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9 | TIER LIST FAQ (PLEASE READ) | ||
10 | What is this Tier List? | This document aims to be the most comprehensive unit guide for Alchemy Stars available on the English-speaking internet. We believe our methodology (explained below) and calculations have gone a long way toward creating a resource that effectively and accurately tiers all units. Of course, not everything is perfect, but we're always open to feedback. We think this is a great guide for new and veteran players alike, and we hope the time invested will help this incredible game continue to grow. Please be aware that tier lists are an inherently limited way of understanding a game, and you should always take any opinion—including ours!—with a grain of salt. Finally, know that the game is lenient enough to let you use your favorite characters, so don't feel obligated to always stick to what's "meta" or "best." -Team BethelFrankel | |
11 | How do I read this list? | The main page provides an at-a-glance look at the ratings for each unit, as well as giving an idea of what each element looks like at the top and bottom end of the spectrum. This is also the most broad, least technically accurate page; for example, Hydrad and Philyshy are both "Supports," but they do radically different things. On the main page, we assume Max Breakthrough (MBT) for all 3 stars, 4 stars, and Event Welfare 5 stars. We also assume Breakthrough 0 (BT0) for all five stars and six stars unless otherwise stated in the unit's icon. This is because 3 stars, 4 stars, and welfare 5 stars take minimal time to MBT, whereas gacha five and six star units can take months to get past BT0 if you're unlucky. To give the tier list more granularity, we also mark units that are slightly above or below the rest of their tier with a "+" or "-" next to their name below it. | |
12 | How do I get more details on units? (Spreadsheet only) | The "Element" pages of the spreadsheet are where you'll find the actual meat of our analysis and tips. On these pages, we include each Aurorian's name and icon as before, but also list their overall rating at different levels of investment and BTs, pros and cons, a summary and a detailed write-up about their kit discussing what they specifically excel at. We recommend you refer to the Element pages before you make a decision about who you want to pull for, who you invest resources in raising, what account you want to keep, etc. Tier lists are fallible because they generalize, and the Element pages and unit write-ups are our way of trying to fix that. | |
13 | How do I get more details on units? (Kimaris only) | On Kimaris, click or tap a unit's icon or name and you'll find the actual meat of our analysis and tips. We list their overall rating at different levels of investment and BTs, pros and cons, a summary and a detailed write-up about their kit discussing what they specifically excel at. We recommend you refer to the detailed analysis before you make a decision about who you want to pull for, who you invest resources in raising, what account you want to keep, etc. Tier lists are fallible because they generalize, and the details are where you'll find the most accurate information. For ease of reading, the Tier List only displays at once units belonging to the same classification (DPS, Converter, Support). | |
14 | How do we tier? | This tier list works by comparing units within the slot they compete for. Teams in Alchemy Stars are mostly designed to be mono-element (or mono-element with an off-element captain) and are usually comprised of the following: 2 DPS: Two units dedicated to just pumping out damage, usually occupying the first and fifth slot. Within this role, Detonators (AoE damage) and Snipers (per-enemy damage) compete with one another. However, Detonators are almost always better, due to the nature of multi-tile damage. 2 Converters: Converters are the backbone of this game. It isn’t a stretch to say that you really can’t play 95% of the game without them or really knowing what you're doing. It's strongly suggested that you start the game with the element that you have at least 2 S-tier converters for. We seriously can not emphasize their importance enough—if this list compared units across slots, even the S-tier converters would be SS. Thankfully, Water gets a lot of free story units nowadays, so you will always have a decent start in at least that element. 1 Flex Unit: The final member of a team (usually occupying the fourth position) is basically whatever you want it to be, whether that’s another DPS, another converter, or a dedicated support unit. This varies from stage to stage and also faces the stiffest competition. Dedicated flex slot units include double chainers, healers, and sub-DPS. They all have stages where they shine more than others. NOTE: Support Units primarily prefer the Flex Slot, but they are not limited to it. Support Units can often fall into the other slots if you want them to; for example, some people use the BT3 reset angels (Gabriel, Uriel, Raphael) as dedicated converters, or double Chainers as their second DPS. Make sure you read their kit, as sometimes a unit like Florine can be better as a DPS than certain DPS units. Tiers reflect the ease of use, added damage output, utility, and mobility a unit brings to a team, as well as how well they synergize with potential teammates. Alchemy Stars is ultimately a team-building game, so more important than a unit's specific rating is understanding their kit and what they bring to a team. ALL COMPARISONS WITHIN ROLE ARE MATHEMATIC APPROXIMATIONS, NOT LITERAL EQUIVOCACIES. IF YOU HAVE AN ISSUE WITH OUR MATH OR TESTING, LET US KNOW! | |
15 | What are "T" and "N" ratings? | T ratings denote units that enable or become significantly stronger in specific teams. Usually these teams rank at the top of their respective elements. N ratings are ratings that showcase units that are a lot stronger in a specific niche. | |
16 | How do we handle refinements? | We display Refinement grades, as we always assume max investment outside of Breakthroughs. However, we do note when there a gulf between non-Refinement performance and Refinement performance in the unit's descriptions. We also maintain a separate Refinements Priority List. | |
17 | Credits | The first credit goes to AncientSpark, who put together the original tierlist and kept it updated through the release of Gram and Revy. We don't think the source spreadsheet could have ever been done without his initial dedication. Another person worth mentioning is Fourmana, who spearheaded this fork of AncientSpark's work, founded Team BethelFrankel, and was the previous team leader. Currently, the tier list is maintained by Team BethelFrankel, a premier group of players who operate this sheet part-time. We update it with each release cycle. Cuzimori is the current team lead, and he handles most of the formatting and the writing for the Tier List. Alana Eclogia is vice leader, and she handles communication between other servers as well as spearheading guide-making. Raf and Ivory the primary playtesters. marble is the editor for write-ups, guides, and other official team writing. Hydrosyncrasy keeps our server help section going and helps out in general. Retired team-members Reanimu, AceZero, Neppity, Kuro, Alpaca, Boop, Trakan, Mechahydra, and Defeatable were invaluable in getting the Tier List to where it is today. Finally, DK, Nicklas, Ureki, Vyse, TheGrandWarlock, Kashira, S67 and many more from our old thread on the official Discord and our own server have contributed significantly in our discussions! | |
18 | Current status of updates | We are currently up to date, with the caveat that our ratings for the new units are still subject to change with more testing. New reviews are typically released about a week after each new banner. |
A | B | C | D | E | F | G | H | I | J | K | L | M | |
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1 | WE HAVE A DISCORD - JOIN IT FOR NEW PLAYER HELP, GAME DISCUSSION, AND UNIT TESTING! OUR TIER LIST IS ALSO HOSTED ON ANGIUS' WEBSITE. | ||||||||||||
2 | Rank | DPS Units | Converter Units | Support Units (Can be Flex, DPS or Conversion - Read Their Kit!) | |||||||||
3 | 🔥Fire | 💦Water | ⚡Thunder | 🌿Forest | 🔥Fire | 💦Water | ⚡Thunder | 🌿Forest | 🔥Fire | 💦Water | ⚡Thunder | 🌿Forest | |
4 | SS | ||||||||||||
5 | Completely broken units; most are reliant on dupes. These units should never leave your main roster once you've built them. | 🔥Victoria: Elegy | 💦Azure | ⚡Reinhardt BT3 | 🌿Hiiro BT3 | 🔥Victoria: Elegy BT3 (T) | 💦Bethlehem BT3 | ⚡Irridon MBT | 🌿Siobhan BT3 (T) | 🔥Victoria: Elegy | 💦Rebecca BT3 (T) | ⚡Florine BT3 (T) | 🌿Goldie (T) |
6 | |||||||||||||
7 | 🔥Ryza BT3 (T) | 💦Fia MBT | ⚡Tiare (T) | 🌿Minos (T) | 🔥Lorelei BT3 | 💦Ruby BT3 | ⚡Chen'ni BT3 | 🌿Antony BT3 (T) | 🔥Lilica (T) | 💦Wilhelm BT3 (T) | ⚡Axelia (T) | 🌿Jeno (N) | |
8 | |||||||||||||
9 | 🔥Mia: LS BT3 | 💦Sheol (T) | 🌿Jeriah (T) | 🔥Batia BT3 | 💦Carleen MBT | ⚡Rachel BT3 | 🌿Mithra (T) | 🔥Algol BT3 (T) | |||||
10 | |||||||||||||
11 | 🔥Dantang BT3 | 💦Vice: KS (N) | 🌿Paloma (T) | 🔥Maggie MBT | 💦Barton MBT | ⚡Pollux BT3 (T) | 🌿Sikare MBT | ||||||
12 | |||||||||||||
13 | 🔥Hati BT3 | ⚡Nemesis MBT | |||||||||||
14 | |||||||||||||
15 | 🔥Jona BT3 (T) | ||||||||||||
16 | |||||||||||||
17 | 🔥Giles (N) | ||||||||||||
18 | S | ||||||||||||
19 | Meta choices. Capable of handling 99% of the game; in fact, the high end S tier units here are capable of hitting the peaks that SS units have. However, they often require a little more support. | 🔥Charon BT3+ | 💦Maya+ | ⚡Wrath: PF+ | 🌿Leo+ | 🔥Rinne BT3+ | 💦Sariel | ⚡Yingel BT3+ | 🌿Nikinis | 🔥Carleen: SS BT3+ | 💦Raphael BT3+ (N) | ⚡Roy BT2 | 🌿Istvan: SP+ (N) |
20 | |||||||||||||
21 | 🔥Dantang+ | 💦Schwartz: AC BT3+ | ⚡Leyn BT3+ | 🌿Barton: DB BT3+ (N) | 🔥Eicy+ | 💦Tina BT3 | ⚡Rachel* | 🌿Hedy BT3 | 🔥Smokey BT3+ | 💦Hydrad MBT+ | ⚡No. 33 (N) | 🌿Louise MBT+ | |
22 | |||||||||||||
23 | 🔥Mia: LS+ | 💦Fia*+ | ⚡Michael*+ | 🌿Beryl+ (T) | 🔥Zhong Xu+ (N) | 💦Carleen BT3 | ⚡Gronru | 🌿Pact | 🔥Istvan MBT+ | 💦Bethlehem* | 🌿Gabriel BT3 | ||
24 | |||||||||||||
25 | 🔥Hati*+ | 💦Bethel+ (T) | ⚡Tessa+ | 🌿Areia+ (T) | 🔥Matthieu+ | 💦Zarya | ⚡Beverly | 🌿Brandy | 🔥Nails: SR+ | 💦Philyshy | 🌿Lucoa (N) | ||
26 | |||||||||||||
27 | 🔥Victoria+ | 💦Nina BT3+ | ⚡Requiem | 🌿Odi+ (N) | 🔥Faust | 💦Kleken | ⚡Ciel | 🌿Pasolo (N) | 🔥Uriel BT3 | 💦Cena- | 🌿Naroxel BT2- | ||
28 | |||||||||||||
29 | 🔥Sinsa+ | 💦Mu Yuebai BT3+ | ⚡Reinhardt* | 🌿Lenore | 💦Vergil | 🔥Novio | 💦Zeta- | ||||||
30 | |||||||||||||
31 | 🔥Leona+ (T) | 💦Regal | ⚡Luke | 🌿Hiiro* | 💦Blanc: PC BT2- | 🔥Jakine (N) | 💦Noah BT2- (N) | ||||||
32 | |||||||||||||
33 | 🔥Benny&Curo MBT+ (T) | 💦Sharona | ⚡Revy | 🌿Migard | 🔥Brock (N) | 💦Chloe- | |||||||
34 | |||||||||||||
35 | 🔥Patty&Patsy+ (T) | 💦Fleur | ⚡Xuan Ji BT3 | 🌿Mythos | 🔥Joanie Boom (N) | ||||||||
36 | |||||||||||||
37 | 🔥Gram | 💦Connolly | ⚡Wrath | 🌿Joshua | |||||||||
38 | |||||||||||||
39 | 🔥Frostfire | 💦Vic (N) | ⚡Eve BT3 | 🌿Cuscuta- | |||||||||
40 | |||||||||||||
41 | 🔥Nails (N) | 💦FOX | ⚡Schwartz MBT | 🌿Robyn- | |||||||||
42 | |||||||||||||
43 | 🔥JOKER- | 💦Corax MBT | ⚡Amemori- | ||||||||||
44 | |||||||||||||
45 | 🔥Tohru- | 💦Vice- | ⚡Dayna- | ||||||||||
46 | |||||||||||||
47 | 🔥Regina- | ⚡Vivian MBT- (N) | |||||||||||
48 | |||||||||||||
49 | 🔥Patricia- | ⚡Sanae- (T) | |||||||||||
50 | |||||||||||||
51 | |||||||||||||
52 | |||||||||||||
53 | |||||||||||||
54 | A | ||||||||||||
55 | Off-meta units that can still be pretty potent in their own right. Many units in this tier still hold respectable niches or impressive damage; however, they firmly require team-building or luck to hit their maximum potential. | 🔥Jona+ | 💦Kristen+ | ⚡QUEEN+ | 🌿Barton: DB | 🔥Lorelei+ | 💦Carleen* | ⚡Irridon*+ | 🌿Pasolo | 🔥Liqing+ | 💦Wilhelm+ | ⚡Florine*+ | 🌿Antony* |
56 | |||||||||||||
57 | 🔥Benny&Curo+ | 💦Corax | ⚡Xuan Ji | 🌿Klaudia | 🔥Batia+ | 💦Ruby*- | ⚡Chen'ni*+ | 🌿Siobhan* | 🔥Genevieve MBT | 💦Carleen* | ⚡Keating+ (N) | 🌿Lucoa | |
58 | |||||||||||||
59 | 🔥Taki MBT+ | 💦Beretta | ⚡Eve | 🌿Lola | 🔥Tiny One+ | 💦Barton* BT2- | ⚡Pollux* | 🌿Hedy* | 🔥Istvan*- | 💦Raphael (N) | ⚡Pittman | 🌿Naroxel | |
60 | |||||||||||||
61 | 🔥VIOLET | 💦Allura- | ⚡Schwartz* | 🌿Yao- | 🔥Maggie* BT2- | 💦Ms. Blanc- | ⚡Nemesis* BT2- | 🌿Sikare* BT2- | 💦Hydrad*- | ⚡Roy | 🌿Anatoli | ||
62 | |||||||||||||
63 | 🔥Rouge | ⚡Sadie | 🌿MONA- | ⚡Nadine | 🌿May (T) | ||||||||
64 | |||||||||||||
65 | 🔥Barbara | ⚡Erica (N) | ⚡Kya- | 🌿Uriah | |||||||||
66 | |||||||||||||
67 | 🔥Nails | ⚡Hachi&Gin | ⚡Bopper- | 🌿Ophina (N) | |||||||||
68 | |||||||||||||
69 | 🔥Momo&Anzu- | ⚡Kafka | 🌿Louise*- | ||||||||||
70 | |||||||||||||
71 | ⚡Mia (N) | 🌿Wendy- | |||||||||||
72 | |||||||||||||
73 | ⚡Isa (N) | ||||||||||||
74 | |||||||||||||
75 | ⚡Kanna- | ||||||||||||
76 | |||||||||||||
77 | ⚡Sanae- | ||||||||||||
78 | |||||||||||||
79 | |||||||||||||
80 | |||||||||||||
81 | |||||||||||||
82 | B | ||||||||||||
83 | Units that can either be useful for newer players or players struggling to complete their teams. Still capable of holding their own when given support, but doesn't scale very well in harder fights. | 🔥Cordy | 💦Rainbow+ | ⚡Vivian- | 🌿Casta | 🔥Rinne* | 🔥Tina* | ⚡Nemesis* | 🌿Sikare* | 🔥Uriel* | 💦Noah | ⚡Rabbie | 🌿Sylva+ |
84 | |||||||||||||
85 | 💦Kuma&Pengy+ | 🌿Dawn | 🔥Maggie* | 💦Barton* | ⚡Unimet | 🔥Genevieve* | 💦Zoya- | ⚡Amy | 🌿Gabriel* | ||||
86 | |||||||||||||
87 | 💦Elma | 🌿Li Tianxian | 💦Blanc: PC | 🔥Alice | |||||||||
88 | |||||||||||||
89 | 💦Constantine | 🌿Joselyne | |||||||||||
90 | |||||||||||||
91 | |||||||||||||
92 | C | ||||||||||||
93 | Playable, but only barely. Units in this tier are not really capable of clearing the hardest content in the game, even with proper support. Play them only if you want to tinker around with janky effects, or have particular attachment to a certain unit while you do your dailies. | 🔥Chandra+ | 💦Jane | ⚡Bonacie | 🌿Lester+ | 💦Michenny+ | ⚡Ansia+ | 🔥Pepi | 💦Kayano | ⚡Lilliam | 🌿Jola+ | ||
94 | |||||||||||||
95 | 🔥Luo Song | 🌿Clover | 💦Fafnir | ⚡Eho | 🌿Dove | ||||||||
96 | |||||||||||||
97 | 💦Tweety | ||||||||||||
98 | |||||||||||||
99 | |||||||||||||
100 | D | ||||||||||||
101 | Bad beyond the early game. | 🔥Chainsaw Rick+ | 💦Korgon | ⚡Angel | 🌿Jomu | 💦Seleucid+ | |||||||
102 | |||||||||||||
103 | 🔥Sork&Bekk | 💦White Dwarf | 🌿Leah | ||||||||||
104 | |||||||||||||
105 |
A | B | C | D | E | F | G | |
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1 | Name | Icon | Class | Overall | Pros | Cons | Explanation |
2 | ★★★★★★ | ||||||
3 | Victoria: Elegy | A completely overpowered design failure who breaks the game in half | SS, SS, and SS (Absolutely Ridiculous) | +This Entire Kit Is Broken +Ridiculously overtuned DPS who beats everyone else in the game by a country mile +At BT3: Generates red tiles as well as, if not better than, actual Converters +Can serve as a DPS, healer, and (at BT3) even Converter in any team +Amazing mobbing potential thanks to her Active Skill being 0CD +BT3 Elegy and Jeno creates the most broken duo in the entire game +Even more pros that we’re leaving off to avoid making the list too long | – Makes the game too easy – even Elysium Existence is a cakewalk – Major damage buffs and conversion locked behind Breakthroughs | The story of Victoria: Elegy comes in two parts: her base kit and her BT3 abilities. No matter how you slice it, this is a ridiculously overturned character, so loaded with both damage and team utility that it’s hard to call her anything other than a design failure. Yes, limited anniversary characters should be strong, but probably not like this. So, let’s look at her base kit first. On the surface, Victoria: Elegy looks a bit like a classic berserker character who gets stronger the more HP your team has lost. Both her first Active Skill and her Equipment allow her to deal monstrous damage to the enemy selected by that Active Skill, with the attacks growing stronger based on lost HP. Because of this, despite her Sniper classification, she outdamages every Detonator in the game even on multi-tile enemies by an insane degree. Paired with Dark Tile-generating units like Batia and Algol (already some of the best units in the game themselves), and she does even more. And if that wasn’t enough, her second Active Skill swaps around the team’s Sanity and HP, effectively making her a healer if the situation demands. If this was all, she’d already be at the top of the SS rating. Chapter two of Victoria: Elegy’s story—her BT3 performance—is where things really get beyond ridiculous. With BT3 allowing her to generate red Dark Tiles every time Sanity crosses the 50 point threshold in either direction, in the right situations she can convert on a level that’s on par with BT3 Rachel. Achieving the absolute ceiling of her conversion by hovering around 50 Sanity can be a bit tricky because of how good her Sanity restoration is, but that’s a very minor drawback. Pair her with Jeno and you get what’s possibly the most broken duo in the history of the game, as the two will paint the entire board with red Dark Tiles—which will only make Victoria: Elegy’s already incredible damage stronger. Overtuned, unmatched, and indestructible, that's the story of Victoria: Elegy. | |
