare pets of different elements/class too bluntly, since there is more of a focal point on their main point and less so on neutral applications.

Q: How can we trust you?

A: Don’t! I like to say I am the King of Voidpet, my arbitrary and biased decision-making is objective, and while I do hold that belief to be true, I implore you to challenge my ideas and go off on your own path, that’s how we learn after all. Besides, this is mostly for the people (newbies) that need an investment guide, and I haven’t heard much complaints :P

Q: Okay, but, like, actually why?

A: I’ve been playing actively since launch, have four accounts over floor1000, all f2p, with my main being on the leaderboard at floor 3100, and have been helping people for as long as I've been here. I’ve watched all the super whales play the video game too, and have been consuming knowledge from the other best players the entire time. Not that that really means anything, but. The contributors to these lists were sent my initial drafts and changes were made based on group evaluation, so I'm not entirely alone.

Q: What’s next? A shitty “wiki”?

A: Watch me.

Q: [anything else not listed]

A: Feel free to message me on discord @ thirteen.__ as mentioned above, my DMs should be open and you’re free to ask anything and I’ll respond 90% of the time. Alternatively, you can probably find me in the voidpet discord at any given part of the day.


Patch Logs

These are Patch Logs for changes made to the Tier List. Recent changes will be explained via Amo’s Notes in their respective entries.


Revision 002 // February 17 2026: Chastity’s Heart

https://www.reddit.com/r/voidpet/comments/1r7k61v/tier_list_reevaluation_delayed_indefinitely/ 


Revision 001 // January 6 2026: Rise of Rapture

This revision was done to consider changes to pet viability thanks to December’s Ascension Level update, as well as to implement Rapture and consider item ability changes.

One new pet was implemented:

  • Rapture: Placed in S-Tier.

The following pets had their rank changed: (Old > New)

  • Sonder: B>A
  • Wistful: C>B
  • Desperate: D>C
  • Judgement: C>D
  • HigherForm Sloth: A>S
  • Kind: A>S
  • Ambition: B>S
  • Charity: B>A
  • Estrangement: B>A
  • Gluttony: A>B

The following items had their rank changed:

  • Special Top Hat: C>A
  • Pearl Cloche Hat: B>A
  • Mermaid Scarf: D>C

Revision 001.1 // January 8 2026: Adding a few blurbs on caveats that’d circumvent a pet/item’s ranking.

Revision 001.2 // January 11 2026: Adding a few blurbs on certain pets/items that get questioned a lot to give more info on my perspective.


Pictures/TextVersion

Rare/Epic Pets: (in no particular order)

SSS Tier: Merry

SS Tier: N/A

S Tier: Sad, Apathy, Resistance, Panic, Determination

A Tier: Abandonment, Sonder, Joy, Spite, Paranoia, Conviction,
Anxious, Cringe

B Tier: Sadge, Sanctimony, Anger, Wistful, Wonder

C Tier: Lonely, Grumpy, Salty, Envy, Desperate

D Tier: Glee, Pain, Judgement, Curious

Legendary Pets: (in no particular order)

SSS Tier: HigherForm Lust, HigherForm Greed, Down Bad

SS Tier: Lust, Defiance, Persistence

S Tier: Greed, Rapture, Diligence, HigherForm Sloth, Petulance,

Kind, Ambition

A Tier: Pride, Wrath, Devotion, Charity, Jealous, Mischief, Estrangement

B Tier: Scorn, Gluttony, Nostalgia, Patience

C Tier: Disdain, Sloth, Rejection

D Tier: N/A

Legendary+ Items: (in a particular order)

SSS Tier: Parasite Scarf, Adventure Buddy Hat

SS Tier: Lonely Hat, Laser Chicken Hat

S Tier: Jellyfish Scarf, Plunger Hat, Anxiety Scarf, Serpent Scarf
Cake Hat, Golden Halo

A Tier: Silk Top Hat, Rubber Ring Donut, Rainbow Party Hat,
Ice Cream Hat, Lemon Dolphin Float, Special Top Hat, Pirate Hat,
Bubblegum Scarf, Prince Collar, Blue Tie, Checkered Scarf, Icy Tiara,
Wizard Hat, Pearl Cloche Hat, Doge Scarf, Alkaline Estrangement Scarf

B Tier: Red Horns, Ruby Collar, Angry Scarf, Paisley Cowboy Scarf,
Sorrow Scarf, Spider Necklace, Bejeweled Pink Scarf, Wizard Cape,
Floral Crochet Hat, Bejeweled Cowboy Hat, Felt Fedora

C Tier: Karen Hair, Envious Scarf, Mermaid Scarf, Chef Hat,
Unicorn Horn, Watermelon Spiked Collar

D Tier: Titanium Tiara, Cake Scarf, Pinwheel Hat

Other Items:

Required: Stress Ball, Dumbbell, Skinny Vanilla Latte,
Espresso Shot, Iced Coffee, Lychee Candle

Extremely Useful: Yellow Palm Cap, Aqua Spiked Collar,
Fluffy Pillow, Peppermint Tea

Alright At Times: Gua Sha, Fuzzy Mittens, Nail Buffers, Leather Journal

Replaceable With Legendaries: Black Spiked Collar, Spider Hat,
Hibiscus Flower, Hibiscus Chain, Cowboy Hat, Cowboy Scarf

Not Very Helpful: Insulated Mug, Matcha Latte,
Yoga Mat, Weighted Blanket

IGNORE: Orange Butterfly Chain, Pink Spiked Collar, Fall Camel Scarf,
Warm Pink Scarf, Purple Beanie, Red Hat, Top Hat, Chunky Knit Scarf,
Blue Palm Cap,Gold Diamond Necklace, Peony Wreath, Coral Sun Hat,
All Rare and Common Hats/Necks

Rare/Epic Pets


SSS Tier: The Best!

Merry - The undisputed monarch of support, and can stand side-by-side with the best pets in the game. Due to being a support, it has innate versatility in nearly every team. Ding Dong is a strong move, allowing you to deal massive damage to the target and circumvent turn order, with Merry’s passive letting all allies gain ATK+ for a turn as well. Cleanse is one of the two moves that let you remove debuffs and, while less useful in post-1k bosses due to rampant unpurgables, can prove a boon in a lot of situations. Rejuvenate is a weak heal but can still prove very useful due to having no cooldown, as well as crits making the heal quite significant and other healing items amping up its versatility. Its base stats make it fast, which amps up its support-based kit even more. Overall, it has innate versatility and can pair with a majority of teams, a strong boon.


SS Tier: Nearly irreplaceable.

N/A - This category is only for legendary pets. Merry alone stands out as a support of incredible prowess, as such, it's put above everyone else and then some.


S Tier: The upper echelon, near must-builds in 90% of circumstances.

Sad - One of the most versatile rare/epic pets due to its vast utility. Having both DEF- with Isolate and ATK- with Bubble Blast lets it play as a viable neutral option in a lot of circumstances. Its passive lets it play with a lot of other pets to amp its damage up. Its damage output is considerable enough to solo most fire encounters by itself with the help of other neutral pets, so you won’t really need to level other water DPS except for a few specific floors, making it the best option in that regard. Its main weakness is that it is slow with only 40 base speed, but being a rare, ascensions can make up for it. Overall, it is almost a must-build in nearly every account, trumping over even legendary water DPS.

Apathy - One of the few pets who can apply stun, and has strong earth DPS output. It by itself can manage earth DPS with little issues, both boss and regular due to Ram having amped up damage against non-stunnable targets. With Jellyfish Scarf, Apathy becomes one of the best floor clearing pets due to AoE stun opening a lot more options. Hoof Strike applies DEF-, and, being its basic, can be utilized with Merry’s Ding Dong. Its passive is helpful in a few situations to ignore lethal DoT and stuns. Overall, the best rare/epic earth DPS option (only trumped by the legendary Diligence against bosses) and a viable neutral DPS option due to Merry synergy and stun.

Resistance - Considered the #1 tank in the game. Its kit is entirely centered around defense, with both its attacking moves considering its defense instead of attack. This lets it completely ignore attack and can go all-in on survivability items without a drawback when using offensively. Grounding is a strong move applying DEF+ to all pets, a strong survivability move that helps it both keep itself but also its team alive. Repurpose applies a small shield, but also scales with defense and is its basic, meaning it has Merry synergy in letting it shield itself without needing a turn. Its passive has infinite scaling, amping up its kit and leaving room for stall strategies. Overall, a very versatile tank, beating out Base Sloth and debatably contending with HFSloth in terms of tanking prowess.  

Panic - The fastest pet in the game while still being decent fire DPS. Speed is the biggest issue as you progress, so having a fast pet like Panic helps a lot in that regard, especially since its passive lets you apply SPD- both single-target and AoE. Its damage output is weak and mostly centered on DoT, however can still be useful in quite a few cases, especially with the help of items. Overall, a worthwhile investment, albeit most fire DPS legendaries outrank it.

Determination - A very nifty tank that lets your entire team survive longer via its passive. Applying ATK- to all attackers who hit Determination lets it weaken the opponent, increasing the survivability of the entire team (AoE attacks will still proc the passive) without even having to move. Its kit overall isn’t that impressive, Burn Off can be useful in a few situations, and Flame Gobble can prove to be a strong heal if Determination is built with crit, but also serves as an anti-synergy with burn units, a major drawback. Overall, it's a pet that plays mainly on survivability, which is exactly what you want out of a tank.


A Tier: Your other weapons, necessary to keep up.