4 | Mia: Lustrous Soul | Detonator with attack buffs and hefty shields. | S+ (SS at BT3) | + High damage and shield generation give her some of the best role compression in the game + Strong damage due to powerful Atk% and Damage% buffs combined with diagonals + Powerful shielding that pairs well with Lilica to also output staggering levels of true damage + Shield support and HP drain combos incredibly well with Hati | – Dependent on other shield supports to reach her damage ceiling – Much of her personal ceiling is locked behind refinements – BT3 is a significant upgrade outside of Lilica teams | Mia is the second anniversary’s limited unit, and she lives up to the hype. In terms of damage, her closest comparison is Areia: both possess potent ATK% buffs with additional upside (Piercing and Diagonals + Damage%, respectively) on 2CD actives. However, unlike Areia, her kit doesn't really have any drawbacks or stipulations. In fact, it has additional defensive utility in the form of bulky shields, and better flexibility. She's easily SS-tier at BT3; however, she's also an absolutely meta unit at just BT0. It’s weird to say that such an individually powerful unit’s potential is somewhat reliant on her teammates, but it’s also true. Mia and Lilica mutually benefit from each other’s shield generation, the former gaining increased damage boosts and the latter turning their defensive utility into AoE true damage. Meanwhile, her relationship with Hati is much more one-sided: Hati benefits from not only her shield but also her HP drain. In short, she's an incredibly good standalone unit, but she's one of the best units period with the right teammates. | |
5 | Hati | Detonator that gains extreme damage buffs at low HP; also has a decent, low CD teleport. | S+ (SS at BT3 + R3) | +At BT3 and R3: Nigh-unparalleled damage and decent mobility +Equipment provides a flat final multiplier on all damage; one of the highest damage boosts in the game +Incredible off turn performance as a “ranged” Detonator +Rewards skillful play with some of the highest personal damage in the game | --Damage ceiling is gated by breakthroughs and refines, particularly BT3 and R3. --Certain stages and gimmicks harshly punish Hati’s HP-based Equipment --Requires a few teambuilding concessions to fully maximize | Hati is ridiculous. So ridiculous, in fact, that she finally dethrones Sinsa as Fire’s premier DPS. While her damage is heavily gated by Breakthroughs and Refines, she arguably has the highest personal damage ceiling in the game. Even when only taking partial advantage of her Equipment’s powerful final multiplier, which scales off missing health, it’s easy to get numbers that rival MBT Fia. And being at low HP isn’t a problem, either: Fire is the element for defensive utility and mobility, which makes tanking and dodging a cinch. Speaking of which, her own teleport is pretty handy, and far better than her Water counterpart Mu Yuebai’s. Hati does have caveats, though — namely, the fact that her ceiling is tied to landing off-turn chains, pulling for breakthroughs, and spending extremely limited Refine resources. Mistakes can be punishing, and Hati’s “high risk, high reward” playstyle may not be for everyone. Still, she’s definitely at the top of Fire’s current meta, and a contender for the best Refine investment at time of writing. | |
6 | Lilica | Teleporting Detonator that generates and converts shields into AoE true damage. | S+ (SS (T)) | + T: Enabler of the Shield Bomb team +Teleportation and Shield Generation at above average rates +Very competitive floor, very high damage ceiling +Extremely flexible in team building | --Notably jankier without BT3 --Requires skillful play to make the most out of her damage and teleportation --Many alternatives that aren’t necessarily worse outside of dedicated teams | Lilica is a curious unit. Her baseline performance is similar to Smokey, boasting similar damage while trading her reset for better teleportation and some defensive utility. Her true value, however, lies in her interaction with other shield units. Her equipment converts any leftover shields at the end of a round to true damage that hits all enemies within range of Lilica’s dazzling arrays. This allows her to pair alongside units such as Novio, Mia: LS, Matthieu and Jakine to create teams that output a truly monstrous amount of damage. She even has some synergies with Noah and Philyshy that make her a respectable choice on certain Water teams! Of course, she isn’t perfect. Her damage is very backloaded and contingent on having shields at the end of the round; this can often lead to frustrations with her setups when they fall flat. Her dazzling array area can also feel somewhat tricky to play around at BT0. Nonetheless, like Goldie, Lilica enables some of the strongest teams in the game, and she's well worth the investment for most players. | |
7 | Ryza | Detonator that converts Dark Tiles into red tiles | S (SS (T)) | `+ At BT3 (T): Insane utility and damage potential with other Dark Tile units + Still excellent at BT0 with proper teambuilding + Incredibly high base attack + Ridiculous Dark Tile generation thanks to the Tactical System + Tactical System gives her major buffs to further increase her damage | – Her personal Dark Tile generation is random, which is hard to plan for – Basically requires Refinements to take full advantage of Tactical System – Huge damage potential locked behind MBT, which is especially troublesome for a collab character | Ryza is best described as “Dark Tile Minos while also being Dark Tile Goldie,” and yes, that’s just as broken as it sounds. Her Active Skill allows her to absorb all Dark Tiles in the skill area and convert them to red tiles. With this skill alone, she turns already strong Dark Tile units like Algol into better versions of Dantang. Oh, and this Dark Tile absorption also procs Equipment skills for units with abilities that proc when crossing Dark Tiles (like Victoria: Elegy, as if she needs any more help), doubling that effect if the Dark Tile was already red. And if that weren’t enough, both her Chain Combo and the Atelier Ryza 2 collab character Tactical System let her spit out Dark Tiles herself. When paired with Patricia, the pair can max out the full seven levels of the Tactical System on turn 6/7. As a result, BT3 Ryza’s personal damage rivals that of Hati, in addition to all the team support she offers. She does have a few niggling weaknesses. First, her Dark Tile generation is random, which can be difficult to plan for. Second, she basically requires all three of her Refinements to hit her max potential, which is a big resources investment. Third, she really wants to be paired with Patricia to accelerate building up the Tactical System. And, finally, her MBT is truly OP but, again, a big resource investment. None of these issues stop her from being a genuine game changer of a unit, though. | |
8 | Dantang | Detonator/Converter hybrid with diagonals and consistent critical hits | S+ (SS at BT3) | +Almost unmatched Detonator/Converter role compression +Converter tiles are freely placeable +Diagonals and critical hits on EQ ensure strong damage potential +Unusually strong 1x1 performance thanks to her Equipment +AoE Active with great utility in mobbing scenarios | – AoE damage on active can be hard to target when trying to encircle multitile bosses | Dantang is almost a 1:1 clone of Hiiro—a unit once considered the best in the entire game. She trades Hiiro’s AoE Normal Attacks and Enhanced Tiles for Diagonals and a stronger Active Skill. Because of these tradeoffs, Hiiro ends up being better for multi-tile bossing, while Dantang is better in 1x1 and mobbing scenarios. Regardless, like Hiiro, Dantang offers both strong DPS and powerful conversion utility in a game where conversion is always in hot demand. You’d be crazy not to build her if you have her. | |
9 | Eicy | 4-tile Converter with strong healing. | S+ | +Preemptive conversion is vital +Strong healing output for a non-healer | --One of the few 4 tile converters that doesn’t generate Enhanced Tiles | Eicy is one of the few four-tile converter that has strong team-building implications beyond conversion due to how much she can heal. When paired with Istvan, she can easily replace a dedicated healer on maps where they're necessary, and adding Matthieu to the mix furthers the defensive utility. There is an argument to be made that she is the best non SS tier converter in the game, and one that will serve you extremely well. | |
10 | Giles | Sanity-based Sniper that can nuke just about anything with support. | S+ (SS (N)) | +Some of the highest single-tile DPR in the game. Easily SS tier in 1x1 content, and scales well into 2x2 +Absolutely absurd damage if built around (~200,000+ damage on a 0 CD Active) +Sanity allows for unrivaled play flexibility +10% DEF debuff to enemies and 2 stacks of poison for free due to sanity +Desolation Codex God | --Still loses to Fire’s best Detonators (i.e. Hati) in 2x2 content --Play variance is extremely high; timing your triggers and managing Sanity and HP is rather brain intensive --Loses value in longer stages | Giles was the first of a batch of single-target snipers whose performance is so ridiculous they end up competing with detonators on 2x2 content. Like Vice:KS and Minos, Giles comes with his own caveats — he requires proper sanity and HP management to nuke on the final turn, and he loses value on longer stages or DoT immune enemies. However, his performance is so strong that even on a bad day he only really loses to Fire’s top brass — Hati, Victoria, a team-supported Lilica, and Mia. The ability to frontload that damage is also extremely useful; the fact that you can nuke to end stages quicker arguably pushes him into SS-tier. Correct management of Sanity is key to maximizing his potential — you generally want to be at 55 Sanity (i.e. 2-3 casts of your active) until your final turns, when you can spend all your remaining Sanity for a last-ditch burst by casting his active 2-3 times using mobs and/or mirages. The reward is numbers that simply shouldn't be in the game; it's possible to break into the millions of damage, even outside of Desolation Codex. | |
11 | Victoria | A Detonator-Healer hybrid with lots of DoT damage. | S+ (A+ without R1) | +At R1: Powerful mix of poison, bleeds, and defense shred with SS-tier potential in relevant content. +Unique access to Sanity management on R1 and R3 to support Giles +Very powerful partner for Hati due to combination of healing and permanent DEF shred +Free Bleed application on an otherwise strong chain | --Performance is tied to enemy count, HP, and DoT immunity --Stiff competition in the sub-healer role in Fire --Poor skill damage | As with many other units that were buffed via refinement, Victoria is pretty underwhelming at a baseline: her DoT application is poor, her healing is bad without multiple enemies, and her damage is middling. In fact, her base kit is one of the worst 6* kits in the game. She’s not really worth investing in unless you’re willing to go the full mile – an expensive proposition, given how rare Refinement materials are. However, it’s hard to overstate how much she improves with Refinements. The raw stat boosts are relevant on their own, but the addition of the sanity system to her Active actually greatly improves her damage due to Sanity’s Poison and DEF Shred. Her healing is still mediocre in single-target (~10% of Max HP per active), but in multi-target scenarios, she can easily function as a full-on healer (~35%+ of Max HP per active). The low output in single-target isn’t even necessarily a drawback – teams with Hati prefer lower amounts of healing, due to how her Equipment works. Oh, and the fact that she’s a Sanity unit in Fire means that Giles finally has some mono-element support! With all that said, even R3 Victoria has some drawbacks. Sanity inherently requires some wind-up, and the odd DoT immune stage can absolutely ruin her day. It’s enough to keep her out of SS – but only barely. | |
12 | Sinsa | Solid Detonator who shreds enemy DEF. | S+ | +Team-wide defense shredding is one of the strongest buffs in the game +Insane AoE on active +Diagonal attacks +Chain combo type combined with Active provides decent mobbing despite Detonator status | --DEF shred requires reliable access to diagonals and the captain position to maximize them --Weak damage on Active beyond point blank --Chain combo is suboptimal for bossing compared to traditional 2 cluster detonation chain --Low utility outside of DPS | Sinsa was long considered to be the best Fire DPS. In fact, his powerful team-wide DEF Shred (which is basically a team-wide flat ATK buff) qualified him as one of the original three SS tier detonators. (Him, Michael, and BT3 Hiiro) Unfortunately, no kingdom is forever: the element around him has begun to catch up with the rest, and newer units like Hati and Lilica with a dedicated team are not only stronger than him but also fairly unreliant on his DEF shred due to their unique damage formulas. Still, he’s one of the best BT0 units in the game, and his generic teamwide buff makes him one of the easiest units to play and build around. You’d be remiss to skip over him just because he’s fallen out of the very highest tiers of meta usage; he’s still head and shoulders above the rest. | |
13 | Novio | Healer with offensive capabilities and a hefty shield. | S | +Best overall healing output in the game. Practically demanded for certain stages. +Detonator style chain and active deal non-zero amounts of damage (huge, for a dedicated healer) +Strong synergy with Lilica which turns his active shields into damage that can rival other detonators' Skill DPR. | --Damage output is a marginal bonus which sometimes doesn't compensate you enough if you're not running Lilica. | There was a meme for some time that "some dude named Boyfriend" outdid Bethlehem when they were released together... and, well, they're not wrong, at least at BT0. Novio is an incredibly potent healer with acceptable DPS and some absolutely game-breaking synergies with Lilica that make him a competitive DPS option in his own right. He also has very little competition: Victoria has issues in single-target content, Alice is weak, Liqing is a limited-time Welfare, and Philyshy is unusable in element-restricted content. While healing remains a tertiary concern, Novio is definitely the cream of the crop. | |
14 | Gram | Teleporting Detonator that scales well in long fights. | S | +1 CD teleport +Strong scaling throughout fight (especially in wave battle scenarios) +Highest base ATK in Fire | --Teleport is extremely limited in terms of range. | Gram combines solid damage with an excellent utility effect in low CD teleportation. He also has relatively few weaknesses - his kit just kind of mostly works, except for some small start-up. He's the epitome of "utility + stats = good unit". Note that his overall damage is comparable to (pre-refinement) Charon, but slightly less consistent. It's not enough to make or break his output, but it's worth mentioning. | |
15 | Charon | Detonator with incidental reset conversion and crowd control. | S- (S+ at BT3) | + At BT3+R3 Amazing burst performance with strong utility +Incidental conversion value +Diagonal attacks +Both knockback and pull are helpful with specific teammates, like Zhong Xu | – BT3 and Refinements are a huge improvement to his damage –The +10% damage effect on equipment is negligible because it cannot pick up normal multipliers –Extensive competition from other Fire detonators –Conversion attached to his high-damage active can sometimes feel worse if the reset isn’t needed | Charon is an old yet enduring unit. Abilities like resets, knockbacks, and pulls are fairly rare, and they have the potential to strategy-warping for certain stages. Such utility paired with his decent detonator core has allowed Charon to stay relevant even as the Fire DPS competition has intensified. Now, his Refinements adding to his personal damage has made him better able to compete with other S+ DPS units during burst turns while retaining all his utility. He still has issues and is reliant on BT3 and Refinements, but his niche in Fire is strong regardless. | |
16 | Algol | Highly flexible Dark Tile Converter | S- (S+/SS (T) at BT3) | + At BT3 (T): Dark Tile DPS with fantastic synergies + Select-tile dark conversion + Potentially infinite scaling damage on active and chain + Helps enable Victoria: Elegy’s damage even more | – Hard to master; relies on other units’ conversion to guarantee contact points around the enemy – Limited Dark Tile conversion without MBT, which can be difficult to work with at times – Tremendous competition in both the DPS and Flex slot in Fire | Algol is one of Fire’s best Dark Tile generators. Her strong personal damage and solid utility with select Dark Tile generation makes her a potent addition to basically any Fire team, but her synergies with other Dark Tile units where she really shines. In low-end teams, her reliance on other units’ conversion can be a bit frustrating, but with proper support her ability to change tiles of any color into Dark Tiles and relatively short Active Skill CD allow her to pair excellently with units like Lorelei and Dantang. Among the fire Dark Tile units, she’s especially good with Batia, who she can work with to make loops around bosses for Aurora Time, and with Victoria: Elegy, who uses Algol’s plentiful Dark Tiles to deal huge damage. All in all, Algol is the complete package, and serves as one of the best supports in her element. | |