Abandonment - Considered the best water tank option in the game with a fairly decent tank kit. Its passive helps in survivability and can be useful in a few situations, albeit can be considered niche. Spiked Shell is a great move providing thorns damage and DEF+, with the healing reduction being useful in a few situations. Cold Shoulder being its basic and applying SPD- gives it good Merry synergy. Overall, good tank to build, best water option.

Sonder - An earnest healer, the best non-leg at actually healing. Its passive can be useful at times, anything that gives speed is helpful on occasion. Meaning of Life is an overtime heal, meaning good sometimes not so good other times. Restore is one of the two skills that lets you remove debuffs, and also provides a strong heal. Overall, with two healing moves, it’s a really good healer, albeit with Merry taking stronghold over nearly every team and Sonder having bad damage output, it’s hard to fit it into teams without there being a better option in a lot of cases, but is still worthwhile to build for post-1k encounters where it’d be helpful to have multiple healers or you cannot use Merry in (e.x. Syclinder Trio).

Amo’s Note - This pet was moved up to A-tier from B with the recent revision. While I’ll still go by the fact that pure healers that can’t DPS are less useful thanks to Merry’s dominance, Sonder is just a really good one…

Joy - A pseudo fire DPS, with a very split opinion on its ranking. On paper, it has a lot of upsides, with Flame Enchant being decent damage with multi-hit (e.x. Paranoia) or AoE, and Cauterize being solid overtime healing. Its passive gives SPD+ to the allies it buffs, and any speed kit is useful. However, people tend to use Panic more often as it has natural AoE which you need at least one of to have an easier time clearing as you progress, and its speed utility is more long-lasting and better for regular floors. Overall, you won’t really be making a bad decision if you choose to level Joy, as long as you play it right.

Amo’s Note - A majority of fire pets are heavily debated in placement, Joy included. Uphold your own discretion when choosing what to invest in.

Spite -  A strong metal DPS for clearing floors as well as having fair output against bosses. Its passive gives ATK+ and SPD+ at the beginning of the battle, which is especially powerful, especially the SPD+, since it is considered when first determining the turn order and as such can make it have its first move a lot sooner than you’d expect, a versatile boon. Backstab is one of the few moves with bypass, which can help snipe wood pets and squishies in the backline, a very strong tool (especially post-1k against Wistful). Laser’s reduce healing can be useful at times, but isn’t the best, albeit the damage output is still fairly strong. It's a fast pet that can hit hard, its main weakness being its poor survivability. Overall, a worthwhile metal DPS option, albeit some legendaries replace it.

Paranoia - Another strong metal DPS more suited for bosses and long fights. Its entire kit is centered off bleed, which is very useful for bosses which last a while (especially post-1k). Both Sharpen and Conspiracy Theory are multi-hit, which can be useful sometimes and a drawback in other cases. Sharpen’s crit chance increase isn’t really useful after a certain point since you’ll be giving your pets 93%+ crit chance anyways. Overall, strong metal DPS for bosses, beats out Spite in that regard.

Conviction - A viable metal tank option. While having a very simple kit, it still is fairly useful considering its role as a tank. Steel Jaw can provide decent metal damage for longer fights, and the shield itself is fairly strong. You don’t have to build Conviction with crit due to the passive, and because it only has one move, it can shield without moving via Merry synergy. Overall, a good option, and is considered as a rival to Scorn.

Anxious - Considered the best wood DPS option for rare/epic pets. It has a kit based on speed, increasing its attack based on how much speed it has. Restless Strike is a decent move with good speed util, that also has an interesting synergy with Jellyfish Scarf. Jitters is multi-hit, which is good sometimes and bad other times. Overall, strong wood DPS, albeit outranked by other legendary wood DPS options.

Cringe - An interesting wood tank, but your only non-leg option. Its passive lets you benefit even if Cringe doesn’t get to move, which is always useful. Constricting Vines is good speed utility, and Watermelon Seed is a decent move that still activates even if Cringe dies. If you build Cringe with crit, its kit can provide okay output against earth enemies, with its passive being able to crit as well. The passive being an AoE heal means that it has interesting synergies with a few legendary items. Overall, not a bad option for a tank, and basically your only option for a wood tank in most cases, albeit Petulance does perform better than it in most cases.

Thirteen’s Note - Cringe is an extremely versatile pet thanks to its passive and synergy. The further you get towards the end of the game, and when you unlock items it can use well (i.e. Icy Tiara, Pearl Cloche Hat, etc.), it’d probably be closer to S-Tier than A-Tier.


B Tier: Viable alternatives…

Sadge - A fair water AoE option that has good potential in floor clearing. With the right gear and setup, Latent Misery can make Sadge strong in clearing out regular floors, as well as bosses with summons. However, outside of that, it doesn’t really do much else that would make it place higher than Sad, its cheaper and more preferred alternative. Snowpocalypse doesn’t deal as much damage without specific setup, and isn’t really viable to serve as a main weapon against water bosses. It also is slower than Sad, which doesn’t help its case. Overall, not a suggested investment outside the situations that might make it necessary (fire bosses with summons.)

Sanctimony - A bulky AoE option. Sanctimony is a solid pet to level if you need AoE, as Fracture does strong damage and applies DEF-. Its other skills also deal decent damage, with its passive letting you play into more damage while helping out its survivability. Its biggest issue is it is incredibly slow, as well as the fact that it is outshined by Apathy. Not a suggested investment, as if you hunt for Jellyfish Scarf (you should) and own Apathy, you’ll nearly never have the need for Sanctimony outside a few water boss encounters that require AoE.

Anger - A viable fire DPS with strong single-target potential. Its passive is mostly unknown territory, but can still be useful at times (similar to Abandonment). The rest of its kit is just bent on single-target damage, Unbridled Rage + Crossfire is useful for taking out metal tanks/enemies and just good instant damage. Scorching Strike is scaling, meaning it has synergy with Rainbow Party Hat and Anxious Scarf, making it really viable for bosses. Overall, not a bad pet, but people tend to prefer using Panic due to it having better utility.

Wistful - A wood AoE with constant skill casts. A pet that relies on its own longevity in order to fully realize its output, with fairly alright damage output. It has the advantage of being the only rare/epic wood DPS with AoE, as well as some synergies with Rainbow Party Hat and Anxious Scarf. With the passive repeating the previous skill cast at 70%, if you were to get to the next turn, Leaf Tornado’s output is about 92, and Gust around 56, above average for regular skill casts. This of course means its instant damage is weaker, however it can still be a viable option for wood DPS if done right.

Amo’s Note - This pet was moved up to B-tier from C with the recent revision. Its synergies can be quite interesting, and it still is the only wood AoE pet not including legendaries. I was told to put it up, but I still personally prefer using the other options. Still probably viable.

Wonder - A pseudo wood DPS, and my personal go-to when choosing a wood DPS to level. It has high single-target damage and healing capabilities, which can be amplified with items such as Jellyfish Scarf giving it a lot of latent potential via item synergies. Germinate can full-heal any tank with crits, and Big Dream is equal damage output to other rare/epic wood DPS when considering long battles and turn cycles. It does struggle in situations that involve multiple targets, such as bosses with summons (Voidweaver/Quasar/Juglaw/Umbros), since its main heavy hitting weapon is turn-delayed and single-target only, making it a much harder option to use. Overall, a viable option for wood DPS and healer.


C Tier: Early-game merchants.

Lonely - A healer that is only a healer, while also outshined by multiple alternatives. Healers already have a hard time placing high due to Merry’s dominance over the role, however Lonely has nothing much to bring to the table. Mend is a fairly strong single-target heal with only 2CD, but that’s about all that’s good with Lonely. As mentioned prior in Sonder’s entry, full-healers aren’t as necessary, and Lonely has no utility and a near useless passive to make it stand out, suggested to ignore.

Grumpy - Another earth DPS outshined by Apathy, but also outshined by the other earth AoE option. Grumpy’s only advantage over Sanctimony is being faster, but otherwise isn’t that useful. Stomp has no utility in contrast to Fracture, and Primal Charge’s Brittle isn’t that neat. Its passive also requires allies to die, which doesn’t help its case. Overall, suggested to ignore.

Salty - A fairly strong earth tank, however heavily outshined by Resistance. Salty isn’t necessarily bad, the thorns it deals is good for debuff application and just general chip damage to get out of a pinch. Hard Crust is a strong shield that has a big burst in damage that can occasionally be useful. However, as mentioned prior, it is heavily outshined by Resistance in nearly every way, and investing in the right pet is important in this game. If you were to level any other tank (minus Pain), you’d most likely use it post-1k due to Tyrant battles and the overall need for type advantage, so tanks that have better alternatives in the same element get ranked lower. Overall, suggested to ignore.

Envy - An okay metal DPS for single-target situations. Its passive amps up its damage depending on the maxHP of the target, however bosses post-1k resist maxHP effects making its effectiveness a lot weaker. Shadowflame isn’t that strong, and Gaslight has an interesting utility that only one other pet has (Mischief, wood legendary), however removing enemy buffs is nearly never necessary or even possible on bosses since most bosses have unpurgeable buffs, with a few exceptions. Overall, suggested to ignore.

Desperate - A pet sheerly used for desperate measures, heavily outshined by the mass of better metal options. Its kit sounds good on paper, however its superior, Paranoia, is still a lot more useful in long boss encounters. Meanwhile, Spite is a lot more versatile in floor encounters. Desperate has its uses, and isn’t necessarily terrible, just greatly outshined with a kind of niche kit. Chomp is resisted post-1k, Frantic Lunge is kind of neat sometimes, and its passive sucks in Merry’s world in which ATK+ is already given to you. Overall, suggested to ignore.