17 | Smokey | Hybrid between a Detonator, Converter, and Teleporter. Jack-of-all-trades. | S- (S+ at BT3) | +At BT3: Strong mixture of damage, teleportation, and reset conversion makes her a phenomenal jack of all trades +Only global teleportation in Fire outside of Pepi +Decent (if unexciting) attack along with her buffed equipment gives her competitive numbers +Accidentally broke the game in half for like a week because of spaghetti code | --Resets can sometimes offer no value if they don’t generate red tiles --Wants BT3 for both preemptive strike and expanding her teleportation range | Smokey has had a wild journey. She was once one of the worst six star units in the game, then she was absolutely busted; now, she's somewhere in the middle. Pre-buffs, Smokey was a bad teleporter and a bad DPS. Then they buffed her by letting her deal double damage on her Equipment... only to spaghetti code it so hard it applied to the whole team. As a result, for a few days, she was the best unit, like, ever. We even gave her a separate tier! It was fun. Anyways, TourDog caught on and promptly patched it and she was in a great spot for a long time… …until she got buffed, AGAIN. Smokey is now Fire’s global teleporter at BT3, giving the element a tool that it previously only had with 3* Pepi. Getting that ability tied to Smokey’s already strong chassis (damage that can almost go toe-to-toe with most detonators and reset conversion that can be paired with Charon or other converters) has made her Fire’s current best flex slot unit at the BT3 level, one who can elevate pretty much any team you add her to. | |
18 | Carleen: Smoldering Soul | Hybrid between a Detonator, Converter, and Teleporter. Jack-of-all-trades. | S- (S+ at BT3) | + At BT3: Jack of all trades unit that synergizes incredibly well with most Converters + Low CD teleport that syncs optimally with 2CD Converters + Good slot value with decent damage and red tile output + Consistent kit that leans on positioning rather than rng outcomes | -- Wants BT3 to fuel her setups -- Loses potential red tiles when setting up Maggie -- Rather strict teleport range that can cause problems without another teleporter -- Intense competition in Fire’s teleportation niche | Carleen:Smouldering Soul (affectionately referred to as Carmoon or Carleen:SS) was an excellent addition to Fire’s roster on release and has only gotten better as the element’s roster has filled out. Despite having rather limited conversion, teleports, and damage compared to specialists in those niches, her strong synergies make her stand out. For one, Carmoon’s ability to conserve stacks gives her a ton of flexibility, potentially allowing her to teleport up to 3 times a turn. Furthermore, some of Fire’s best converters (like Eicy, Lorelei, and Rinne) all greatly appreciate her combination of mobility and conversion. She’s also a rare teleporter that works well with other teleporters; for example, Carleen:SS, Smokey, and Maggie can guarantee full circles when paired with Lorelei or another teleporter. Finally, Carleen: Smouldering Soul rewards proactive play, especially when paired with other low-CD teleports like Lilica. Together, these pairings can offer a significant utility plugging holes in tile chains on both off-turns and burst turns. Though her jack-of-all-trades nature keeps her from standing out in one particular area, overall she’s an incredible unit that can serve as the glue for many excellent team compositions. | |
19 | Tohru | Sniper with decent AoE damage. | S- | ‘+ Splash Sniper who has strong 2x2 performance + Chunky active with knockback; good synergies with Zhong Xu + Active adds more hits to her CC, giving it good mobbing potential | – Random targeting on CC hampers her performance significantly when there’s more than one enemy in the stage – Relies heavily on normals and combo gains to get anything above average damage – Numerous Fire DPS units outperform her in nearly every way | Tohru fixes many typical sniper issues, but introduces new ones. At her best, her sizable Active Skill, splash Chain Combo, and chain-scaling Equipment can make her competitive with Detonators. Unfortunately, actually achieving her best is pretty difficult, not least because she needs contact points to build combo. This requirement means her damage floor is quite a bit lower than it appears. Add onto this the fact that her Chain Combo has random targets and you have a unit that can easily go from “very good” to “very frustrating.” In spite of all this, she still has a pretty decent floor, good mobbing, and her synergies with Zhong Xu give her a decent niche in Fire. | |
20 | JOKER | Mobbing-focused Sniper that scales well against multi-tile enemies. | S- | +Flexible active with multi-tile scaling +All-out-Attack special skill hits the whole map +The best unit for applying WEAK status +Strong chain for mobbing +Unreliant on BTs | --Very poor turn one output --Less overall DPR than other options in fire that have additional utility | Joker is in a weird spot. On one hand, he’s far better than he looks at a glance because of how powerful his two Active nukes are; on the other, he’s got an abysmal chain combo and a lower overall DPR than any true S-tier detonator. Still, there’s a lot of potential here, given how strong 1CD abilities have traditionally been, as well as how powerful active damage can be in the right scenarios. It’s unlikely he does anything groundbreaking to the Fire meta, but it’s also hard to write him off as anything less than solid. Keep an eye on this, though. If Fire gets more 1CD synergies, he could definitely see more dedicated use. | |
21 | Frostfire | Dedicated mobbing Sniper. | S | +Second highest base attack out of all Fire characters +Great DPR on active due to insane buffs to Vis generation; calcs put post-buff active at an average of 3 Actives every 4 turns, with splash damage against bosses +Great for auto-farming because of her chain-kill combo potential + Scales incredibly well in longer fights + Refinements allow her to be a better 1x1 sniper | – Small AoE on active means she has to rely on her chain for mobbing, which is problematic in certain stages – The most MBT reliant Old Seal unit | Frostfire is the weakest of the Old Seal characters, but the gap between her and the rest is nowhere near as big as you might think. While Sniping is worse than Detonation, her Vis generation let her put out Actives at an alarming rate, even outside of farming stages. She's now the undisputed mobbing queen, given that she has way better stats than Chandra and a relatively functional kit outside of chain killing. She also scales surprisingly well in long stages. However, Frostfire is still outclassed by Giles at bossing. Her Active has very small AoE, and Giles is almost strictly better before MBT. (And both are outclassed by Elegy at... everything) | |
22 | Jona | Sniper with powerful Normal attacks. | A+ (SS at BT3 (T)) | ‘+ At BT3-R3 (T): Obscenely high damage on multi-tile content with enough normals +Attack buff and splash damage on normals allows her to have the highest normal damage in the game + Strong mobbing potential thanks to her sniper chain + Decent refinements that further buff her already incredible ceiling | – Horrendous damage floor; she needs at least 5 normals to compete with other Fire detonators at all – 2-turn buff means she requires the captain slot, despite her lackluster performance when outside the High Noon state – Still ultimately worse than a properly supported Hati or Mia Alter | Jona has the most powerful Normal Attacks in the game for multi-tile content, but those are only as valuable as the amount of contact tiles she can get to use them. Unfortunately for her, Fire once simply didn’t have the tools to guarantee the minimum 5 contact tiles she needed to compete against her more reliable brethren. Coupled with a lackluster chain for anything other than mobbing, Jona struggled to stand out. However, Fire’s roster has since grown and is now blessed with solid options in both conversion and mobility. Units such as Lorelei and Smokey now allow Fire teams to reliably full circle enemies with proper setup, giving Jona some incredible potential that outdoes many SS-tier units. While it’s debatable whether it’s worth investing so many resources into a character who still trails slightly behind Fire’s brightest stars, Jona definitely rewards the investment like few others. | |
23 | Batia | Select-tile Converter who also generates Dark Tiles | A+ (SS at BT3) | + At BT3: Potent Select Tile Converter who generates Dark Tiles + Ability to rotate and lock conversion shapes gives her more conversion control + Incredibly high conversion ceiling with good RNG + Enflame status effect usually a buff over Burn + Enflame bypasses any form of Burn Immunity enemies have, allowing it to work everywhere | – Has RNG despite being a select tile converter, requires careful thought when placing shapes – MBT is a significant upgrade for Dark Tile generation – Enflame is sometimes a downgrade from burn versus certain bosses | Batia is Fire’s answer to Siobhan, with the addition of even more utility. The Tetris shapes her select tile conversion uses allow a minimum of two contact points around an enemy, while her ability to generate Dark Tiles increases her overall conversion output and synergizes with units like Algol. And if that wasn’t enough, she replaces teammates’ Burn status effect with the new Enflame status effect, allowing units like Uriel and Leone to deal significantly more damage to lower HP enemies. She can also inflict Enflame herself, making her own damage profile quite decent! Despite all her merits, Batia’s not entirely without issue. Which of her seven Tetris shapes you get are RNG-dependent, her Dark Tile generation is hampers by the ramp up cost of her energy without MBT, and Enflame can be a nerf to Burn against high HP bosses. Still, none of these challenges are enough to hamper her effectiveness in any meaningful way. At her worst, she’s one of the best converters in the game; at her best, she’s borderline game-breaking. | |
24 | Lorelei | Column converter that also converts a shattered red tile in a limited area | A+ (SS at BT3) | + At BT3: Column Converter with an insanely high Conversion ceiling + Spammable secondary tiles from her Equipment help guarantee contact tiles + Reasonably strong damage for a converter + Synergizes well with Fire’s abundance of tile resets/purifiers | – Brutal CD without Breakthroughs – Chain Combo can be underwhelming if not set up properly – Limited selection area on her equipment that basically requires a teleporter – Damaged tiles from Equipment don’t contribute to chain count unless cleansed | Lorelei is Fire’s first good select-tile converter in two years, and a very potent one at that. Carleen and her various clones in other elements are proof that column conversion is broken on its own, but Lorelei also comes with a powerful Equipment that elevates her potential. Being able to select a tile to convert on such a low CD is hugely valuable for ensuring contact tiles and completing chains. She even has a good base Attack and chain for a converter! That said, she’s not a perfect unit. The limited selection range of her EQ can be hard to work with, and the fact that it appears as a shattered tile means it doesn’t contribute to chain count on its own. However, Fire has a host of options for both mobility and cleansing tiles; her synergies with units like Rinne and Smokey not only make her much more interesting, but cement her as a status as a likely long-term mainstay in Fire. | |
25 | Zhong Xu | Low-CD Converter that has a high ceiling when utilizing push and pull mechanics. | S- (S+ (N)) | + N: Incredibly high conversion ceiling in mobbing and certain bossing content + Decent baseline conversion that enables him to generate a bunch of tiles quickly + Push utility that can move otherwise unmovable non-boss enemies | – Mediocre turn 1 performance if the enemies can’t be moved – Dependent on other push/pull units to maximize his potential – BT3 can be a substantial upgrade in certain situations | Zhong Xu is a weird unit to discuss. In many scenarios, he’s amazing. In others, he’s underwhelming. The latter situations are almost always due to content where his push mechanics don’t work due to CC-immune bosses. The former, though, include most mobbing stages and boss content where push mechanics do work. Plus, because his flame doesn’t disappear when you walk over it, he can effectively convert 3 red tiles every other turn after turn 1, making him a highly effective Converter. | |
26 | Rinne | Converter with massive, consistent, but random tile output. | B (S+ at BT3) | +At BT3: Preemptive conversion is vital +Second Highest tile conversion rate in the game at 9 tiles per 4 rounds after Rachel (compare to Preemptives' 4 tiles per 3 rounds, or Cross Converter's 11-ish per 5) +Excellent for long maps which require multiple burst turns. +Defense buff is very useful for Lilica teams | --Rest of kit is inconsequential outside of niche situations --Longer then average CD hampers her overall efficiency without BT3 --Random tile placement can occasionally cause trouble. --Captain switching gimmick is largely useless | Rinne is a character who lives or dies by her first dupe. At BT0, it takes about nine turns (and many significant trade-offs in terms of tile selection) for her to outpace a BT0 Eicy or Faust; at BT3, it's almost instantaneous. The further loss of the first turn burst is also fairly noticeable, as it a.) slows down your general gameplay and b.) matters a lot in end-game content like Spire and Desolation Codex, where health actually matters a decent amount. However, her actual output at BT3 is absolutely nuts - in long stages, she will generally earn you an astounding one to two extra burst turns. Worth noting that for Lilica, her defense buff is relevant in buffing Lilica's shield damage. This, paired with the insane amount of tile generation, allows her to be one of Lilica's best converters. | |
27 | Uriel | Mapwide reset converter that inflicts Burn, gives a teamwide damage buff, and deals damage | B (S at BT3) | +With BT3: Preemptive Conversion is Vital +Global reset +Can deal decent damage despite Converter-level stats due to Burn and team support +One of the few reset converters with increased Conversion chance at low BTs +Has good synergy with many top Fire units | --Massive CD --Incredibly RNG | Uriel suffers a fair amount due to how reset mechanics work—she’s comparable to a cross converter in terms of pure tile conversion, but the RNG nature of reset abilities means her conversion is much less reliable at generating long tile chains. That said, her DoT and team buffs allow her to contribute a surprising amount of damage for a converter, and she synergizes well with many top-tier Fire DPS units, such as Leona, Victoria and Hati. While she needs BT3 to really be useful, she’s nonetheless an excellent option as a secondary converter when used well. Furthermore, at MBT, Uriel can even semi-consistently generate enough tiles to allow for additional Burst turns. The subsequent improvements this makes to her Burn application and EQ buff can even let her outdo most S-tier detonators. While reliant on both RNG and DoT-vulnerability, MBT Uriel can be strategy-warping in how it can amp up a team; however, the large price tag associated with it makes trying to purposely chase after it a debatable investment. | |
28 | ★★★★★ | ||||||
29 | Nails: Sacred Rite | Bleed applier that generates Dark Tiles by sacrificing the team’s HP. | S+ | +Dark Tile generator that synergizes well within his element thanks to his HP drain +Strong damage output on bosses from Bleed and Chain Combo +Crimson Blessing from his Equipment provides decent healing, as well as serve as pseudo-Dark Tiles for units that use Dark Tiles for Equipment effects (Algol, Victoria: Elegy) +Effectively a 0CD Fire Converter when HP is below <30% | – Can make the entire team much more dangerous to play when spamming his active – Damage output decreases significantly when enemies are DoT immune | The best way to describe Nails: Scared Rite is as the original Victoria with the added ability to generate Dark Tiles. With an Active Skill that drains team HP for converting any tile into a Dark Tile (or a red Dark Tile if the team’s HP drops below 30%) and has a low cooldown, he can serve very effectively as a Dark Tile generator. His Chain Combo also deals decent damage in addition to applying bleeds, and his Equipment packs in some solid healing that also counts as Dark Tiles for units like Victoria: Elegy who need to pass over Dark Tiles to activate certain effects. Making things even funnier is that, if you don’t mind staying at <30% HP, he can generate a red dark tile every turn. In terms of drawbacks, his damage does take a nosedive whenever enemies have DoT immunities, and his HP drain can be a survivability issue if overused. Still, he functions well with both Victoria: Elegy and other prominent Fire units like Hati, making him well worth raising. | |