Amo’s Note - This pet was moved up to C-tier from D with the recent revision. Honestly, it sounds good on paper, and is fairly viable, just heavily outshined. If you somehow need another metal DPS and already have Paranoia and Spite leveled (e.x. Floor 2960), this would be the better option over Judgement.


D Tier: The bottom of the barrel.

Glee - The healer that doesn’t heal. Its passive isn’t really all that useful. Earth Ward is a fairly decent shield, however since it's a shield, it can’t crit, so it has its limits. Stone Surge has okay ATK- utility and output, but not really all that great. Maybe useful sometimes with Jellyfish Scarf but not really entirely necessary or even useful anywhere else. Overall, do not build.

Pain - A tank that doesn’t really have tank capabilities. Besides the fact that it is heavily outshined by Determination in nearly every way, it doesn’t really have anything in its kit that would help it survive longer. Flame Lance has Merry synergy, but Determination’s passive does it A LOT better. It can be useful extremely early on for extra fire DPS + AoE, but overall, do not build.

Judgement - Really a pet that can only stand out in the early-game due to the natural AoE and guaranteed crit it brings. It's a metal DPS with AoE and stun, which is appetizing on paper, however Steel Whirl’s lower output at nearly half the usual AoE makes it incredibly weaker when you start getting your crit items leveled. Vertical Plummet is useful as a stun, however its role as a stun pet is mostly outshined by the versatile Apathy. Its passive gives SPD+ when an enemy is below 20%, which can be useful at times, but is mostly only utilized by the enemy Judgements. Overall, suggested to ignore, and swap out with a better metal DPS after floor 380.

Amo’s Note - This pet was moved down to D-tier from C with the recent revision. This pet is alright, and you can probably use it even post-1k if you try hard enough, it does have the benefit of being a stun unit. However, it really only shines in the early-game, and such, it’ll be moved down. If you do get this pet early, I recommend it! But as said in its entry, get rid of it by 380 in most cases.

Curious - A wood DPS outshined by every other option. While Wistful just has the advantage of AoE and higher output, both Anxious and Wonder can output better DPS while having a lot more utility, meanwhile Curious has to be heavily built around in order to maximize its potential. It only has the advantage of being fast and having a passive that helps that, but that really only helps in a few cases. Overall, do not build.


Legendary Pets


SSS Tier: The Best!

HigherForm Lust - Abbreviated HFL, considered the best metal DPS in practically every situation. Base Lust by itself is already an extremely strong pet, but HFL allows it to basically become the only necessary metal pet and an extremely strong neutral option for both bosses and floors. Its passive lets it gain attack per kill, but, most importantly, gain another turn, letting it solo floors by itself in a lot of layouts. The extended passive with HF helps finish units off whether it be HFL’s turn or not. Blindside is one of the few moves which can bypass tanks, and, with HFL’s fast speed and amped up damage against units with at least 80% of their maxHP, can easily snipe most wood units in the backline and even some squishy units on neutral. Wrecking Ball has heavy armor pierce, making immense damage against wood and decent damage on neutral and even disadvantage. Alloy Burst with HFL now has scaling, meaning with items like Rainbow Party Hat and Anxious Scarf, it can solo wood bosses in 90% of cases, and even serves as a good neutral alternative if you only have one advantage DPS in other boss fights. Overall, an amazing investment in 99% of cases, making nearly every other metal DPS near worthless (only other situation may be investing in Spite, since it can be better in first-hit encounters due to its passive, AKA stupid Wistful floors.) If you’re patient, worthwhile to save/gamble for if you only have base Lust.

HigherForm Greed - Abbreviated HFG, considered the best fire DPS in nearly every situation. Its damage is based in burn, with Firestorm being an AoE with 200% burn, while also providing good weakening utility via DEF- And Brittle, but that doesn’t stop it from having heavy single-target instant damage via burn ignition and Festering Flame, which applies burn, has high output, and armor pierce. With HF, it applies burn on its basic, letting it have Merry synergy as well as circumventing the damage loss with Determination’s anti-synergy. It has scaling potential via its passive, albeit in a lot of situations I wouldn’t say its very big without support from other burn units. Overall, a big plus if you have it, and if you’re patient, worthwhile to save/gamble for if you only have base Greed.

Amo’s Note - A majority of fire pets are heavily debated in placement, HFG included. Uphold your own discretion when choosing what to invest in. I will however say only a handful of people would say HFG isn’t the best fire DPS, lol.

Down Bad - While not as useful as the other two SSS early on, this pet alone becomes the most useful pet to have in the hardest floors you’ll face in the end-game. DownBad shines for a few reasons, most of it being its ability to help with speed. Its strongest point is its passive, the priority to go first. This is extremely useful in conjunction with items like Silk Top Hat or Jellyfish Scarf to wipe out earth pets or deal massive damage before they can even move. Combined with Growth Spurt, which is an Extra Action move (meaning you can use it for free w/o losing damage output) that gives SPD+ to all allies, extremely useful in a game centered around moving when you need to. Its basic, Pounce, scales similarly to HFL and Anger, meaning with items like Rainbow Party Hat and Anxious scarf, it becomes the best wood DPS for bosses. One thing to note too is that it is the 2nd fastest pet in the game considering base stats alone (ascensions makes this false lmao). Overall, always a good investment for utility alone.


SS Tier: Nearly irreplaceable.

Lust - If you read HFL’s entry, Base Lust is just a weaker version of that, obviously. It still has the immense advantage of being able to wipe floors solo due to the extra turns, as well as having bypass via Blindside, however not being able to scale with Alloy Burst makes it harder to run solo, and a pet like Paranoia might still be necessary for wood bosses. Overall, still an amazing pet to have that’ll make your life a lot easier.

Defiance - Debatably the best fire DPS not counting HFG. As you progress, instant damage becomes more necessary, and relying on damage via burn won’t help you in the tricky regular floors that instantly take you out in a single turn cycle. Defiance helps with that, having natural armor pierce (15%), ATK+ for the first two turns, and natural AoE. Dragon Breath is the average AoE while also applying a weak burn and ATK-, but due to the armor pierce in its passive, can deal lethal damage to nearly any metal pet and still deal worthwhile neutral damage to squishier pets. Volcano Outburst increases its armor pierce to Base Lust Wrecking Ball levels, making it a strong single-target even in neutral/disadvantage. Tail Spike is an interesting basic attack, having a 50% to strike twice. This caveat means half of the time it’ll be just as strong as its other skills, a rare trait in pets. This also makes the skill EXTREMELY annoying, especially if you rely on the 50/50s to land, but doesn’t discount the ability for Defiance to have high output instant damage. The big downside is that it's slow, so building around that makes them harder to use, however the armor pierce in its passive means you don’t need as much attack to make it hit hard. Overall, a strong pet to have for metal floors, and can still be useful otherwise, worthwhile to build!

Amo’s Note - A majority of fire pets are heavily debated in placement, Defiance included. Uphold your own discretion when choosing what to invest in. I will say that Defiance is definitely a strong option and has my own personal suggestion, I’d put it above all else outside of HFG for the reasons provided above.

Persistence - The ultimate sustain pet, being the only worthwhile super healer to build (Merry is more for support.) Persistence’s kit allows you to actually  keep pets alive consistently without having to lose damage output. Its passive heals the lowest ally, which can be nifty in a pinch. Whirlpool is an AoE move that actually has decent output, while also being a strong AoE heal. Both can crit, meaning it not only plays a role in dealing strong water damage (which Sad struggles in alone), but also has a heal that basically full-heals your team in a lot of circumstances. Washout is a strong single-target move that can definitely hurt fire types while also applying ATK-, good utility. Overall, an amazing investment in most stages of the game, gets harder to use in the super end-game but still can be viable and useful at times.


S Tier: The upper echelon, near must-builds in 90% of circumstances.

Greed - In my opinion, Greed loses out on a lot of potential without HF, although still is a strong option in a lot of stages of the game. Firestorm is still a lot of burn while still applying DEF-, and Festering Flame still is a strong single-target output move that can ignite burn. Firebolt, its basic, doesn’t apply burn in Base, meaning that co-existing with Determination is a lot harder. Still worthwhile to build if you don’t have something like Defiance, but might be harder to use as instant damage becomes more necessary.

Rapture - A combo-centric fire DPS with huge numbers. It has some of the highest output moves in the game, with Belly Roll having 192 at cast3 and Boom and Bust at 144 with cast2. Its passive doubles the output of the next move with each cast, dubbed a “combo”. It can only use each skill once per combo, and the combo resets when it uses all of its moves after cast3. Each skill has a unique ability, with Belly Roll dealing overkill damage to the rest of the enemies, Big Tooth applying 100% bleed, and Boom and Bust doubling itself to enemies with high/low HP remaining (80%/20%). As mentioned prior, each skill will double in output until the combo resets, which means making it to the third cast can provide heavy damage. It lacks in the fact that it doesn’t have AoE, and it has minimal synergy with Jellyfish Scarf thanks to the nature of its kit. Its only other major issue is bad instant damage, again, thanks to how its kit works. However, despite its flaws, it still can prove to deal great damage in longer fights, and has innate playmaking via its raw DPS and overkill via Belly Roll. Most likely worth investing in.

Amo’s Note - This pet is newly released, and as such, testing for practical applications is few and far between, so this ranking may be amended in the future. Secondly, this is ANOTHER fire DPS, meaning its placement is heavily debated thanks to the debacle between who is better/worse between pets like Base Greed, Defiance, Wrath, etc. I’d like to imagine that, if played right, it will outperform Wrath in DPS output, with Wrath of course having the advantage of better AoE, but still being outmatched against bosses and thus Rapture places above in S. My only tip for using this is that, again, in theory, the best combo in most circumstances would be S3>S2>S1.
Furthermore, here’s additional info that has been derived from testing, this will be implemented into the entry itself once more info is garnered.