30 | Matthieu | 4 tile converter that also generates large shields. | S+ | +Preemptive Conversion is Vital +Powerful, free shield that works with Istvan +Pushes Lilica’s damage into the stratosphere | --One of the few 4 tile converters that doesn’t generate Enhanced Tiles --Shield strength requires timing and certain enemy counts; shield value is largely tied to Lilica, a 6-Star. | Matthieu is a strong welfare unit with unique team building implications for Lilica teams. His shield strength seems middling at first glance, but the fact it scales with enemy count and can be amplified by Istvan’s chain doubling allows it to reach fairly impressive numbers. In Lilica teams, this means a tremendous amount of DEF-ignoring burst damage – even before counting his value as a Converter. It’s likely that he will be the gold standard for non-whale Conversion moving forwards. | |
31 | Faust | 4 tile converter with strong crowd control | S | +Preemptive conversion is vital +Functional detonator type chain combo + Fright can be useful both offensively and defensively | – Random fright can be of hindrance at times | Fright can be a powerful tool for preventing enemy attacks. It even breaks some enemy mechanics. However, Faust’s fright cannot be controlled, and random fright can have a nasty tendency to unpredictably change enemy behavior for the worse. That said, Fire's mobility is good enough now that chasing enemies isn't really a problem. In any event, Faust is a pre-emptive converter — which means that by default, he’s going to be a great pick. Note: Most of the Preemptive 4-tile, 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
32 | Jakine | HP draining support that creates shields and has some conversion | A S(T) | + 0cd conversion + High shield generation that synergizes with other HP drain actives + Fast HP drain is useful for units like Hati | – The high HP drain can be extremely problematic if not handled properly – Very short range conversion – Most of her value is tied to other units | Jakine is a bizarre unit. Her kit is packed with powerful effects, but they’re only really accessible when she’s paired with other specific units. Shielding is great in many teams, but the high HP drain cost associated with her shield generation makes it hard to justify in others. It also activates on her allies’ HP draining abilities, but the options for those are limited. Converting the first tile on a turn into a chromatic tile is highly useful, but it's not really enough on its own to make up for her poor personal damage. In other words, she really wants to be paired with the right teammates. Thankfully, all of her best teammates are excellent, and her synergies are strong enough to justify her inclusion on their teams. Her primary synergies are with Lilica, Hati, and Mia: Lustrous Soul. Lilica converts her shield generation into damage, which directly solves one of her core issues. Hati can reliably trigger Jakine’s shielding and benefits significantly from being at low health; further, the chromatic tile Jakine provides lets her make the most out of her potent off-turns. Mia’s self-HP drain and the buffs she receives for both shields and low health means she partners beautifully with Jakine as well as the other two units above. All of which is to say that Jakine is ultimately a unit that lives and dies by the team she’s supporting; she could range from very strong to absolutely useless depending on the units you have. | |
33 | Patricia | Detonator that converts tiles into Dark Tiles with her Active Skill | S- | `+ Low Cooldown Active Skill + Tactical System gives her hefty buffs to her damage + Chain Combo damage bonus based on HP helps boost her damage + The cutest girl in the Atelier Ryza 2 collab—and she’s a free welfare character | – HP-scaling Chain Combo bonus damage is tricky to maintain – Dark Tile generation is random, which limits her Dark Tile generation usefulness outside Ryza teams – Active Skill aiming can be a bit wonky at times – A major playstyle is her doing literally nothing | Despite being the free welfare unit from the Atelier Ryza 2 collab, Patricia is actually quite potent. Even without any support, her damage potential rivals that of many of the game's strong Detonators. She also offers decent utility in the form of her Dark Tile generation, which can be useful from time to time even if it’s really designed to support Ryza. Speaking of Ryza, the two of them pair together very well, quickly building up the Tactical System (guide here) and making Ryza even better than she is on her own. In terms of weaknesses, Patricia’s Active Skill can be quite awkward at times, and the Chain Combo damage bonus she gains based on current HP is hard to maximize if you don’t have healers or shielders on the team. Still, she’s a great unit whether you pull the other collab characters or not. | |
34 | Leona | Detonator who scales well at 1x1 and 2x2. | S- S+(T) at R3 | +R3(T): Incredibly high 1x1 and 2x2 damage when built around +Strong Active +Very potent Burn application; scales well in endgame content + Refinements allows her to be significantly more consistent with Burn application, while also boosting her raw damage | --Performance is dependent on whether or not the enemy is immune to Burn --Managing Burn stacks can be micro intensive --Skill requires her to be surrounded by red tiles. Relies on specific converters and/or some degree of RNG. --High dependence on Normals without Refinements | Leona is a detonator with an odd mismatch of effects that makes her fairly potent. Her active, despite being sniper-like, is strong enough to compete with other Detonator actives on 2x2 when properly set up, and performs extremely well on 1x1. Her chain can prove to be quite strong when maximizing. And while Burn is somewhat bad, it still adds quite a bit of damage to her, allowing her to reach S+ tier levels of damage on both 1x1 and 2x2. That said, when facing off against Burn-immune enemies, her damage falls quite dramatically. And how her skill wants to be surrounded by red tiles usually means that you need to play carefully to maximize its potential. All of this coupled by having no utility is enough to lower her general grade down. But when built around, she can contribute insane amounts of damage. | |
35 | Regina | Mobbing specialist Detonator. | S- (A- without Refinements) | +Huge AoE nuke (and the only global knockback in the game) +Can pull out surprisingly huge Chain combo damage numbers with her Equipment at close range +Powerful raw attack buff at close range +Refinement significantly improves her overall performance | --Weak base chain damage without refinements (to balance her Equipment out) --Active is Sniper type (greatly weakening its possible damage output despite her Equipment) --Non selective knockback is often a detriment in certain comps --Really high CD without MBT --Chain requirements are very high with no way to substantially reduce them, greatly hampering her mobbing value | Regina is a bizarre character to evaluate. Her effects seem like they should be powerful, due to how massive her AoE and her Equipment is, but she has all these balancing factors to prevent her from getting out of hand. The end result is that she's in a decent position, but finicky to play around with... …that said, her buffs and Refinements make her significantly better in every regard. The chain buffs, attack buffs, and cluster requirements go down significantly, which makes her chain fairly powerful even in practical scenarios. And while her active is still not great, it’s significantly better than it was before these buffs. She’s effectively a poor man’s Lenore with proper investment – though it’s still debatable if that’s worth the incredibly expensive Refinement materials involved. | |
36 | Liqing | Healer with some offensive utility. | A+ | +Consistent mix of healing and team support +Equipment is actually fairly strong | --Buff are variable and lack multi-target scaling --Novio is almost strictly better | Liqing is a powerful healer, especially when you consider that he’s a welfare unit. He doesn’t have the synergies or raw healing output of Novio, but he provides substantial damage buffs for your entire team. Likewise, his weird normal attacks are fairly potent – at high investment, they average around ~18k per burst turn against the F75 Herkeros. However, healing remains a relatively niche concern, and his DPR isn’t enough to differentiate him from similar options with better utility in Fire. He’s definitely worth raising if you have him, but relatively low priority if you also have Novio. | |
37 | Maggie | Cross Converter. | B (A- at BT2) (SS at MBT) | +At max BT: Preemptive conversion is vital +Cross conversion generates a lot of tiles, at minimum | --Awful CD without BT2 --The actual pattern of cross conversion is awkward for high-damage set ups without other forms conversion or some RNG | Cross Converters are radically different based on if you have obtained Max Breakthroughs (MBTs) or not. When not fully maxed, they're clunky (if serviceable) options for large amounts of tile generation, similar to Raphael or Uriel. The BT0 cooldown effectively prevents you from getting to use them more than once on a normal 10-turn level, so even BT2 can be a pretty significant upgrade. However, once you MBT them, they are arguably the best units in the game and have a staple slot on basically any team that demands high tile count. While the four-tile converters should carry you through 99% of the game, MBT Cross Converters should be a long term goal, as they trivialize most content once obtained. Maggie is nothing particularly special. She's a little worse than Barton in terms of damage, but cross conversion is still cross conversion. So she'll have huge value regardless of account. | |
38 | Istvan | Double Chainer with insane in-element synergies. | A- (S at BT2) (S+ (T) at MBT) | +T: Double chaining offers the highest possible damage output in the game in scenarios that require burst +Has some of the best in-element synergies in the game | --Double chaining cuts attack, which causes it to scale worse than it seems as the game goes on. --Extremely dependent on ally conversion, which is often out of sync with his CD --Long CD and lack of preemptive is awful without BT2 | Double chaining is an extremely powerful effect, but it can often be a lot of trouble for your team due to its slot-hungry nature. This puts double chainers in a bit of a weird spot, perhaps akin to that of healers: in the right situations, they're absolutely necessary for pushing through OTK damage checks, but in the wrong ones, they're a wasted team slot. This is also why Double Chainers are possibly the most BT hungry 5*s after cross converters; at BT2 onwards, their damage with only one other DPS is enough that you can run them as a secondary DPS, which offers more team-building flexibility and less in-game liability. Istvan is arguably the weakest double chainer because of his extremely niche equipment and meh chain, but he has several relevant synergies with units like Sinsa, Victoria, Uriel, Eicy, Matthieu, the list goes on. As with cross converters, the kit is largely irrelevant - the two or three turns he pumps your DPS through the roof are not. | |
39 | Benny and Curo | Detonator that can double their own chain. | A+ (S+ (T) at MBT) | + At MBT (T): Amazing damage potential when played well +Double chaining on self is extremely powerful and flexible +Fairly powerful (if conditional) Equipment against larger enemies +Active can allow for creative clears that other Detonators are not capable of +Amazing synergies with Istvan +Refinements gives them a decent boost to their overall damage | --High Conversion requirements which greatly restrict teambuilding --Heavily reliant on MBT and the captain position to compete against others | It’s easy to miss how powerful Benny and Curo can be due to their confusing abilities. The easiest way to think of them is as a self-double chainer, except with much better skill flexibility and better placement in exchange for higher tile requirements for their Chain Combo. That said, those tile requirements have more to do with setup cost than Benny and Curo’s outright power, making it a worthy trade. Some drawbacks are that the duo require MBT to reach their full potential and need teams to be built around them to compensate for their lack of a preemptive strike. Alone, they’re on par with R3 Regina for bossing, but with enough conversion, ingenuity, and Istvan, they have a lot more potential. | |
40 | Rouge | Detonator with mild crowd control. | A | +Strong Attack stat for a 5* Detonator +A preemptive pull, while niche, can be pretty useful in the edge cases it's relevant | --Mediocre Chain Combo --Equipment buff, while nice, isn't much to write home about | Rouge is a really, really funny character for a number of reasons, the least of which is the fact that her kit's numbers are all inexplicably 3s or 5s. You see, for a few days after her initial release, TourDog didn't realize her pull could pull anything. If you were one of the lucky people who were around for this, you could enjoy Mass-Effect Andromeda style body horror as Nozard or Phorosion were spaghetti'd into the middle of the map. Unfortunately, TourDog realized that this would give Rouge ultimate power, and promptly patched anything fun out of her kit. Jokes aside, Rouge is an excellent, if relatively standard Detonator. The pull is now just okay, but given that she's a welfare unit with already serviceable Detonator stats, that's fine by me. | |
41 | Momo and Anzu | Sniper with captain swap-based buffs. | A- | +Great Active (can hit 829% active mod on 1x1 and 1456% active mod on 2x2) +Solid Chain Combo for 1x1 | – Even when optimally Captain swapping, Active is only available on turns 3, 7, 13, and 19 – Automatically takes the Captain slot, even if there are better choices on the team – Random-targeting chain can hamper her damage in multi-enemy situations – Random buffs from her Equipment make it hard to maximize her damage | Momo and Anzu’s theoretical damage output against 1x1 enemies is actually quite decent. Her strong Active Skill (which can hit for absurd percentages) and solid Chain Combo both make her a decent choice in these scenarios. Unfortunately, though, a mix of RNG on both her Chain Combo and Equipment means that the duo are frustrating to use more often than not. Toss in the fact that they force themselves into the captain slot and that their Active usage drops off hard in longer fights and you have a unit that is a single-target meme and not much else. They can certainly do a job, but it’s good to know what you’re getting into when you choose them for your team. | |
42 | Taki | Detonator with incidental conversion. | A- (A+ at MBT) | +Decent damage from Active nuke and Burn marks +Incidental conversion value never hurts; can somewhat reliably guarantee an extra contact tile | --Low attack and poor chain multipliers hinder his overall output --Active damage and conversion is decidedly awkward --Burn marks are NOT burn stacks; no synergy with burn units | Prior to his April 2023 buffs, Taki was mostly unremarkable: he tried to do multiple things and did them all poorly. His buffs improve both his damage and his conversion to the point that he’s now a good detonator-converter hybrid that’s more the sum of his parts. In practice, he plays like a clunkier Carleen:SS. While this does make him strong, his reliance on MBT somewhat hurts his budget value. | |
43 | VIOLET | Decently capable detonator. | A | + Pretty decent damage floor further bolstered by All-out-Attack (AoA) + Has synergies with Joker that allows her to contribute even more damage | – Column chain that can be hard to position – Weak Active Skill – Very reliant on AoA to punch above her pay grade | VIOLET offers solid base damage that, when boosted by All-out-Attack, can help raise her ceiling to the level of some much stronger units. Plus, for players who also have JOKER, their in-element synergy can allow her to contribute even more damage than she can do on her own. That said, she’s reliant on stacking the WEAK status effect, has a lackluster Active Skill, and her Chain Combo can be difficult to position. As a result, VIOLET usually ends up falling well short of her full potential. Her floor’s still good enough to get by; it’s just not very exciting. | |