  • Rapture has ZERO synergy with Rainbow Party Hat.
  • Merry’s Ding Dong will not count as a skill cast in terms of its passive, and it also will not consider amplified damage if Big Tooth and/or Boom and Bust were used prior. We can assume from this that Envious Scarf’s counter won’t be considered either.
  • It DOES work with Blue Tie, I’d still recommend following the combo suggested earlier.
  • Silk Top Hat (and Adventure Buddy Hat) will allow you two skill casts in one turn, so it is definitely a recommended item for Rapture to help with its instant damage problem. It also of course will not be affected by the sustained CD from Silk Top Hat. (As in, usual pets will be forced to use their s1 for two turns because CD isn’t reduced from SilkTop.)
  • If you use Belly Roll and Special Top Hat, the initial overkill damage will double. Any overkill from that overkill will only be dealt by Special Top Hat.

Diligence - The only pet to rival Apathy in earth output. Diligence’s output relies on its passive, which causes maxHP damage per hit. This synergizes well with the rest of their kit, which is all multi-hit, albeit maxHP effects are resisted by bosses post-1k, which while plummeting Diligence’s output, still doesn’t discount them as a strong single-target earth option. The specifics of its kit aren’t really special, it can apply an okay burn and can self-heal which is useful at times, but otherwise just shines due to high output. Apathy still has its perks over Diligence with more utility and the necessary stun, but this isn’t a bad build if you can’t get by with only Apathy, as Diligence definitely will perform better DPS wise.

HigherForm Sloth - A rival as the best earth tank and tank in general, challenged only by Resistance. Sloth is another pet that focuses more on combat than survivability, however its HigherForm helps with that a bit. Its passive also gains 15% defense per hit it receives, but only for one turn, meaning it's better at amping up its bulk in short-term scenarios. Its passive also gives it 25% attack per hit, which helps the rest of its kit deal strong damage. Shockwave is the only AoE stun move in the game, which can prove a boon in some floors, the HF also applies SPD-, proving to be good utility (however this move has 4CD, good luck using it more than once.) Crush is just a strong single-target move, passive helps. Whack with HF turns it AoE, making the Merry synergy it already had via a basic that gave itself DEF+ even more useful via being able to deal good damage to backline water pets. The thing that makes it so weak is it being the slowest pet in the game, meaning to get a use out of its kit you either need an extremely long fight (which Sloth is unlikely to survive without heavy sustain), or Pirate Hat, which makes it actually decently viable. Overall, if you have HFSloth, you can build it as a near 1-1 alternative to Resistance, some cases better, others worse. If you had to choose between getting any of the other HFs, this one would be last in priority, but if you’re patient, you can still save for it, it might be worthwhile.

Amo’s Note - This pet was moved up to S-tier from A with the recent revision. If you’re further into the game, HFSloth probably becomes more useful and versatile than Resistance, I’m not 100% myself, but I have seen it played extremely well as a solo tank in adv and neutral. It definitely is worth using if you happen to have it, can’t say the same for base Sloth…

Petulance - The only tank that can stand with Resistance and Determination in versatility and usefulness. Petulance is a tank that solely focuses on sustaining itself, meaning its main weakness is in keeping the team alive, however, in its sole focus it is nearly unrivaled. Internalize nullifies the damage of the next attack (not hit!), one of the few things that can nullify damage (only others are items like Cake Hat). This can be utilized to avoid fatal hits, which is extremely useful in some fights and bosses. It has other upsides via its passive/Wallow and Recharge being a decent heal to have. It is also one of the two pets that deals NO damage, which helps in a few fights like Tyrant. Overall, better than Cringe in a lot of cases, albeit Cringe does have some synergies with items that might prove fairly useful at times.

Kind - This pet is a stall-based wood DPS. Its main damage is via Nature’s Gift, adding VERY WEAK additional wood damage to all allies’ hits, with the caveat that this buff has infinite duration and stacks (same as FE, 50% output with multi-hit). Its s2, Guardian’s Vigil, lets you apply a solid shield to an ally and a 2 turn buff that makes it so that when that ally is attacked, Kind’s basic is activated on the attacker. This buff doesn’t stack, applying it again resets the duration, but having a counter be turn-based rather than proc-based (contrast to Charity’s Flamebud) makes it a solid ability that can help snipe backline units via counters, on a slow tank it’ll last a while. Both its abilities can be used turn1 due to its passive giving it dual action on its first turn, and the same passive lets it start with SPD+ (Since this is a ‘start of battle’ passive, it affects first-turn prio akin to Spite and Curious, which is very strong), along with its high base speed, this helps it apply these abilities much quicker to let it get a good head start. Its main downside is that NG on its own has low output, and if you do the numbers, would probably require at least 2 stacks to make the numbers close to a three-turn cycle on any other regular DPS, so instant damage is a struggle for it. However, against bosses (especially earth), it can definitely utilize other stall items and long fights to let it build-up a lot of NG and deal strong damage. Overall, worthwhile to build as an interesting wood DPS.

Amo’s Note - This pet was moved up to S-tier from A with the recent revision. If I’m being honest, this is still heavily in theory, albeit more testing has been done with Kind. It has some floor-clearing potential via its counter (s2) and synergies with items like Jellyfish Scarf, albeit perhaps a bit tougher in a lot of cases. It definitely is one of, if not the best wood DPS for bosses, even rivaling DownBad in some circumstances, so overall worth investing.

Ambition - A pet that relies on long fights to reach its potential. Its entire kit is centered around Undertow, its basic, with each cast of it increases the damage of its other two skills by 50% (caps at 250%). Undertow also applies DEF-, so has Merry synergy the same as Apathy. Its other two skills, Water Blade and Hydro Cleave, are a single-target and AoE skill respectively, increasing damage based on maxHP. This all sounds good on paper, but it's hard to pull off worthwhile output against bosses, with the charge-based system really being irrelevant and pushes out less damage than if you were to just use like Sad and play normally. This is also because maxHP effects are resisted by bosses post-1k which doesn’t help its case. It is also extremely slow, not being able to get easy ascensions for a boost in stats. However, with the recent ascension level update, it can be relatively alright as a second water DPS, with the opportunity to perform well in the right circumstances (for the most part, HM bosses and other fire-type encounters). Overall, you can skip this for the most part, but can perform better than Sad as a second water DPS.

Amo’s Note - This pet was moved up to S-tier from B with the recent revision. Ambition has had the biggest jump across all the revisions, originally placing in C-tier, then B, and now S. The Ascension Level update in December heavily boosted the viability of a lot of legendary pets, and Ambition rose to the top as the best water DPS for DPS solely, even having strong neutral applications. There is a heavy exception to this, that being it sucks against Shift (?), Flint, Tauron, and Syclinder Trio, as they are Armored bosses and Ambition relies on MaxHP damage (I am not exaggerating when I say it SUCKS against these guys.) It shares the tier with Sad as Sad still has heavy utility applications, but if you need a pet for water DPS and DPS alone, Ambition clears. (Also probably easier to use in-floor because of natural AoE…)


A Tier: Viable builds but more niche

Pride - An interesting metal pet that you kind of have to build around. It is a pseudo-healer due to its passive, healing all allies 10% of damage dealt, meaning it can be an extremely useful heal or basically changes nothing. It is the only viable metal DPS with AoE, which can prove useful at times, especially since it applies ATK+ to all allies (this would be more useful but we live in Merry’s world, Ding Dong already does that.) Steamroll is a move that can prove fairly useful if you opt to build around it with a pet like Joy, which in contrast to Sadge, might actually be a viable strategy for wood bosses, since that means it can cover both bosses with summons and single-target situations. Overall, it’s debatable whether this places above or below Spite/Paranoia, it really depends on the situation, you can build if you’re patient but if you wanna rush progression and save resources, you can skip this one.

Wrath - The sin of fiery AoE. To start, its passive kind of sucks, really low death damage is only useful in a few situations for extra chip damage, that’s not where its power lies. All of its skills are AoE, meaning it is extremely useful for regular floors, and Inferno Slice, its basic, has innate Merry synergy to deal good damage to backline metal pets and chipping the rest. Supernova however has output based on the amount of targets. On a regular floor with four pets, it's just a bit weaker than the average AoE. But as less and less targets appear, it becomes more and more prevalent, and in single-target scenarios, it has the highest output single-target skill in the game, making it still viable against metal bosses. If it does get a kill, it unlocks the highest output AoE in the game, helping wipe the rest of any floor that happened to survive, and making bosses with summons a lot easier to deal with. Overall, not a bad investment and can have its moments, however some may prefer Panic due to better utility.

Amo’s Note - A majority of fire pets are heavily debated in placement, Wrath included. This pet alone is the source of all my problems, and figuring out where it should be placed while considering other fire DPS options (legendaries included) was difficult. I can safely say that a lot of people will not agree with me in keeping it in A-Tier, but my own personal testing still puts it below Base Greed and now Rapture. I will keep my reasons secret, if you have both I’d implore you to test yourself, specifically in regards to how burn works! Wrath is still definitely viable and has interesting synergies and play, and probably is easier to use and better output-wise than other fire DPS options in the rare/epic category.