44 | Genevieve | Sniper with subpar teleportation and healing. | B (A at MBT) | +Extremely spammable teleport + Decent Chain Buff from Equipment | --Teleport positioning is extremely inflexible. --Healing output from equipment is awful | If you really want to improve your mobility in Fire and lack any 6*s, Genevieve will suffice. However, the rest of her kit is fairly unexciting, and most of its utility is conditional at best. MBT does allow her to be an extremely spammable teleport that'll move around the map at break neck speeds, but considering that the rest of her kit outside of her okay chain buffs is not very good, she still ends up a fringe option nontheless. | |
45 | Cordy | Mediocre Detonator with a stun. | B | +Active ability is can stun lock enemies in rare situations +Passable stats and Chain Combo | --Stunlocking enemies is not as good as it sounds --There are like, at least twenty other detonators in Fire that provide far greater utility and damage. | Cordy is an underwhelming Detonator with an interesting, if equally underwhelming gimmick. Theoretically, you should be able to permanently stun target mobs with her due to her low Active CD, but the edge case in which that is worth more than running a better detonator on one of the few difficult stages where a boss doesn't have stun immunity is as infrequent as it sounds. Of course, Cordy mainly exists as fanservice to a bizarrely niche subcommunity, so the people who are using her know exactly what they're in for, and I'm sure they're happy. | |
46 | Barbara | Detonator with mapwide AoE, stun, and damage amp. | B+ (A at R3) | +Relatively decent equipment for team support if set-up +Potential global stun and AoE nuke +Great for farming at MBT | --Stun is extremely unreliable without setup --Really long CD | Stun can sometimes be used to cheese mechanics, and having some access to it can be useful, but not if it it's this unreliable and at this much of a cost to DPR. That said, Barbara can provide some Sniper value from the fact she has a global, enemy targeting nuke and the fact that random stun can be useful for sustain. If Fire were more setup for long ranged conversion, I think she could be slightly better, but otherwise, Barbara is mostly fine, if a bit niche. Note that MBT gives her the best Global Nuke in the game, which makes her very good as an autofarmer for your obnoxious mats/nightium. Worth an investment as a QoL unit if you're endgame. | |
47 | Luo Song | Splash Sniper that increases his Chain Combo damage by walking on tiles. | C | +An interesting kit design that lends itself to careful play +Diagonals with one of his actives | – Extremely lackluster damage on all fronts – Little to no mobbing capability – Equipment does not work with Istvan – Active Skill Variant 2 drawbacks are too significant to ever be worth using | Luo Song has an interesting kit depressingly hampered by low numbers. On the surface, he seems quite nice: potential for infinitely scaling damage on his Chain Combo, Sniper targeting with a neat cluster splash effect, and multiple Active Skill variants that allow for a customizable playstyle. Unfortunately, none of these qualities matter because his damage profile is among the lowest for non-3-star units in the game. Add to this the fact that he has basically no mobbing capabilities and you have one of the worst units in the game. Who knows why a character with such a compelling kit has such terrible numbers, but the only conclusion is that, unless you’re a complete simp for him, Luo Song isn’t worth spending even a single Jasper on. | |
48 | ★★★★ | ||||||
49 | Patty and Patsy | Accessible detonator with insane chain damage. | A- (S+ (T)) | + T: Insane chain damage potential with proper positioning +Equipment effect offers increased mobbing potential if set up correctly. +Good AoE on active with flexible targeting +Strong 1x1 performance that can match the likes of Mythos | – Equipment is extremely conditional, often requiring teleporters to set her up properly – Equipment does not work with Istvan, forcing her to burst on 2CD to stay ahead of her competition – Lackluster damage on active | Patty and Patsy have some of the highest damage potential in the game, while also being incredibly frustrating. Her equipment potentially giving her up to 4x Chain Combo damage is nothing short of ridiculous; however, it requires very specific, intentional positioning and pathing to reach that ceiling. These strict demands can lead to frustration, especially without teleporters to help her with those requirements. Happily for Patty and Patsy, though, Fire has become home for quite a few units—like Lilica and Carleen: Smoldering Soul—whose repositioning abilities make it much easier to position her to deal the insane damage she’s capable of. While using these demon dogs does require forethought and specific units, they reward the investment with some truly impressive numbers. | |
50 | Nails | Sniper with not only Bleed DoTs but also a unique Flat HP-based nuke. | A (S (N)) | +Incredibly powerful %HP damage +Essential to certain end-game stages +Works very well at low investment | --Dependent on outside healing due to self damage. --Often slower than higher-rarity snipers in easy content when compared at high investment. | Nails is hard to accurately gauge because the unique types of damage he deals skirt many of the game's most annoying mechanics. No-one else in the game can deal flat, HP-based damage, which makes him something of a one-of-a-kind unit. It is hard to go without Nails in stages like Elysium Dust, and he's the backbone of many cheese strategies alongside Schwartz. Notably, his damage gets around many normal restrictions (Conversion, Elemental Counter damage, enemy Defense) and gets around many particularly obnoxious gimmick bosses (Core Guardian, Claudia). While his HP costs can occasionally cause issues in story stages, his performance in both casual and endgame content warrant special note. He's one of the best 4-stars, and a good early game investment. | |
51 | Brock | Crowd control unit with strong teamwide buff in mobbing stages | A- (S (N)) | +Global taunt is great for AoE crowd control +Surprisingly strong damage contribution due to Equipment and Active scaling +Extremely relevant in some autofarming setups | --Completely dependent on large groups of enemies to get a strong damage contribution | Brock has incredible crowd control in a game where crowd control is often times useless. Still, he's got decent numbers and a very relevant niche in stages where crowd control works, so he's actually worth investment despite his low general rating. You might want to consider raising him over a Sniper if you're looking for a mobbing specialist. Note that Brock also has further use in the Giles Death Star comp, which can deal a lot damage in very short order. | |
52 | Alice | Budget healer with damage reduction. | B | +Better defense mechanics against burst damage than other pure healers | --Inability to heal on command weakens her sustain potential --Provides no utility besides pure healing/defenses --Novio exists --Arguably worse than Philyshy (a Water unit) within her own element | It's fairly difficult to get by without playing a pure healer at certain points, so raising Alice is sometimes a necessary evil if you lack Novio and Liqing. That said, no sustain on command and no additional utility means that she is the weakest of the 4 star healers across all elements by a pretty wide margin. The fact that you are sometimes forced to use Alice if you don't have Novio is one of the reasons why Fire is usually considered one of the hardest element to climb Spire with, despite the fact Fire has great DPS units and unrivalled mobility. | |
53 | Chandra | Sniper with a skill that resets on kill. Used in some autofarming setups. | C+ | +Actual full skill reset on kill. +Can actually pose a decent amount of single-tile nuke with enough stacks | --Not actually good at mobbing except for chain kill --Doesn't present very good DPR until some marks are accumulated --Sweep Feature killed her only use case | Slayer of Nightiu-- Oh wait, the sweep feature kills what was her only real use case. Unfortunate. Beyond that, her kit is actually somewhat decent at single-tile boss slaying, but it desperately needs stacks, meaning she's a very backloaded unit. Given that single-tile bosses aren't that common, this makes her increasingly niche, even though she's actually quite good at what she does. | |
54 | Joanie Boom | Reset converter with Burn | C+ S(N) | + Incidental Conversion on active + Fast burn application on Equipment means she scales very well into endgame fight where she's competitive with S tier detonators + Has strong synergies with Uriel and Lorelei | – Reset conversion is very weak, and borders on actively harmful before Ascension 3 – Equipment stack loss on new waves hurts her total output. -- Loses a lot of value when enemies are burn immune | It's easy to think that Joanie Boom's weak and inconsistent conversion in tandem with the clunkiness of her kit means that she joins her fellow 4-star reset converters as a generally poor unit. However, she has a strong niche. Her Equipment allows her to inflict burn onto enemies, but unlike Uriel, said chance to inflict burn is on a per tile basis (i.e 140% chance to inflict burn per tile she hits the enemies). This allows her to easily inflict 5 stacks of Burn with every chain combo, turning her into a sort of Fire Odi - a DoT unit that can compete with S-tier detonators against relevant high-health enemies. Her conversion is poor enough that she isn't recommended if searching for a converter, but it's a solid bonus to her Burn niche and especially helpful if you're struggling to build secondary or tertiary teams. | |
55 | ★★★ | ||||||
56 | Tiny One | 3 star budget select tile converter. | A+ | +Preemptive, flexible conversion on a budget | --Prism tiles are restrictive on pathing to get full tile output -- Poor tile output | Savior of budget accounts everywhere. If you need a 2nd or 3rd converter, Tiny One will carry you through the early game. Notably powerful, enough to make her the highest-rated 3*. | |
57 | Pepi | Low cooldown Teleporter. | C | +0 CD Teleport | --Basically completely worthless outside of teleporting --Teleport is the most limited teleport range possible (unless Marks are accumulated) | A teleport with 0 CD is so uniquely powerful and grants such unique mobility that it's really impossible to rate Pepi too low, despite how completely worthless and nerfed she is in every other aspect. Being able to adjust positioning for basically anything else that you do every turn directly improves every aspect of your team, even if that teleport is short ranged. That said, it's hard to imagine Pepi doing much beyond the earliest stages of the game. Alchemy Stars is defined by role compression, and three-star units like her are basically wasted team slots. | |
58 | Chainsaw Rick | 3* Detonator with some knockback. | D+ | +Rare knockback on Chain Combo +Good for Extra Story 2-6 | --Literally only useful for Extra Story 2-6 --3* DPS are completely unviable | Chainsaw Rick is objectively terrible on every front, barring the strange decision to make ES 2-6 completely unplayable unless you run someone like him. For those who haven't played it yet, ES 2-6 requires you to stun the boss twice with knockback effects before you can deal any damage, and Chainsaw Rick is one of the only units capable of consistently getting the knockback you need. That said, the boss itself is really easy, so you don't need to put any levels into Rick if you don't want to. | |
59 | Sork and Bekk | 3* Detonator. | D | --3* DPS are completely unviable | 3* DPS units are unplayable outside of the tutorial stages. They lack damage, relevant chains, and any form of scaling. There is no reason they should see play over four star units, which are practically free. Don't bother. |
A | B | C | D | E | F | G | |
---|---|---|---|---|---|---|---|
1 | Name | Icon | Class | Overall | Pros | Cons | Explanation |
2 | ★★★★★★ | ||||||
3 | Azure | Detonator with a clone that offers incidental conversion and chain doubling. | SS | +Amazing role compression tied to an easy to use kit +Fairly High DPR for how easy it is to achieve +Incidental Low-CD global conversion +Gets a flat 20% Areia-style ATK buff for free +Doesn't require breakthroughs +Synergizes well with other top-tier Water units like Bethel and Hydrad | --Damage output is significantly lower when not in Captain slot --The damage version of the Active Skill does very little damage in boss scenarios --Equipment buff is somewhat conditional at BT0 --Strict competition that can sometimes outscale her in specific niches or raw damage | The closest comparison to Azure is BT3 Hiiro, who was formerly the best unit in the game. Azure trades some of Hiiro's Conversion power for high DPR, as well as a kit that works without dupes. She handles multi-tile bosses incredibly well while maintaining decent mobbing and 1x1 bossing. And, unlike some other units who boast similar capabilities, she also has a simple and fairly easy to pilot kit. Outside placing her in range of her mirage and trying to get consistent off-turns, there’s nothing complex in her kit. Having said all of this, Azure isn’t the end all be all. Azure's rivals have niches that they’re significantly better in (Mu Yuebai for Mobbing, Bethel/Vice:KS against 1x1) or have higher theoretical damage ceilings (BT3 Schwartz, MBT Fia). She's no longer always an auto-include… just usually. In any event, her mix of consistent damage and pocket conversion make her the strongest unit in Water, and an invaluable pull for most players. | |
4 | Maya | Detonator who deals ranged damage by bursting her Radiant Bubbles. | S+ | +Amazing mobbing and bossing performance +Teleportation with potentially great range + Generates a Dark Tile when using her active +Dark Tile synergies enable her to deal even more damage through Chain Combos +Not reliant on Breakthroughs | – Performance is heavily influenced by her RNG Radiant Bubble spawns – Intense competition in her role as a Water Detonator – Teleportation can be quite clunky at times | Maya is an amazing Detonator in Water, filling dual roles as both a mobber and teleporter. Her kit is centered around a new type of summon in the form of her Radiant Bubbles, which spawn on random tiles every turn and every time her tier 2 or tier 3 Chain Combo hits enemies. Maya pops Radiant Bubbles whenever crossing over their tile or by using her Active Skill. Upon breaking, the Radiant Bubbles deal decent damage to surrounding enemies, but their real potency is in numbers. Maya spawns tons of them, meaning that the damage they deal adds up quickly. Coupled with her awesome Chain Combo, this allows her to deal damage similar to Azure/Mu Yuebai for bossing while also being an incredible mobber. Plus, her teleportation Active Skill adds some nice extra utility to her kit since it allows you to skip over enemies and reposition to more desirable starting locations. It even generates a dark tile where you start the teleport chain! Her primary fault is the RNG nature of her Radiant Bubble spawns, which appear completely at random, although when you get her going she can mostly make up for this with pure quantity. Perhaps of greater concern is the simple fact that Water is jam-packed with high-quality Detonators, meaning that she doesn’t really carve out a niche for herself. Instead, she’s just another great option for a team role that has plenty of other options. Still, for a unit that doesn’t require any Breakthroughs to perform well, Maya is a shining example of a fun, well-balanced unit. | |
5 | Schwartz: Almighty Clamor | Detonator with %HP Damage. | S- (S+ at BT3) | + At BT3: Strong floor and has an SS-Tier damage ceiling thanks to %HP cut that bosses are not immune to + Fits well on low-end teams while scaling strongly into high-end ones + Does not compete for the captain slot + Competent at 1x1, bossing and mobbing | – Kit does very little without his first Active, which needs BT3 for pre-emptive – Anemic chain combo whose secondary effect is not replicated by double-chainers – While not crucial, refinements contribute to a non-negligible amount of damage – Reaching damage ceiling is RNG reliant without MBT – First Active has a limited range which can be occasionally awkward | Schwartz: Almighty Clamour is yet another Water detonator whose extraordinary power is gated behind BT3. His kit revolves around summoning Blades of Dawn, which he then collects to reduce his first Active's CD and deal HP%-based damage. This is an extremely powerful, recursive resource loop… when you can use it starting turn one. BT3 is fairly necessary QoL for his damage output as a result; likewise, refinements represent additional required investment. That said, Schwartz rewards vertical investment extremely well. His damage ceiling is extremely high. In fact, it's only really contested by MBT Fia. While he lacks the utility some other Water detonators and supports provide, his kit remains powerful in practically all forms of content and %HP damage scales so strongly against challenging bosses that it's difficult to oversell him. The fact that he isn't dependent on the Captain slot means that he can easily slot into most teams. Finally, note that his damage is fairly independent of conversion power because it's mostly tied to Active spam. | |