Devotion - Similar to Pain, it is a more combat-centered tank, having less skills to sustain itself with. However, its passive, which activates its basic on every enemy after their turn, means you have a pet that can deal damage while circumventing the turn order. Ripclaw is a strong basic, having more output than a majority of the rest nearing the damage of other main skills, meaning the damage it deals is fairly decent. Vow of Courage is the main survivability that this tank has, giving itself DEF+ and then self-healing off the damage it deals. Vow of Reckoning is more for support, giving itself ATK+ and applying Brittle on the targets it hits, helping itself and the rest of its allies. Both skills have 2CD, meaning you can use them back-to-back. Overall, not really a defensive tank, but circumventing turn order in a game based on speed can be extremely useful at times, especially in difficult regular floors.

Charity - A healer based on thorns damage. Its main gimmick is Flamebud, a buff that deals weak damage back to the attacker and weakly heals the ally with it. Its third skill gives all allies two Flamebud, and its basic, Nip, gives tanks one Flamebud, which also gives Charity Merry synergy. Its other skill, Inferno Veil, applies a decent shield to two allies (one is the target, the other is applied to the target with the lowest HP), which helps with its passive, which applies DEF+ to allies who use their shield. Their passive synergizes with all other shields, especially Prince Collar, so it can prove useful at times since that interaction can provide extra sustain w/o needing a turn, but still fairly niche. The damage output it provides can be useful at times, but only against heavy AoE targets, and only if you can uptake Flamebud at all times, since they don’t stack properly on themselves and you can’t activate more than one Flamebud per pet per attack, limiting the amount of output you can really get. Overall, a fairly alright investment if you need a healer.

Amo’s Note - This pet was moved up to A-tier from B with the recent revision. Since then I’ve seen a lot more versatile play with Charity, healers have the innate ability to be used in a lot more places. I’ve seen it be used a lot better for sustain and healing, but not so much more DPS-wise, still felt that it was worth putting up.

Jealous - If this list were made before the end of November, it’d be placed in SS tier, not anymore. Jealous has the ability to scale via its passive, Fragments, increasing the damage Jealous deals to targets by 2% per. Jealous also has the perk of being the only viable wood AoE, with Verdant Claim applying two fragments after use. Fragment Burst also is technically an AoE, as it detonates all Fragments on all enemies, dealing damage based on the amount of Fragments, which can prove to be useful. Leaf Volley is a basic that multi-hits 3 times while also applying 3 Fragments. There was previously a bug that made Leaf Volley deal 10% more damage per Fragment instead of 2%, making it the best single-target wood DPS with Rainbow Party Hat and Anxious Scarf, however this was fixed, and DownBad is better than it in that regard, lowering its tier extremely. It still is useful in wood AoE situations, and can be a boon for regular floors that need quick extermination if you utilize something like Silk Top Hat. Overall, build if you have no other legendary wood DPS options.

Noa’s Note - This is another pet with a debated placement, and this serves as a reminder to point out that it ranks low under the premises that other wood DPS options in legendary tier are comparatively better than it, that being Kind and DownBad. It still is most likely more versatile than Anxious and Wistful.

Mischief - A pet with extreme utility. Its passive is extremely strong in that it can bypass tanks at all times, meaning it can snipe units on the backline without issue.  It has the unique ability, Copycat, which is one of the two abilities that can remove buffs, but in this case, also steals them for itself. While this move is strong on paper, it is hindered by the fact that a majority of bosses have unpurgeable buffs. Ambush is a move with massive utility amplified by Mischief’s passive, dealing high single-target damage while also stunning, applying DEF-, and Brittle. This is an extremely strong move that can help a lot in regular floors and has insane synergy with Jellyfish Scarf. However, it is essentially its only versatile move. Its basic is normal, and Copycat deals no damage, meaning Mischief’s damage output is poor and most likely won’t be able to solo a fair amount of earth bosses, failing its job as a wood DPS. Overall, worth building if you’re patient, but can be skipped if you want to save time/resources, as you’ll need to build another wood DPS anyways.

Estrangement - A water AoE with instant damage AoE. Estrangement has a kit with a lot of utility, especially speed. At the start of Estrangement’s turn, if it has full HP, it gains SPD+, this passive is automatically activated at the beginning of battle, helping Estrangement circumvent its slow base speed. Draconic Roar is a move that applies SPD- to all enemies and ATK+ to all allies, the speed utility is useful but the ATK+ is irrelevant due to this being Merry’s world (also if you want speed utility just build Panic lol.) Ice Breath is a decent water AoE that applies a weak burn. Overall, this pet is alright to use. The December Update adding Ascension Levels made it a lot more viable, albeit it struggles in only having one good damaging move and its utility being taken up by other strong pets. Build if you need a water AoE, since it is usually better than Sadge, albeit only recommended as a secondary water DPS.

Amo’s Note - This pet was moved up to A-tier from B with the recent revision. Estr’s Ice Breath is ALLEGEDLY a lot better now, but I have my own personal doubts, I haven’t seen it played much and my own testing hasn’t done too much. Strong for its utility and speed (thanks passive!), but I wouldn’t say it is better DPS-wise than Sad.


B Tier: Extremely niche use-cases, can still shine

Scorn - A metal tank based on combat (notice a trend with legendary tanks?) Its only skill that improves its own survivability is Brace for Impact, which gives itself DEF+. Luckily, this is cast at the beginning of the battle per its passive, so not half-bad. Its main gimmick is Grudge and Sharp Reprisal, for the turn after Brace for Impact is cast, it gains a stack of Grudge per hit it receives, and Sharp Reprisal hits a random enemy for decent damage per stack of Grudge. This can prove to be really useful in regular floors in which Scorn can take a few hits, and longer bosses in which you can build up a lot of stacks and cycle back to Brace for Impact a few times. Its basic, Scathing Slice, also applies SPD-, meaning good speed utility via Merry synergy, hurrah! However, combat isn’t what you want out of a tank, if you need metal DPS you build a metal DPS, and Scorn’s survivability is weaker than Conviction due to being a legendary (less ascensions, less stats) as well not having as much sustain potential as Conviction has (Convic shields better brah!) Overall, invest if you’re super patient and want a niche stall strat.

Gluttony - A bleed-based earth AoE. Its passive applies Brittle every time it hits an enemy, which can prove to be good utility considering it has AoE. Lacerate is a weak AoE but applies 100% bleed, useful in both floors and bosses that last longer. Ravage is an AoE that increases its damage based on the amount of bleed applied, meaning it can serve as a strong AoE attack one way or another, and also means Gluttony has two AoE attacks, a fairly useful trait. Its basic, Slash, applies 30% bleed, giving it technical Merry synergy albeit not really. Due to it applying an extreme amount of debuffs, it has synergy with Lemon Dolphin Float and Rainbow Party Hat, which can serve as decent damage against bosses, albeit they do resist maxHP effects. Overall, better than Sanctimony in a lot of cases, but probably has poorer output than Apathy single-target, build if you’re patient.

Amo’s Note - This pet was moved down to B-Tier from A with the recent revision. This is mostly just because I think its neutral output is shit compared to the A-Tier pets, it still is better than Sanctimony in most scenarios.

Nostalgia - Is around the same boat as Patience in being a healing-based pet, just without the stall. It deals weak AoE damage and a weak heal to all allies per turn it takes, which can be useful at times. Warm Dream applies DEF+ and a decent shield to all allies, a great sustain move if we’re being honest. Dissolve is an okay DoT that increases damage based on maxHP (resisted by 1k+ bosses), which can be okay earth DPS sometimes. Overall, just a mid pet, if you want to play around with it you can, it can be useful occasionally, and is more versatile than Patience, just a lot less impact in what it can do.

Thirteen’s Note - If you’re above a certain floor threshold or are reaching late/endgame HardModes, this pet skyrockets in value. It serves to cross quite a few legendary checks such as HM Breakfast Club 6 amongst other water-type HMs. If you are at that point of the game, it definitely deserves a higher tier.

Patience - A healer that can stall to oblivion, when the situation allows it. Patience’s kit is mostly healing and stalling, its passive increasing the amount it heals per turn. Take Root is an interesting move that applies DEF+ to all allies while increasing their HP by 5%, meaning a permanent HP boost. This isn’t really all that useful unless you’re in a long long boss fight, in which it can prove nice. Lifeburst is probably the best healing move in the game, outputting high heal to the most injured ally, doing this 5 times and switching targets mid-skill if the most injured ally changes. This lets you basically full-heal the entire team, which is the most useful part about Patience. Its basic has weak self-heal and weak damage, but technical Merry synergy in keeping Patience alive. Overall, if you’re patient (hah), it can be a boon in some circumstances, but doesn’t help that much in a lot of others (comparatively).


C Tier: Extremely replaceable

Disdain - Considered the worst legendary pet due to its niche kit. Its entire kit relies on being faced up against healers/shielders, which are few and far between in both regular floors and bosses. Its passive attacks any unit with Corrosive Blast, its basic, that receives healing while also boosting its attack by 10%, this is useful when it happens, and Corrosive Blast is slightly stronger than the average basic. Toxify is an AoE that applies reduced healing, the AoE is strong but the debuff isn’t all that useful. Skewer deals high single-target damage, and deals double against shielded targets, a thing that is even more niche than the healing criteria the rest of its kit relies on. Overall, definitely better to just build Paranoia and Spite, and even some lower-ranked metal DPS are better at times.

Sloth - An earth tank bent on combat. As mentioned in HFSloth’s entry, a majority of its kit is based in dealing damage rather than survivability. Its passive only boosts its attack, and the only skill that helps sustain is its basic, applying DEF+ on crits, only useful due to Merry synergy. Shockwave is an AoE stun with 4CD and Crush is a strong single-target, both dealing way more damage due to its passive. However, Sloth is EXTREMELY SLOW, and Pirate Hat is a requirement to it being versatile, but even so, it’s a tank that doesn’t have much sustain options, meanwhile Salty can shield itself and Resistance can shield and apply DEF+, both of which having better stats than Sloth due to the ascension stat-gap. Overall, not recommended to build unless you’re fine with fighting the harder battle.

Thirteen’s Note - This is a debated topic on whether Sloth with Pirate Hat is better than Resistance. I personally have used both and have garnered similar results. Of course, Resistance is better in long-term fights where scaling is viable, but otherwise, Pirate Hat can push Sloth out of the gutter, so keep that in mind if you have the pet and want to use it.

Rejection - Water tank based on healing. Its passive is just Chef Hat, letting it heal 10% of its maxHP per turn. Downpour is decent utility by applying ATK- to all enemies. Rip Current is one of the few stun moves in the game with high single-target output. Its basic, Hydro Gulp, heals based on damage dealt, meaning Merry synergy and decent sustain. This all sounds good on paper, and it is fairly alright, however is still inferior to Abandonment for two reasons. One being the stat-gap between rare/epics and legendaries due to ascension, this hits tanks the hardest because it means its lower rarity alternatives have more natural bulk. Two being that its only heal relies on Merry synergy and getting turns, and as a tank, it’s slow and needs Pirate Hat to do so, and using that weakens its already poor defense as a legendary. Overall, Abandonment is often more useful and versatile, recommended not to build.


D Tier: The bottom of the barrel.

N/A - I wouldn’t put any legendary pets this low. While some are incredibly replaceable, and especially bad given its legendary status, they can still be fairly usable if done right and shine more than the pets that were here in rare/epic.


Legendary+ Items


SSS Tier: Reserved for the top tier ubers.

Parasite Scarf - ATK/CRIT - Turns all skills AoE in terms of damage/heal/applying effects. If you have this, it’s cheating. Opens up a lot of synergies in a lot of pets, both for DPS and healers. Works well with other items too, like Rainbow Party Hat.

Adventure Buddy Hat - SPD/ATK - Lets you use two skills per turn. Insane for dealing innate instant damage, and opens up a lot of synergies with both pets and other items (e.x. Anxiety Scarf). Just make sure to use Extra Action skills first to maximize skill use (you get three then!)


SS Tier: Reserved for the mid tier ubers.

Lonely Hat - SPD/STAM - Reduces all cooldowns by one, meaning you only have to use one skill after a skill to get back to it, or if it only has 2CD, lets you use it all the time. Essentially just lets you use only your best moves, skipping the weaker basic attacks. Innate synergy with buff pets as this has the drawback of possibly weakening damage output (Merry is a strong user.) Opens up a lot of possibilities with pet synergies.

Laser Chicken Hat - ATK/CRIT - Let’s you land a double crit (x3 damage) utilizing excess crit chance (above 100%) to define the odds of landing one. This is an amazing DPS hat if you can forgo the need for speed, as the extra damage is critical (hah.) This extra output can be the difference between killing a pesky pet or not, making it a playmaker, and overall just improves your DPS better than any other DPS hat can. Innate synergy with Jellyfish Scarf since you only get one skill and you want to make it count.


S Tier: What you farm for first.

Jellyfish Scarf - ATK/STAM - The #1 legendary item, making the first skill AoE, applying any effects to all affected targets. This is an immense help for floor clearing, and basically makes 80% of regular floors 10x easier. If you want to progress fast, this is the pet to put it on. Works on essentially any DPS, has better synergies with utility pets (debuffers), with a fan favorite being Apathy for AoE stun.

Plunger Hat - DEF/SPD/STAM/ATK/CRIT - The runnerup in legendary versatility. In exchange for an ability, this item gives all possible stats at a decent amount. Keep in mind the amount of stat it gives is less than what an item with only two stats would give, but that is near inconsequential in most places unless you’re short just a bit. This hat works on literally anybody, but most put it on a DPS in order to give it bulk and offensive capabilities, however works well on other pets if your DPS are using a hat for an ability.

Anxiety Scarf - SPD/ATK - The ultimate stall item. Speed is important in this game, and bosses last a while, especially post-1k. Anxiety Scarf gives 3% more speed (base) per skill use, letting you rack up pace quickly. While this can work on DPS as it has favorable substats, most prefer to use it on supports like Merry, who are naturally fast and have important utility. It has a special synergy with Rainbow Party Hat, as it’ll use two skills per turn, meaning you gain 6% per turn, which adds up quickly.

Thirteen’s Note - This is the only item in S-Tier that can considered to be placed lower, albeit I’d only disagree with that notion if you were pre-1k, where bosses are less likely to be stalled as a primary solution, and just considerably last for less time compared to post-1k bosses. This, of course, would hurt Anxiety Scarf’s ranking, and as such if you are pre-1k you might want to consider farming for the S-Tier save items below or put more focus onto the A-Tier DPS items. Do keep in mind the floor that will have an immediate counter thanks to Anxiety Scarf is 1040, so if you’re nearing there it might be better to farm in advance.

Serpent Scarf - STAM/CRIT - Lets you play a pet when you aren’t supposed to. The biggest issue in 90% of boss encounters is keeping the entire backline alive through an onslaught of AoE, and with Serpent’s 50% AoE damage reduction, it lets you not have to worry about one pet for a majority of the fight. The #1 user for this item is Merry, as their presence is vital in a lot of encounters, and giving them this lets them survive in places where it usually wouldn’t. Overall, one of three necessary save items to progress.

Cake Hat - DEF/SPD - Lets you play a pet where you aren’t supposed to. Lethal hits and one-shots can make a battle a lot more difficult, and Cake Hat’s damage nullification on the first hit prevents that. Is mostly used on supports to let them survive an initial onslaught or hit, mainly on pets like Merry against a floor with Spite, but has other uses in other places and even on tanks. Main weakness is multi-hit pets or burn ignition. Overall, one of three necessary save items to progress.

Golden Halo - ATK/STAM - Nullifies the first instance of lethal damage then heals 30% of your maxHP. Essentially an alternative to Cake Hat, it won’t protect lethal instant-damage as well, as you’d still lose HP, however in other encounters where you still need to prevent lethal damage but the first instance might be less important to avoid, Golden Halo essentially lets you delay and possibly prevent a pet death. It also serves better as a tank hat than Cake, letting you heal them back up after a long fight that finally led to lethal damage. Overall, one of three necessary save items to progress.


A Tier: Versatile and near necessary picks.

Silk Top Hat - ATK/CRIT - Lets you use two skills on the first turn. Initial damage is key, and Silk Top Hat can let you wipe out a pet quickly to prevent lethal action. Has fairly good substats for a DPS, and can be a great playmaker on regular floors to find solutions that wouldn’t exist otherwise. Used solely for DPS, maybe on Merry.

Rubber Ring Donut - ATK/SPD - On your 15th turn, double your base attack and speed. While this item may sound strange to place so high at first, and doesn’t actually play that well in normal floors and bosses pre-1k, it is an insane playmaker for lots of post-1k encounters. Bosses last a lot longer after floor1000, and Rubber Ring Donut can help you conclude a battle that you wouldn’t be able to get through otherwise. Otherwise, the substats are at least fairly decent. Mainly goes to DPS, but can be used on support like Merry.

Rainbow Party Hat - SPD/CRIT - Locks off your other skills in exchange for repeating your base attack when the skill is cast. While it sounds weird at first, it works very well with pets that have interesting properties within their basics, as well as a synergy with Anxiety Scarf to build up speed. Pets like Paranoia use it very well in long encounters to build up bleed as fast as possible, and debuffers that are similar can even utilize Lemon Dolphin Float for strong maxHP damage that can add up quickly. Even can work on Merry for maximum sustain. Overall, a niche item that can vastly expand some DPS’s potential, placing it this high.

Ice Cream Hat - ATK/SPD - Healing deals damage to a random enemy based on the amount healed. This item is niche, and really only works well on some legendary healers… and Merry. Items that Merry likes automatically are placed higher, this is the same. The chip damage this can deal with Merry can add up quickly, as well as it having favorable substats for pets and support alike. Also, since it doesn’t count as a hit, it can prevent proc’ing certain effects such as Tyrant’s scaling, giving some room for some cheese strategies. Overall, a niche item that can do some playmaking sometimes, a Merry favorite.

Lemon Dolphin Float - SPD/STAM - Upon applying a debuff to a target, deal damage based on maxHP. This item works fairly well for pets that apply a lot of debuffs, like Paranoia or Panic, and can be decent chip damage that can either serve as more instant damage for DoT DPS or slow chip damage that adds up against bosses. Works well with Rainbow Party Hat assuming the basic applies a debuff, such as Paranoia’s case. Overall, a niche item that can change the tide of battle with its output.

Special Top Hat - ATK/CRIT - Overkill damage is dealt to all remaining enemies. Previously, the damage was split, and this item was overall shit, but since it deals the full overkill damage to all remaining enemies, it essentially can serve as a pseudo Jellyfish Scarf in some scenarios, and can definitely do immense playmaking in some contexts. It has favorable substats, and the ability is honestly above-average. Of course, does basically nothing in 80% of bosses. Overall, a niche item that can do some fairly good playmaking sometimes.

Amo’s Note - This item was moved up from C-Tier to A in the recent revision. As mentioned above, they changed the ability to deal full damage to all instead of splitting, which made its playmaking potential A LOT stronger.

Pirate Hat - DEF/STAM - Advance the progress towards the user’s next turn by 20% per hit it takes. This item is mostly used for tanks to get over their naturally low speed stats, however its ability to circumvent the speed system via raw progression instead of the regular speed charge up makes it a boon in some scenarios. While already ranking high for allowing both strong and weak tanks alike to use their kit, it can prove to be a playmaker on some DPS in especially hard encounters. Overall, a nice tank item that can save you in a pinch or just simply let your tanks shine a bit more.