6 | Fia | Active-based nuker who also applies strong debuffs to enemies. | S+ (SS at MBT) | +Monstrous active damage +Incredibly flexible damage output +Incredible debuffs (15% additive counter element damage and 5% DEF shred with every mark) +Flexible in Team-Building +Decent mobbing potential +The usual water active spam synergies with Bethel | --Normal damage is not as good as it seems on 2x2 enemies, the most relevant body type in the game --Full damage profile is locked behind MBT --Notably worse support than Hydrad and Chloe, who are easier to obtain and build. --Turn 1 performance is a little worse due to the nature of her active --Equipment requires careful planning to maximize mobbing | Fia is greater than the sum of her parts – a mobbing specialist with enough burst to compete with Water’s best DPS units. She requires more micromanagement than even Nina, but this shouldn’t deter you – she has similar timing flexibility, and arguably better mobbing. Note that her damage contribution is heavily dependent on getting fully charged Kyllo actives. The best method for making sure you get this is to place your Kyllo marks in the center of the map; make sure you have at least three in store for the last three turns, as you’ll lose out on damage otherwise. In any event, Fia is very strong – tied with Bethel and BT3 Nina for second-best DPS in water, and even competitive with Azure at MBT. Her numbers are deceptive – her overall contribution is greatly aided by the damage bonuses she provides to her teammates and her quirky equipment. | |
7 | Sheol | Sniper that converts dark tiles and gains upgrades from dark tiles | S (SS (T)) | ‘+ T: Absolutely destructive mobbing, 1x1, and 2x2 performance when paired with other dark tile units + 1CD select-tile dark conversion + Upgrades from her investments gives some of the best effects in the game to one unit | – Incredibly backloaded damage; needs other dark tile units to reach her potential – Average performance in stages that ends quickly (ending after the second burst turn) – Terrible turn 1 performance without MBT | Sheol makes her long awaited debut as our 2.5 anniversary exclusive, and she’s absolutely insane. The closest point of comparison for her is Minos, as both of them share many of the same traits: scaling hard with specific tile types (enhanced and dark, respectively) and amazing 1x1 performance. Unfortunately, this does mean that Sheol needs a team of other Dark Tile units in her team to outpace her competition. Even in the best scenarios at BT0, she doesn’t reach her potential until after the second burst turn. That said, in the right team and in content that allows her to ramp up, she’s in a league of her own for Water Snipers. Her burst-turn mobbing is incomparable, her 1x1 damage crushes even Vice: Keen Sight, and she competes extremely well with units like Azure in 2x2 content. If you’re willing and able to invest in the Dark Tile playstyle, investing in her and her supporting cast is very much worth it. | |
8 | Vice: Keen Sight | Hyperspecialized Sniper with insane scaling on long stages. | S (SS (N)) | + N: Some of the highest 1x1 damage in the game that spills over to strong 2x2 damage when built up + Chain targeting ensures every chain hit will be on the selected enemy + Equipment can multiply all the damage dealt by almost 3x when fully stacked up + Strong off turns can further amplify her Equipment | --Minimal flexibility outside of focused bossing stages –Shreds 1x1, but needs an extreme amount of effort to compete on 2x2 | Vice: Keen Sight is the single best welfare we’ve ever gotten. On the surface, she doesn’t seem all that amazing with her middling Active and a Chain Combo that doesn’t factoring in combo count. But, because her Equipment can effectively multiply every single instance of damage she deals by up to 198% (almost 3x base), she can become an absolute monster with proper play and the right timing. Proper play and timing are key because Vice: Keen Sight’s damage is very, very backloaded. She needs as many Timeless Mark stacks as possible to outdo other Water snipers, and the best way to do this is to get as many long chains and Normal Attacks as possible. If you’re thinking that this sounds a lot like typical gameplay, you’re right—it’s just that Vice:KS offers increased payoff the longer you go. These particularities do mean that Vice:KS lacks flexibility. She wants to be Captain so she can continue to generate stacks on off turns, and she’s much less effective compared to other Water Sniper options outside of the 1x1, long-stage niche (although that niche does include Codex). But within that niche, she’s basically peerless. | |
9 | Bethel | Detonator who summons pets that attack every time an Active is cast. | S (S+ (T)) | + T: Extremely high DPR on both single- and multi-tile content +Low-CD Active Skill allows for consistent turn-to-turn DPR +Very little damage goes to waste because of how Frankels spread DPR out over turns +Significantly higher than average mobbing power compared to most competitive Detonators +Fun synergies with many of Water's meta DPS units +She's our mascot! | --Offers no utility --Requires setup in both teambuilding and in play to optimize damage output --Competes for Captain slot with Azure | Bethel's kit best works with specialized teams, which initially led to her being underrated. Over time, she has established herself as a solid damage dealer in all forms of stages; while Bethel offers no utility, her damage stays high over time and also scales well on single-target enemies. This is especially true when she is paired with teammates with low cooldowns, though her performance is respectable without it. Bethel's Active summons her pet Frankel on its target tile, with a maximum of two Frankels being able to coexist on the board at once. These Frankels then attack in one surrounding cluster for any active skill used by her team; if there is only one enemy it attacks it with a scratch, else it hits all surrounding enemies with a slightly weaker roar. This effect also activates when a Frankel is in range of her chain combo, while also warping Frankel to the nearest enemy - though it is worth noting Bethel's chain does not include the tile she was standing on. Finally, if stepped on, Frankels will roar and disappear. Though Bethel requires some conscientious play to truly maximize due to these factors, her efficiency across all forms of content combined with her potent synergies make it well worth the effort. | |
10 | Mu Yuebai | Detonator who "jumps" at enemies during her Chain. Finicky at BT0. | S (S+ at BT3) | +At BT3: Excellent at both mobbing and bossing +Damage ceiling that rivals some of the best in water while also having a very competent floor. + Teleport on chain can come in very handy when you need the range. | --Damage ceiling requires either BT3 or lots of conversion --Many competitive, low-investment alternatives | Mu Yuebai has an extremely competitive ceiling, but a somewhat demanding investment requirement. In this sense, she’s fairly comparable to Nina – excellent at both mobbing and bossing, but only with strong conversion support or access to BT3. It’s enough to dock points from her overall rating at BT0, though she competes with Regal even at her worst. Still, the fact that she can go blow for blow with Azure counts for something, and even BT0 Mu is an arguable best-in-slot in mobbing maps and secondary teams. | |
11 | Zarya | Converter that has moderate healing and helps increase Normal Attack combo count | S | + Preemptive Conversion is vital + Split conversion gives her flexibility in choosing which color to convert + Better tile generation than 4 tile converter at BT0, and significantly pulls ahead at BT3 + Non-insignificant combo gain can slightly boost team damage + Moderate healing + Strong synergies with Dark Tile units | – Backloaded conversion results in awkward turn 1 performance without BT3 – Split conversion means her tile quality can be all over the place – Much of her non-converter value comes from Normal Attacks, which she needs help to set up – Dark Tiles locked behind MBT | Zarya is a jack of all trades, and one that’s actually quite good in some areas. As a Converter, her conversion is slightly better than that of your standard four-tile Converters (17 tiles versus 16 over a 10-turn period, respectively) at BT0. When she’s at BT3, she can likely slightly outperform MBT 4TCs in overall tile count (21 versus 20). And, because her conversion is split over two turns, she has a solid niche in Dark Tile teams as a third-string Converter who can boost post-burst turn. Split conversion can be problematic in a couple of ways, though. First, her turn 1 performance is weaker than that of a 4TC, and the quality of her second Active Skill’s conversion can vary a lot. Depending on the the board layout, her second round of conversion might only end up converting tiles on the other side of the map—not especially helpful! As for the rest of her kit, while her Equipment can help with combo generation and offers some healing, neither are major features that will result in any meaningful boost to attack or survivability. But, sometimes, that little extra is all you need. As a whole, Zarya’s a good Converter with some good teambuilding possibilities, but her flaws holds her back from being truly excellent. | |
12 | Sariel | Standard 4 tile converter. | S | +Preemptive Conversion is vital | --Somewhat weak outside of Converter value | Sariel is the quintessential preemptive converter. There's nothing interesting about her kit, but preemptive conversion is just so necessary that you'll run her in every team outside of whale stuff anyways. Her multi-hit Sniper chain combo helps a little with enemies that have shields or stacking defense buffs, but it's more of a liability than an upside - especially compared to Kleken. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
13 | Regal | Straightforward Detonator with good timing flexibility. | S | +Unique Vis mechanics allows players to "save" damage towards nova turns, allowing for greater targeting/timing flexibility +Diagonal attack during augmented state is strong for coverage and general damage +Competes for highest ATK stat among Water units | --Provides no special value outside of Burst turns with Augment --Heavily reliant on whale converters (Barton, Ruby, Bethlehem, etc.) to maximize damage output; the generic preemptive converters struggle to set him up for success | You want raw damage? Here's raw damage. The closest comparison to Regal is the Forest element's Areia. Regal lacks Areia's overpowered equipment and his Chain Damage+Normal Damage buff is worse than Areia's flat ATK buff, but he offers better timing flexibility (including possibly lower effective CD when stockpiling Vis) and an added diagonal attack. Overall, Regal is just a tad weaker than Areia, but that's still a great place to be. He's your best choice if you lack any of the truly overpowered water Detonators, and he's more than capable of clearing the game with just a little bit of set-up. | |
14 | Sharona | Solid Detonator with global teleport and nuke. Refines: Nice ATK boost and some flexibility in active use. | S | +Relatively good off-turn damage due to marks persisting +Better than normal mob-clearing for a pure Detonator, mainly due to good AoE/teleport on active and chain combo type +Teleport on a DPS slot +Has the highest ATK stat among Water units | --Underwhelming Refinements; not particularly worth investment outside of waifu status --Chain Combo setup isn't great for boss killing --Requires some setup to get full damage, although this is somewhat alleviated by putting her in the Captain slot, due to her stacking on normal attacks --A significant portion of her utility and damage ceiling is locked behind MBT | Unfortunately, Sharona has fallen off quite a bit since the game's release. Water was initally the lowest damage element, but the introduction of Bethel and Azure have done a lot to remedy that. As a result, Sharona's combo of respectable damage and a teleport are much less useful than they used to be. However, that doesn't mean that you should write her off. She's still a top pick, and her damage fall-off in the late-game has never stopped anyone from rolling over most of high spire with her and Regal. It is worth noting that MBT does allow Sharona to close the gap in damage between her and Bethel. But at the stages where we're considering MBTs, you're just better off with the plethora of broken units. | |
15 | Fleur | Sniper with spammable Active and splash damage. | S | +DEF ignore and self-chain doubling gives good DPR +Consistent splash damage gives good multi-tile scaling +Good DPR thanks to strong Chain Combo and a low CD Active +Good synergies with Bethel and Hydrad | --Always good, but rarely ideal --Somewhat lackluster equipment --No utility --Notable damage improvement stuck behind BT3 | Fleur is an edge case where the tier rating system is especially fallible. While he’s an interesting jack-of-all-trades with few weaknesses like a lot of Water units, he is limited by being a Sniper with no utility. He’s always a touch worse than his competition, especially without BT3. However, he’s still so reliably good across practically all forms of content that it’s hard to place him any lower than S. It’s worth noting that Fleur pairs particularly well with Hydrad due to Hydrad copying the effects of Fleur’s DEF ignore and self-chain doubling when doubling his chain. The synergy is strong enough to put Fleur on par damage-wise with most of S-tier at BT3, while also possessing unrivaled content flexibility. | |
16 | Connolly | Mobbing Sniper with high-CD nuke Active. Ramps up over time and applies Fear. | S | +Chain is now global, making her a competent mobber +Global chain also synergizes with her built-in Fright mechanic, letting her run away while building marks +Marks provide a significant (multiplicative!) damage buff, and eventually add a self double-chain on the nearest enemy +High-damage Active allows for strong mobbing | --Core issue of being a pure Sniper with no splash remains --Windup time on marks is noticeable compared to Fleur (who also has access to splash) --CD is still tied for worst CD in the game without MBT | The day has finally come: Connolly is unironically good. No, seriously! If you're unfamiliar, Connolly was the no-holds-barred worst six star unit in the game for an entire year, up until TourDog decided to randomly and completely rework her entire kit into something playable. This is surprising as hell, given that TD refused to buff her during the release of her skin and her second rate-up rerun. Well, here we are... Connolly now functions as a hyper-specialized 10+ round mobber and single-tile boss killer. While the CD on her active is still miserable, her equipment passive is strong enough now to compensate in the right situations, and the damage on her Chain is just silly. The fact that her marks don't clear and also release a double chain combo at max stacks is pretty relevant for single-tile bosses. Ace and Neppity from the team are actually dead serious when they compare her to Mythos... albeit only from turn four-ish onwards. Chances are that she's a pretty nice QoL unit. That said, she's still just that -- a QoL unit for single-tile and mobbing. You probably won't use her in most boss stages, but that's still a huge step up from where she was before. | |
17 | Cena | Healer with damage and a unique tile-shifting skill. | S- | ‘+ Decent healing and damage + Tile shift has a very high ceiling and helps increase contact tiles | – DPS and Healing checks tend to be mutually exclusive, and he competes directly with Raphael – Conversion utility is inconsistent without MBT, which isn’t worthwhile | Cena’s mix of mediocre damage, conversion utility, and healing can feel unnecessary for most of the game since healing and DPS check stages are often mutually exclusive. Like Raphael, however, he can be very strong as difficulty of content increases; furthermore, he has good value in content requiring multiple teams. That said, being so similar to Raphael has its drawbacks. Raphael has a much higher ceiling for healing and conversion, and while Cena’s floor is a touch more consistent, he can’t hit the same heights. Plus, Raphael’s reset lets her shine in situations where Cena can’t. Even so, he’s a pretty good unit to have, and there’s immense satisfaction to be had when his Active Skill lines up tiles perfectly. | |
18 | Rebecca | Supporter that converts dark tiles and applies her own version of poison | S- (S+/SS (T) at BT3) | ‘+ At BT3 (T): Dark Tile generator that enables some of the best teams in the game + Deals good damage thanks to her Immersion stacks + Very flexible in team building | – Desperately needs BT3 for both damage and conversion – Cannot fully select which blue tiles are converted into Dark Tiles, which can lead to some issues – Sometimes forced to choose between applying Immersion stacks or better Dark Tile placement | Rebecca is an incredibly strong unit who continues to get even stronger as more Dark Tile units are introduced. In many teams, she can be a great flex slot pick thanks to her combination of Dark Tile generation and very good damage. But in Sheol teams or teams that feature Bethlehem, she truly becomes a monster. Sheol loves having Rebecca’s Dark Tile conversion to fuel her damage, and Bethlehem enables Rebecca to create paths that can circle back around enemies! With the release of Wilhelm as her partner in Water Dark Tile generating crime, she’s gotten even stronger. Overall, she’s arguably the element’s best support as of the time of this writing. | |