Bubblegum Scarf - SPD/STAM - Buffs applied last 1 turn longer. Simple, yet strong, and also a Merry favorite, extending their short ATK+ to even longer terms. Mostly just used for utility pets, but can play very well, especially considering the substats suit supports. Overall, not bad to have, can be helpful at times.

Prince Collar - STAM/DEF - Allies get a shield of 15% of the user’s maxHP at the start of battle. This is a versatile tank neck that lets you help your allies survive attacks they might not have otherwise, whether it be this turn or however many turns later. Mostly used on tanks, can fit on supports if need be. Overall, good playmaking potential in allowing things to survive when they shouldn’t, and a nice tank item to have altogether in any encounter.

Blue Tie - SPD/CRIT - Using any ability boosts your next basic attack’s damage by 100%. An interesting item that can amp up your output easily, 100% is a big number. The favorable substats makes it a good choice either way, even if you don’t make full use of its ability. Doesn’t work on Merry, sadly. Overall, not a bad choice for a DPS neck.

Checkered Scarf - STAM/DEF - Gain 30% of your stamina and defense as attack. Plays two roles, lets your tank actually deal decent damage in conjunction with utilizing crit items, or lets your DPS be bulkier and survive better while getting a strong attack boost. The attack it gives on any pet is actually quite high, considerably similar to other DPS necks. Its versatile position to fit on near any pet to provide more survivability and damage places it fairly high, overall a good neck to get.

Icy Tiara - DEF/SPD - Healing an ally increases the damage of their next attack by 20%. Can only really fit on a few pets, but can be a game-changer or just a big help wherever. Fan favorites are Merry in order to get more use out of their heal (especially if you can’t afford to give it crit yet) and Cringe due to their passive healing (and in turn, amping up their next attack) all allies upon death. This can be the difference between killing a pet or not, and on boss floors, can overall improve your output if put on a pet that heals a lot, overall a good support item to have.

Wizard Hat - SPD/CRIT - Periodic healing/damage increased by 30%. This item already has favorable substats, so whether it's on a healer or DPS, it can just be used for the speed if you don’t have another SPD/CRIT item to give them that’s better. For the pets that CAN use the ability, it can increase their output with no drawbacks, pets based on burn and bleed especially favor it. Overall, definitely not a bad choice to have to increase the damage of specific units.

FAQ: Does Big Dream/Germinate/Watermelon Seed count as periodic?

No, periodic damage refers to DoT/HoT, AKA effects that damage/heal over time, per turn it is applied. Examples are Bleed/Burn, every turn you take damage. That is what the wizard gear is referring to, since the three moves mentioned prior damage/heal AFTER a certain amount of turns rather per turn for a set amount of turns, they are not affected by the Wizard gear.

Pearl Cloche Hat - SPD/STAM - Cleanse a debuff on the target when healing them. The debuff it cleanses is the oldest applied debuff, which may be a good thing or a bad thing depending on the circumstances. Its substats are alright for the role it’s meant for, that being healers/supports, and Merry’s Rejuvenate can utilize this hat quite well in specific scenarios, especially against Bogar. Overall, not bad to have.

Amo’s Note - This item was moved up to A-Tier from B in the recent revision. Honestly, I was split on whether this deserved to move up, especially considering how most major debuffs are unpurgable, but it has its fair share of use cases as well as decent substats and synergies, and honestly just an insane hat for Bogar lol (albeit that isn’t really considered.)

Alkaline Estrangement Scarf - SPD/STAM - As mentioned with Doge Scarf, this uber sadly only has the playmaking of above average legendary items. AlkEstr Scarf heals all allies by 10% of their maxHP each time the user can take a turn. This item can prove to be best used on supports like Merry, but the heal it provides is lackluster, and is only good on really fast pets or in fairly long encounters that can give you a lot of heals. It does have interesting potential via synergy with healing items such as Icy Tiara. Not bad, but not the greatest, overall, if you have it, might as well use it.

Doge Scarf - SPD/DEF - Sadly, not all ubers are created equal, and the bottom two are no better at playmaking than some legendaries. Doge Scarf blocks all debuffs from being applied, but does NOT block unpurgeables, making the ability a lot less versatile. It does play well in some floors and bosses, blocking lethal DoTs, stuns, or stat debuffs that might’ve changed the game if it had been applied, but doesn’t get much better than that. Overall, if you have it, you might as well use it, can be good on tanks or supports sometimes.


B Tier: Less popular but still useful.

Red Horns - ATK/CRIT - Boosts crit damage by 20% (This boosts overall damage by 10%. This is just because it goes from 100%+100% to 100%+120%, 200%>220% is a 10% increase.) This is a strong DPS hat choice just to boost overall damage throughout a long fight. It lacks speed, which most DPS gear needs to have in the more difficult floors, putting it down a tier, but it definitely is a viable option for longer fights on already fast pets. Loses out against Silk Top Hat in faster encounters where initial damage matters more, which is why overall it is still a good hat to have but not super amazing.

Ruby Collar - ATK/CRIT - Attacks ignore 10% of defense. A strong DPS neck choice to boost overall damage akin to how Red Horns operates. This, again, is lower because of how necessary speed gets, but is still good to use on fast pets or if damage is what you’re lacking. Overall, good to have.

Angry Scarf - ATK/CRIT - Deal 20% more damage, take 20% more damage. Essentially Ruby Collar with a drawback. Whether it boosts damage more than Ruby Collar depends on the fight and how high up you are, people tend to prefer using Ruby, though. Despite that, they still place in the same tier for similar functions and the same main drawback of lack of speed, besides, the drawback is less of an issue than you’d think as long as you build the rest of your team right (and like… have Merry.) Overall, good to have.

Paisley Cowboy Scarf - STAM/DEF - When you first fall below 50% HP, gain a shield equal to 30% of your maxHP. A good tank item for single-target encounters. People tend to prefer to have Prince Collar due to AoE being more of an issue, but can still help in some fights as well as Bogar. Overall, good to have.

Sorrow Scarf - DEF/SPD -  Extends debuffs by 1 turn. Stun is an exception, as its duration can’t exceed 1 turn. This can play very well on utility pets, especially those that apply SPD- like Panic. On pets with DoT, it increases their damage output by 33% (except Bleed). Also a very niche interaction by letting 1-turn debuffs (like Apathy’s Hoof Strike) land on 2k+ Gronks. Overall, not bad to have, can help a lot in some situations.

Spider Necklace - SPD/CRIT - Increase crit damage by 1% per crit hit. An item with good substats but a fairly niche ability. Usually you’d only use this with a pet that has multi-hit (like Paranoia), since the damage ramp up functions similar to how it does for s1 scaling on HFL/DownBad/Anger (the scaling is per pet, meaning that using an AoE with it would increase damage by 1% on each pet rather than 4% in general, it increases damage dealt to the pet not increasing your attack.) However, in those cases, you’d also usually use Rainbow Party Hat, in which Anxiety Scarf is usually the better option due to speed scaling being superior. Overall, not terrible to have.

Bejeweled Pink Scarf - SPD/CRIT - Healing does 50% more on targets below 30% of their maxHP. The substats are great, and the ability can prove useful on a few pets, especially Merry. However, its main flaw is that most heals will be aimed to full-heal anyways, especially when considering squishier fighters. Also add on the 30% criteria, which doesn’t happen as often as you’d hope. Still good to use on occasion, so overall not bad to have, whether for the ability or for the substats.

Wizard Cape - ATK/SPD - Periodic effects trigger immediately when applied. This is good for encounters in which instant damage (or healing) is vital, but doesn’t help way too often since it's a niche ability. The substats are nice, but no crit. In some cases, Lemon Dolphin Float is better, especially if multiple debuffs are applied at once (Isolate, Firestorm, etc.), so that’s something to keep in mind. However, either way, the item will boost output by 33% (except for Bleed), since the instant trigger isn’t activating all three ticks at once, it instead just gives you a free extra tick that activates instantly, so overall not bad to have and can prove useful sometimes.

FAQ: Does Big Dream/Germinate/Watermelon Seed count as periodic?

No, periodic damage refers to DoT/HoT, AKA effects that damage/heal over time, per turn it is applied. Examples are Bleed/Burn, every turn you take damage. That is what the wizard gear is referring to, since the three moves mentioned prior damage/heal AFTER a certain amount of turns rather per turn for a set amount of turns, they are not affected by the Wizard gear.

Floral Crochet Hat - DEF/STAM -  Heal 3% of your maxHP when hit. This is a fairly alright ability in a few encounters, especially when in a fight against multi-hit units/bosses (Paranoia/Rosetti). Overall, an alright tank hat to use, just an upgrade over Cowboy Hat.

Bejeweled Cowboy Hat - STAM/DEF - Gain 10% stamina. Another tank hat that’ll boost your stamina overall, which is nice, especially when using Prince Collar. Not really much to say, overall an alright tank hat to use, just an upgrade over Cowboy Hat.

Felt Fedora - ATK/DEF - Heal 20% of damage dealt. A fairly slept on item. Some pets who deal strong damage on hit rather than relying on DoT can utilize this to stay at full HP, especially squishier units who can move swiftly. This can be very useful in some bosses where you aren’t able to keep the entire team alive due to rampant AoE, in which you can stick this on a DPS to make them self-sufficient and make sustain easier. Outside of that? Not very crazy. Overall, nice to have, can help in a pinch.