19 | Wilhelm | A low-CD select-tile Converter with access to Dark Tiles and Sanity | A+ (S+/SS (T) at BT3) | ‘+ At BT3 - SS(T): Unique blend of conversion and damage with excellent synergies + Rare select-tile converter with low cooldowns and good overall tile output + Contributes great damage through his own Night Daze and the Sanity system’s debuffs | – Low burst turn output means he struggles to function as a primary converter – Damage contribution isn’t as good as a DPS, so he faces competition for the flex slot – While acceptable at BT0, like most converters, really wants BT3 for preemptive strike – Loses quite a bit of stock in teams without Sheol and Rebecca | Flexibility is already a rare trait among select-tile converters, which almost automatically makes Wilhelm good. Add access to Dark Tiles and some powerful debuffs on top of that, and you’ve got a unit who is a great option for many Water teams. Wilhelm’s chief flaw lies in his burst turn performance. He can only generate 2 blue tiles during a burst turn, making him a poor primary converter. Plus, his damage contribution isn’t great against multi-tile enemies. Considering how vicious competition can be for the flex slot, this means he isn’t always the best option for a team. That said, he has excellent synergies with Water’s Dark Tile units (like Sheol and Rebecca), and he performs at a very high level in those teams. Without them, he’s still a good fit on 2CD teams, especially with units like the aforementioned Sheol and Vergil who can make the most out of his Dark Tile generation. Ultimately, getting the most out of Wilhelm relies on understanding his kit and how he synergizes with other units. As long as you take some care to make the most of his unique combination of traits, Wilhelm will make it well worth your while. | |
20 | Carleen | All-in-one mix of teleportation, conversion, and damage. Extremely BT dependent. | A (S at BT3) (SS at MBT) | +At MBT: Best overall role compression in the game +Active Skill (Column Convert + Teleport) synergizes well with itself, allowing for flexible Conversion setups +Semi-pierce on equipment combined with a decent ATK stat and skill mod on Active allows for fairly high-damage splash into teams | --Awful CD without BT3 --Actual tile Conversion can be awkward to utilize, even with teleport to help --Often has trouble utilizing both Detonation and Conversion at same time due to formation of tile placement | Carleen is weird. She has a LOT of handly little tricks, but they can sometimes interfere with each other due to all the competing effects. If she didn't have an awful CD compared to other "dedicated" converters, she would be an easy S, but alas, her BT0 is generally more awkward than it's worth, even when placed in the flex slot. However. MBT Carleen is one of the best converter in the game (among the likes of Irridon, Hedy, Batia, etc) because of how preemptive burst-turns dominate the meta. Even at BT3 she's a viable flex pick on stages where you don't want a raw damage bump like Hydrad. In short? She's the ultimate whale unit. If you're not going to chase after her and her Solambers, she's not worth your time, but she definitely rewards investment like no other. | |
21 | Nina | Versatile but skill-intensive Detonator who turns into a Sniper based on her Active's summoning gimmick. Two alternating playstyles. | S- (S+ at BT3) | +At BT3: Great scaling on active regardless of enemy size +2 Cluster chain range and conditional diagonals alongside her already high active damage values +High trash clear potential with low cooldown AoE active and a conditional Sniper chain +Notable synergy with Bethel's Frankels, especially on 1x1 tile enemies (Frankels and the parasol overwrite each other though. Parasol CD would be unchanged and Frankel won't roar) +Less reliant on low cooldowns/preemptives than Bethel is in order to deal damage | --Most of her Active damage is locked behind breakthroughs (specifically BT3) --Parasol placement requires planning and understanding of how her active damage works in order to reach optimal damage results --Confusing kit until you put in the time and practice to learn it --Mistakes are punishing. You'll have either an increased cooldown when enemies walk over her Parasol, or be stuck with her sniper chain until you retrieve it | Nina is the first Water DPS that has demanded dupes since… well, Sharona? Thankfully, TourDog was kind enough to give her a strong chain combo and conditional diagonals, which certainly take the sting away from the active damage you'll be missing at BT0. She’s a little bit worse than Sharona at this point, but that’s still more than enough for most of the game’s hardest content. On the other hand, snagging a dupe for BT3 more or less puts her on par with Bethel. The main difference between the two is Bethel's superior 1x1 enemy performance versus Nina's 3x3 enemy performance, and arguably better trash clear potential. In short, she does hold up well against the current Water meta, but comes at a bit of a cost. Nina also occasionally punishes mistakes with her parasol, which comes as an additional cost to her breakthrough dependency. Maximizing her active damage takes a lot of practice; it often feels pretty smooth, but you’ll still frequently make mistakes (sort of like with Frankel minions). Not everyone wants that extra layer of thinking about how to deal damage, and that’s okay! It is, however, a very fun play-pattern if you enjoy using interactive units that reward proper forethought and map knowledge. | |
22 | Vic | Single-target Sniper with special targeting and normals. | A (S (N)) | +Interesting targeting and damage formula +Surprisingly competent damage ceiling + Has a surprising amounts of stages where he can shine brightly | --Incredibly janky targeting priority --Actively hurts your team’s total DPR --Damage ceiling is rather unrealistic outside of certain stages | Vic is a very impractical DPS unit. His targeting and general attack formulas are novel, but that doesn’t mean they’re particularly good. Moreover, the fact that he doesn’t generate combo mildly hurts not only his personal DPR but also the team’s overall multipliers. That said, he does have his place: he’s one of the best option as the 5th slot in dedicated 1x1 stages without enemy summons. This role is incredibly specific, and he falls off hard in every other situation… but for those who like him, it’s enough to justify investment. | |
23 | Bethlehem | Potent select-tile Converter that also buffs ATK. | S (SS at BT3) | + This entire kit is broken + At BT3: Pre-Emptive Conversion is vital + Freely selectable Conversion that can go up to 5 tiles + Insane teamwide buff activated whenever you want + Good damage profile for a converter that can get stronger and stronger | – Long CD without MBT | When Bethlehem, the game’s very first exclusive Aurorian, was originally released, it was to mixed reception despite the fact that she was very strong. With her new buffs, though, she’s downright crazy. Bethlehem’s claim to fame is her select tile conversion, as her Active Skill allows her to freely select up to 5 tiles wherever she wishes. This alone is enough to make her an amazing unit, but thanks to her rework she now offers a 300 ATK buff on any unit who casts their Active Skill (whenever and wherever)—while also gaining an indefinitely stacking 5% attack buff herself. You might be thinking that sounds pretty crazy, and it is. Combined with her pretty decent base damage profile, the buffed Bethlehem is quite possibly the single strongest standalone unit in the entire game. You won’t want to miss getting even one copy of her. | |
24 | Ruby | Standard Cross Converter. | A- (SS at BT3) | +At BT3: Preemptive conversion is vital +Cross conversion generates a lot of tiles, at minimum +X shape conversion can be very useful in certain situations +Better single-tile DPR than Barton due to %HP cut and decent sniper chain | --Awful CD without BT3 --The actual pattern of cross conversion is awkward for high-damage set-ups without other forms conversion or some RNG --Unfortunately competes with Barton for the Cross Converter slot in Water. --%HP cut is quite inflexible to trigger | Cross converters are radically different based on if you have obtained their relevant breakthroughs or not (usually MBT, though Ruby only needs BT3). When not fully maxed, they're clunky (if serviceable) options for large amounts of tile generation, similar to Raphael or Uriel. However, once they obtain preemptive strike, they are arguably the best non-whale units in the game and have a staple slot on basically any team that demands high tile count. While Preemptives should carry you through 90% of the game, obtaining MBT Cross Converters should be a long term goal, as they become simply meta-defining once obtained. Ruby is a bit of strange case. It's about as hard to get her to the point where she's SS tier as it is for Barton, but Barton is more likely to be obtainable for F2P accounts due to how the five-star unit pool tends accumulate. With all that said, preemptive cross conversion is the main reason you'd run either, and her X shape conversion, HP cut, and decent ST DPR allows her to be more useful than Barton in certain scenarios. She's definitely worth running as a premier whale converter if you have her at BT3. | |
25 | Tina | Low CD converter with a handy teleport. | B (S at BT3) | +Select Tile Conversion… kind of. +Active cooldown syncs with 4-Tile Converter cooldowns | --Worse than Tiny One at BT0 --Terrible tile output without MBT --Requires forward thinking and planning in order to maximize tile output --Meme-tier equipment | Tina is in an awkward spot. At BT0, she’s arguably the weakest Whale Converter in the game, and at BT3, she still lags behind the majority of whale converters. To make things worse, her personal damage contribution isn’t much better than a standard converter, which means it’s really hard to justify using her outside of secondary or even tertiary teams. Not a terrible unit if you get her to BT3, but far too gacha reliant for rather unimpressive performance. That said, skilled players might find her to be very useful, and she has proven to be a strong asset in game modes like Codex. If you're one of those players that don't mind forward thinking and tile mapping, then Tina is the right unit for you. Everyone else, however, be cautious. | |
26 | Raphael | Decent mix of conversion, healing, tile-resetting, and damage. Extremely long Active CD. | B- (A (N)) (S+ at BT3 (N)) | + At BT3 (N): Trivializes several endgame stages with her hybrid kit +Hybrid DPS/Healing/Support kit allows to you to add healing to comps where DPS check units would normally be required. +Incidental reset conversion can be helpful when cheesing stages which demand FTKs or OTKs | --High CD greatly limits utility value --Conversion value gated by MBT --Healing and extra DPS tend to be mutually exclusive for map requirements, making her very difficult to find situations to fit her in. | Base Raphael is one of many victims of the awful 4CD active without preemptive. She's also dead weight in most relatively easy content -- most accounts can simply raise a DPS and a healer and switch between those two as the situation requires. She's still fine in a vacuum (hence why she's mid-tier), but given that Phily is more easily accessible, it's usually better to ignore Raphael in favor of raising her + another DPS to switch in, unless there are resource concerns on your account (or you just like her). However, BT3 makes her into a late game content all-star who seems to scale with the overall difficulty of content. She's much more than the sum of her parts; the harder the game gets, the more her oddball mix of abilities become useful. In fact, BT3 Raph is basically the ultimate hard counter to some of the most traditionally difficult bosses in the game (Bored Shatterblast, Mara Sol w/ Shattered Tiles, F96 Schummer and friends, etc.) Because of this, it's hard to give her a proper ranking - she's SS in the few stages you need her, and A-ish otherwise. | |
27 | ★★★★★ | ||||||
28 | Kleken | 4 tile converter with conditionally powerful crowd-control. | S | +Preemptive conversion is vital +Functional detonator type chain combo +Controllable Fear that can be of great help in certain stages | – Equipment can sometimes be of annoyance | Kleken is automatically pretty useful because he's a 4-tile converter, but his crowd control gives him some additional niche utility. Fear is generally an annoyance for casual content, but in some harder stages where enemy CC is useful, it's outright broken. In any event, he's quite good and a worthy investment for almost all accounts. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
29 | Vergil | Converter that creates dark tiles | S | ‘+ Preemptive conversion is vital + Converts Dark Tiles, which can enable him to generate a bunch of blue tiles + Synergizes very well with Sheol and Rebecca | – Poor turn 1 performance compared to other preemptive converters – Meme-tier equipment | Vergil is our 5 star “yellow-to-water” converter that can generate dark tiles. On the surface, he seems like a pure upgrade over someone like Kleken. However, due to his up-front tile generation being lower than Kleken’s, he can be painful to work around. But his potential is there, and he can potentially output more blue tiles than MBT Kleken (21 vs 20 throughout 10 turns when bursting on 2CD). Perhaps more importantly, he has amazing synergies with Rebecca and Sheol. He’s a strong unit definitely worth considering investing in. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
30 | FOX | Detonator with strong off-turns via empowered Normals. | S | +Normal attacks hit like a truck, even on off-turns +Solid Active nuke(s) +Unreliant on BTs | --Column Chains have terrible modifiers for 2x2 enemies | Fox is probably the most overlooked unit from the P5R collab. At first glance, his unassuming base stats and awkward chain-combo suggest that he's a mediocre 5-star, but in practice, thanks to his strong Equipment and Active Skill, his damage output ends up being much higher than one might expect. The ability to frontload damage on his first normal attack also makes him excellent as a budget captain; as a point of reference, the rival five star Corax takes three normals to match Fox's first, and his overall DPR is better than BT0 Sharona. There’s not much more to say here, but it’s worth noting that this makes him the first five-star DPS in Water that we feel belongs in S tier. | |
31 | Barton | Standard Cross Converter. | B (A at BT2) (SS at MBT) | +At max BT: Preemptive conversion is vital +Cross conversion generates a lot of tiles, at minimum | --Awful CD without BT2 --The actual pattern of cross conversion is awkward for high-damage set-ups without other forms of conversion or some RNG | Cross converters are radically different based on if you have obtained Max Breakthroughs (MBTs) or not. When not fully maxed, they're clunky (if serviceable) options for large amounts of tile generation, similar to Raphael or Uriel. The BT0 cooldown effectively prevents you from getting to use them more than once on a normal 10-turn level, so even BT2 can be a pretty significant upgrade. However, once you MBT them, they are arguably the best units in the game and have a staple slot on basically any team that demands high tile count. While the four-tile converters should carry you through 99% of the game, obtaining MBT Cross Converters should be a long term goal, as they tend to simplify most content. Even among other Cross Converters, Barton stands out, thanks to his extremely powerful equipment giving him access to diagonal attacks and a mild damage amp. The result is an all-around must run if you intend to min-max your Water comps. | |
32 | Philyshy | Healer with map-wide teleport and shield. | S | +Potent combination of global teleportation and healing +Incredibly high healing output and shield generation against multiple enemies. +Can be used as a Fire healer in a pinch due to her second element. +Dollar Cat | --Loses value in stages where only incidental healing is necessary. --Dedicated healing often comes at the cost of significant DPR; in most cases, damage should be prioritized over healing output | Philyshy is the character obtained from the $1 pack for newbies, and she's pretty great bang for your buck. She possesses the strongest raw healing output, on top of a global teleport, making her a great unit when you need healing. While there are some end-game challenges where DPS windows are tight enough that healing isn’t worth it, there are far more where it’s a pretty active boon, especially in content like Abyss where secondary or tertiary teams can struggle without proper defensive support. Her teleporting is also incredibly useful for certain converter setups, and she even has some Lilica synergies thanks to her shields. All of this is to say that as “Beginner Pack” units go, you could do a lot worse. She’s definitely neck-and-neck with BT3 Raphael for best in slot, and the fact that so little of what they do overlaps with one another means that they both have very important niches in Water. | |