C Tier: Niche, usually you won’t build these.

Karen Hair - DEF/STAM - User gains tank status. This is niche, the ability might help pre-1k when you aren’t building all 5 element tanks (which you should be post-1k for Tyrants), but it can still be useful at times in very specific circumstances, and as such, should be built over Cowboy Hat. Some pets like Downbad or Merry can utilize this in order to utilize their one function in a fight, then tank damage for the team to keep the backline alive to seal the deal. However, in all earnest this item is extremely niche, with barely any pets making use of it, which brings up the point of whether you should just wait for any other tank hat to show up instead of leveling this. Overall, probably shouldn’t build.

Envious Scarf - DEF/CRIT - 20% to counter-attack with your basic. The odds of this landing are abysmal, and if you need to rely on it landing twice in a fight to win, good luck. It can help in scarce situations where you have to hit a backline unit with some s1 utility or just some extra damage, but otherwise doesn’t serve much purpose unless you’re against a multi-hit. Overall, probably shouldn’t build. I will say that the further you are into the game, the more use you can have out of it, still not placing it high because the PROC CHANCE IS SO SHIT!!

Mermaid Scarf - ATK/STAM - Healing/Shielding boosts your next damage by 50% and vice versa. This only fits on a few pets since you’d need to have a pet that deals damage and heals/shields. Some legendaries like Persistence or Charity viably use it, but otherwise there aren’t many. However, with the addition of shielding being counted in the December (?) update, Conviction also has fairly viable use over it. Overall, probably shouldn’t build for most cases.

Amo’s Note -  This item was moved up to C-Tier from D in the recent revision. They changed how this move works with AoE moves and abilities that do both damage and heal/shield, as well as implementing shielding into the item, making it a bit better and not as trash as the D-Tiers.

Thirteen’s Note - As mentioned in the entry, pets like Persistence use it viably. If you have pets that can output strong damage AND healing/shielding, then this item moves up in priority, akin to a B-Tier or even A-Tier item. Persistence and Charity are the big ones, but use your own discretion.

Chef Hat - SPD/STAM - Heal 10% of your maxHP per turn. No, this isn’t a tank hat, tanks are too slow to utilize it well, it’s more so for support. Pets like Merry can utilize it sometimes, and it isn’t a bad option if you have nothing else and are early in the game, however, as you progress it falls off, and Yellow Palm Cap serves as a more useful support item. Overall, probably shouldn’t build.

Unicorn Horn - ATK/SPD - Gain 2% attack per turn. A slow scaling item that relies on turns instead of action. The damage you get from this won’t be that great, if you get less than 15 turns the output probably would’ve been better overall if you just used a CRIT/ATK hat or a CRIT/SPD hat for better cycling, and if you actually have a long fight you’d probably just use Rubber Ring Donut since that’ll give 100% more attack at turn 15 in which Unicorn Horn would only be at 30% (not even considering RRD’s speed.) This MIGHT be helpful sometimes with Anxiety Scarf, but would force two crit trinkets. Overall, probably shouldn’t build, the scaling is too slow.

Watermelon Spiked Collar - SPD/CRIT - Heals have twice the crit chance. If you read the pet tier lists, you might’ve read that healers that ONLY heal are less versatile and usually aren’t good to build (like Lonely or Sonder), which is why this item is so low on the list. At a certain point in the game, you’ll just build all your pets with 93%+ crit, making the ability obsolete, this really is only a beginner item. The only pet this truly fits on is Merry (non-leg), since other healers like Wonder or Joy you’d want to have max crit anyways so you could use damage, and healers that aren’t meant for dealing damage too are less versatile as mentioned prior. Overall, only good for substats, just build Aqua Spiked Collar.


D Tier: This sucks.

Titanium Tiara - DEF/CRIT - Deal damage back when hit based on defense. The damage sucks, really only useful against multi-hit, and even so, you probably should just use a tank hat for better survivability. If you’re relying on your tank for DPS, there’s a bigger issue at hand (ignore Resistance please!) Overall, an item you should ignore.

Cake Scarf - ATK/DEF - Turns 50% of excess heals into shield, caps at 25% of the target’s max HP. This item used to be really great, especially with strong healers, however, the restrictions halving the excess and limiting the max shield makes it nearly never useful. There are already very limited healers that could use it well, but now even they won’t bring much use from it, overall, an item you should ignore.

Pinwheel Hat - STAM/CRIT - If you’re the last ally alive, gain 30% attack, speed, and defense. This is considered the WORST legendary item in the game, with abysmal substats for a DPS and an ability that overall is nearly never useful. The amount of situations in which this could be used for playmaking is probably less than the fingers on my hand. If something requires your allies to die for it, it probably isn’t all that good, but the stats you gain from it are not nearly enough to ever get any use out of it, and there isn’t a single strategy in which you could rely on this to save you, since if you need the 30% stat boosts, you probably are going to lose anyways. Overall, do not build.

Other Items


Required: You’re 100% probably gonna need these.

Stress Ball - Epic CRIT Trinket - Crit is hella necessary, and this item gives the second most attack after Dumbbell after it reaches max crit at 44%.

Dumbbell: Epic ATK Trinket - Hit hard to make them fall hard, there’s only so much speed in the world and at some point you’ll want more damage, basically always.

Skinny Vanilla Latte - Epic SPD/CRIT Trinket - In this game, speed is the most important stat, followed by crit, since you won’t be dealing enough damage without crit. This gives both, and you’ll have it at basically every floor after a certain point.

Espresso Shot - Epic SPD Trinket - Again, speed is important, this gives the most speed in the game.

Iced Coffee - Rare SPD/CRIT Trinket - Read Skinny Vanilla Latte.

Lychee Candle - Rare SPD Trinket - Read Espresso Shot.


Extremely Useful: You’ll probably use these all the time, or at least should.

Yellow Palm Cap - Epic SPD/CRIT Hat - You might wonder, why the hell would I build an epic item that isn’t a trinket? Unless you have Ascension3 or higher Legendary items of the same substats, this gives the most speed in the entire game due to ascensions and it being a crit item. SPEED. IS. IMPORTANT!!!

Aqua Spiked Collar - Epic SPD/CRIT Neck - Read Yellow Palm Cap.

Fluffy Pillow - Epic STAM Trinket - Stamina is generally considered easier and better to use than defense, and this gives the most stamina out of any other trinket. Good for tanks.

Peppermint Tea - Epic STAM/CRIT Trinket - Read above, but also crit is useful for making your tank actually deal damage or heal better.


Alright At Times: You’ll probably use these, just for the extra help.

Gua Sha - Epic DEF/CRIT Trinket - Same reason as the stamina version of this, just that stamina is more useful. This is ranked higher if you don’t use other crit items on your tank and need the 100%.

Noa’s Note - The debate between Stamina V Defense isn’t a topic that has been extensively tested. From the things I’ve seen professionals say, stamina outscales defense in terms of providing survivability, and as such nets itself a better ranking.

Other things are to keep in mind, such as defense letting you have to heal less, or some pets using stamina/defense better than others (i.e. something like Abandonment V Resistance), but even so the ranking disparity between stamina and defense will stay the same.

Fuzzy Mittens - Epic DEF Trinket - Read Gua Sha, minus the last part.

Noa’s Note - Read above.

Nail Buffers - Rare ATK Trinket - Extra damage is necessary sometimes, can help in a pinch, but less versatile and less necessary.

Leather Journal - Rare ATK/CRIT Trinket - Read Nail Buffers, but also provides crit in exchange for less attack, useful at times.


Replaceable With Legendaries: These are actually still useful, just their legendary counterparts are probably better to have.

Black Spiked Collar - Epic ATK/CRIT Neck - Similar to how the SPD/CRIT epics work, but just with attack. Speed is usually more necessary, and while these will usually give more attack than their legendary counterparts, most ATK/CRIT legendaries have abilities that make them more worthwhile to build, and building both is kind of redundant.

Spider Hat - Epic ATK/CRIT Hat - Read Black Spiked Collar.

Hibiscus Flower - Epic ATK/SPD Hat - This is useful for support, but in all earnest you probably won’t use them since crit is hella necessary. Only put in this tier due to having legendary replacements that are better in most cases.

Hibiscus Chain - Epic SPD/ATK Neck - Same as Hibiscus Flower.

Cowboy Hat - Epic STAM/DEF Hat - Best tank gear, but all legendary items with the same substats have helpful abilities that make leveling these redundant when you get them.

Cowboy Scarf - Epic STAM/DEF Neck - Same as Cowboy Hat.


Not Really Helpful - Niche.

Insulated Mug - Rare DEF/CRIT Trinket - At most you’ll use two tanks at a time, in which case you use the two epics. This is only really useful for if you need the 100% crit and can’t fit in any hat/neck that’ll fulfill that, you can go w/o leveling this and relying on 50/50s in most cases.

Matcha Latte - Rare STAM/CRIT Trinket - Read Insulated Mug.

Yoga Mat - Rare STAM Trinket - When you don’t need crit you can use this for more survivability, but also the epic crit versions will give more of the stat LOL.

Weighted Blanket - Rare DEF Trinket - Same as Yoga Mat.


IGNORE - Literally only build this if you’re in the first like 200 floors and have nothing else.

Everything else - All the other epic gear have non-ideal substats, only level the epic gear that has some combo of ATK/CRIT/SPD or are STAM/DEF, especially the crit ones. Further note, all rare and common hats/necks are obsolete, since they’re just the epic versions with less stats. I DON’T CARE IF THEY GIVE MORE RN DUE TO ASCENSIONS JUST LEVEL THE EPIC VERSION!!!