33 | Zeta | Good welfare support who resets select tiles and deals good damage. | S- | ‘+ Decently high damage output for a 5* unit + Select tile reset that can assist in creating contact tiles + Literally broken for codex mapping + Oog's favorite unit | – Healing output is meager – Reset conversion can still be a pain to work with -- Extremely high ceiling, but extremely low floor -- Oog's favorite unit | Zeta is the first good non-Converter 5* we’ve had in a very long time. She packs useful utility with her tile resets, as well as surprisingly competent damage output thanks to her summons exploding when enemies are in range. There are a few hiccups, like her mediocre healing and the micromanaging needed to effectively use her Conan, but overall she’s a genuinely compelling flex option. Worth noting that Zeta has seen significant plays in codex, where her select tile reset can be abused to map out entire boards to your benefit. This makes Zeta a rare exception to the norm: if you're willing to go the extra mile, she delivers in spades. | |
34 | Blanc: Pura Cordis | A select tile converter that breaks the tile you select. | B (S- at BT2) | ‘+ Decent Select Tile conversion | – Breaks a tile when using her Active Skill, which can ruin burst turns later on if not planned around -- Equipment is bad outside of 2x2 | Blanc: Pura Cordis (known in game lore as Ms. Rot) is strange. Select-tile conversion is one of the game’s strongest mechanics, but Blanc PC’s awkward cooldown, rigid selection shape and broken tile generation mean she’s actually well balanced. Add the fact that her Equipment’s effects mostly counterbalance themselves out and she can feel underwhelming compared to other select tile converters. Still, proper play can go a long way with her—carefully managing the impact of both her broken and converted tiles can let her deliver results that few other units of her rarity can replicate. | |
35 | Vice | Mobbing sniper with powerful burst turns. | A (S- at R3) | +Despite Sniper style active, multi-hitting Sniper active does enough damage to compete against mid-sized enemies +Extremely strong damage output on burst turns due to Equipment. +Free MBT via Story +Refines allow her to scale incredibly well on 1x1 and even 2x2 content | --Provides basically no value on non burst turns compared to other Snipers. --Highly dependent on Equipment + Active for full damage. --Requires awkward set ups with converters in order to maximize active | Vice is what happens when the Sniper class is taken to its logical extreme. Incredibly powerful against single-tile enemies, decent at mobbing, but not very good at much else. She's a decent character to keep in your back pocket for those situations that call for a Sniper, but without any splash damage or special scaling mechanics, she can't bridge the gap between Snipers and Detonators. As a result, she becomes increasingly niche as the game goes on; a problem that is worsened by the release of her free six-star alter. Still, she's very capable at her one job, and her MBT is given to all players for free, so she's not a bad investment. | |
36 | Hydrad | Double Chainer with a strong in-element synergies. | A- (S at BT2) (S+ (T) at MBT) | +T: Double chaining offers the highest possible damage output in the game in scenarios that require burst +Best Chain Combo of the five-star double chainers, and strong synergies in-element | --Double chaining uses a reduced ATK stat, which means it scales worse than you might anticipate. --Extremely dupe reliant to compete with meta DPS units | Hydrad is Water's 5* "Double Chainer." Double Chainers are support Aurorians whose Active Skills allow their teammates to use their Chain Combo twice in the same turn. Generally speaking, Double Chainers occupy a specific niche, similar to healers. In the right situations, they're absolutely necessary for OTK teams, but otherwise, they're a wasted team slot. Double Chainers are the most Breakthrough hungry 5*s in the game after Cross Converters; at BT2 and onwards, their individual damage is high enough to be run as a secondary DPS, which makes team-building more flexible. Overall, Hydrad is likely the second best double chainer (after Florine) because of how he interacts with the best DPS units in Water (Azure, Bethel, and Fleur). On top of doubling their Chain cast, they'll also receive double the benefits of their actives when buffed by Hydrad. Further, Hydrad does not have nearly the same competition for a team slot as his fellow 5*s. This gives Hydrad significantly more importance among the 5* double chainers, and makes him a great investment once you've cleared the main game. | |
37 | Kristen | Detonator with piercing normals. Has Captain Swap on her refinement. | A+ | +Strong normals thanks to her Equipment; fairly impressive for a 5* Detonator +One-of-a-kind utility for captain-swapping teams +Extremely spammable active +Strong synergy with water’s buff-based units (Chloe, Fia, etc); normals can do a decent Areia impression with lots of support | –Significant competition with Detonators who have better damage and utility, even at 5* rarity –The captain swap archetype does not exist (yet!) | Kristen’s base kit is a near carbon-copy of Carleen’s down to the piercing normal attacks and cross-shaped chain; however, where Carleen converts and teleports, Kristen does… more damage? Oh, and if you spend your precious Paradigms to refine her, she gives insane support to the still-anemic Captain Swapping archetype. As of now, her damage and utility are largely worse than even other 5*s like Corax and FOX, even if she can output pretty respectable numbers. With that said, you should keep an eye on her. Kristen’s current position is somewhat comparable to where Naroxel was a year ago — a decent but unspectacular unit with a highly unique combination of traits. These types of units tend to be the linchpin of specialized teams, with Naroxel becoming almost irreplaceable on meta E-tile teams that use Goldie and Jeriah. It’s likely that her value will dramatically increase over time. | |
38 | Corax | Detonator with great normals and global teleport. | A (S at MBT-R3) | +Teleport on a DPS slot +Fairly beefy normals via Equipment +Refinements gives him enough damage to help him compete against S tier detonators | --Trying to hit enemies with proper damage in the teleport range can be awkward | Slap a global teleport onto an otherwise average Detonator and you have the defintion of "strong." Corax's teleport is somewhat hindered by its awkward damage trigger, but his Equipment - which amps his damage considerably on enemies with multiple contact points - more than makes up for it. He also has niche use on stages like Frost Spire Floor 89 as a secondary DPS with teleportation, though Sharona is often a better pick if you don't have his breakthroughs or don't need pre-emptive teleportation setup. | |
39 | Beretta | Mediocre Sniper-Healer hybrid. | A | +Unique Sniper-Healer hybrid | --Poor damage output, even on 1x1 --Largely outclassed by Philyshy for healing, and basically every other sniper for damage | Beretta is a tad underwhelming, even when factoring the utility her healing brings. Her damage is notably worse than even base Vice, and maps that require healing seldom demand the marginal DPS Beretta adds. More importantly, Philyshy exists, and offers a teleport and better healing. Beretta’s not bad, per se, but there are many, many welfare alternatives that are much more useful, even before accounting for Vice: Keen Sight. | |
40 | Allura | Sniper with Detonator Active nuke and broken tile-repairing. | A- | +Active that can scale on multi target bosses +Broken Tile Cleansing is pretty neat | --Equipment is extremely conditional on mob clearing (and is often irrelevant) | For those who don't know, Allura's active allows the tile you target takes both the 200% base and the 200% DEF-ignoring damage separately, which gave her excellent DPR against single-tile enemies. Which makes her active pretty decent for ST scenarios in addition to multi-tile. Without a Detonator chain, Allura is still firmly in Sniper territory, but she is a fantastic partner for a Detonator main DPS, especially for mixed single-tile, multi-tile maps, in addition to full single-tile enemy maps. Very useful on pure versatility, though definitely outshone by many Water units. | |
41 | Rainbow | Sniper with poor shield generation. | B+ | +Moderate multi-tile damage | --Mediocre at both sniping and detonating --No other real utility | Rainbow… exists. She’s got a tiny bit of multi-tile scaling thanks to her active, but the rest of her kit is about as generic as snipers get. Of note, fellow Welfare sniper Allura has a very similar kit; both are a little underwhelming when Vice (and her free Alter) are readily available. She’s still good enough to handle most content, but that’s about all that can be said. | |
42 | Elma | Detonator. | B | +Does what you need a detonator to do if you love her | --Column Chain Combos are generally worse than generic detonation --Mediocre DPR on all fronts --No other utility | Our calculations suggest that Elma with her full HP buff is comparable to Areia on cooldown, or maybe a Corax on life support, whichever is more insulting It's difficult to find positive things to say about this character. She's probably serviceable if you pulled her during the limited event, MBT'd her, and really, really like her in the anime. It doesn't help that her active is funny, but not strong. Chances are that not many accounts meet the above criteria, so there's not a whole lot left to say. | |
43 | Noah | Incredibly potent Shielder with synergies in... Fire? | B (A- at BT2) (S- (N)) | +Shielding output and DEF boost can be decent with proper setup +Conversion to HP means shield is not entirely wasted +Shield is strong enough to prevent unavoidable one-shot attacks. +Synergizes extremely well with Lilica, allowing Noah to output insane levels of damage with her shields | --Only one turn duration means shields are often wasted except against burst damage --Extremely awkward to setup shields due to requiring conversion (usually to match to enemy's attack patterns) --Only useful when paired with Lilica, who is a unit from another element | Noah has gained a lot of value over the years. On release, she was arguably worse than Zoya as a defensive Flex unit; now, she’s not only a decent defensive option in her own right, but also an oddly powerful partner for the Fire unit Lilica. As of writing, Noah sees some use in endgame stages where she prevents otherwise lethal attacks from wiping out teams. She also sees some use in Lilica teams, which convert her massive shields into respectable DEF-ignoring damage. Against 2x2 enemies, Noah’s shield in Lilica teams can hit for over 160,000 damage! With all that said, Noah is still relatively niche and largely outclassed by Philyshy. Don’t build her if you have any ongoing gaps in your roster. | |
44 | Kayano | Underwhelming Captain swapping Support. | C | +Is the core of the captain-swap gimmick team +ATK buff is nice, if not necessarily the best around. | --The captain swap gimmick team is not a real thing --Everything else about her kit is pretty sad | Kayano is the linchpin of Alchemy Star's most mechanically-confused series of characters. Her abilities revolve around captain-swapping mid-match to gain bonuses and buffs. As interesting as it is, there's several problems with this strategy. 1.) The buffs are often negligible, and other similar units that are good are good in spite of the mechanic. 2.) Only a few units that care about this mechanic, and they're spread over multiple elements 3.) The mechanic itself is clunky to play with and forces you to take suboptimal turns in order to get any value out of it. In practice, Kayano is a meme unit. However, Kristen's refine includes Captain Swap, so maybe the mechanic will be expanded upon further within the element later. | |
45 | ★★★★ | ||||||
46 | Chloe | ATK Buffer with blue tile scaling. | S- | +Team-wide attack buff with obscene ceiling +Further team-wide buffing via DEF shred on equipment | --High dependence on conversion setup --Lackluster personal DPS; demands at least one strong detonator to realize her potential. | The fact that Chloe's damage contributions are difficult to quantify has led to her being criminally underrated as a unit. While it's true that her individual DPR is lackluster even against 1x1 enemies, Chloe's teamwide contribution is so high that you're better off classifying her as a damage dealer. Chloe is core to one of the few strategies capable of clearing Elysium's "Existence" stage. The damage buff itself is often called "gimmicky" due to it occupying a team slot all on its own, but Chloe's consistent performance, combined with her incredibly high damage ceiling means that she's anything but. Chloe might not play as nicely with completely free-to-play teams, but she remains incredibly potent. As a result, it's hard to place her lower than S-, where she and Tessa duke it out for "best low rarity unit", despite their different roles. | |
47 | Ms. Blanc | Janky 4 tile converter. | A- | +The only low rarity Preemptive Converter that can potentially convert 4 tiles. (key word: possibly) +Surprisingly solid equipment for a Converter +Free | --Overall tile output is subject to map RNG, making her highly dependent on teleports or proactive planning to get full tile output --Quickly replaced by practically all of Water's many competent converters | Proper teambuilding and Skill management greatly increases Ms.Blancs efficacy; and the fact that she's given to every player for free means that she's a perfectly usable budget Converter. Just keep in mind that she's completely outclassed by the higher rarity Preemptive Converters, like Sariel and Kleken. | |
48 | Kuma and Pengy | Detonator with decent random conversion. | B+ | +Their skill text is wrong, it's actually "converts inside active range" instead of "under enemies," which makes it far better, and a great piece of utility +Good AoE on active with flexible targeting +EQ offers extra max HP | --4 star stat line and no gimmicks to bring up their damage. Very sad damage in general | At first glance, players might be offput by Kuma and Pengy's low rarity, stats to match, and the fact that their skill only Converts enemy occupied tiles. In reality, though, their Active Skill converts two random tiles within skill range; which is substantially better than the written effect. And while hindered by their low-rarity stats, they're capable of doing some heavy lifting in the early game. As a point of comparison: Robyn has the exact same active, but without the Conversion effect. In essence, K&P trade a secondary element, higher stast, and a mediocre equipment for at least *some* utility. While these are still significant drawbacks, the fact that they're compared to Robyn (a higher rarity unit) means that you really shouldn't feel bad about using them in a pinch. | |
49 | Jane | Detonator with okay ATK scaling and an active that resets on kill. | C | +Gradual ATK scaling for the entire team +Active spam makes her relevant in Codex Bethel teams against bosses with adds | --Sniper active, but does not have enough DPR/AoE to compete with actual Snipers --Controlling Active Skill targeting is impossible --Witness Marks take too long to scale, even at low CD --Sweep feature killed her primary use | Another unit that fell due to the sweep feature. You will be miss. Jokes aside, Jane is really, really clunky. If an enemy's HP is identical to another, Jane's Active targets from right to left, and top to bottom. This makes using it at the start of waves (which is when it should be used ideally) very, very awkward. Likewise, a team ATK buff is usually valuable in its own right, but Jane doesn't contribute to multi-tile boss damage enough in those scenarios either. There's an argument to be made against single-tile bosses, but she's strictly outclassed by her fellow 4* compatriot, Chloe. It is worth noting that she has a small niche in Bethel comps for Active spam, but those are far out of the realm of normal play. | |
50 | Constantine | Surprisingly decent Sniper. | B | +Huge chain multiplier +Easy team ATK buff against one enemy +Stacks damage fairly quickly if multiple normals can be used | --Rather weak at mobbing except for normal stacking at close range. | Constantine has a comically large amount of mechanics designed to just screw just one guy. If Constantine were a Detonator, this would actually be an amazing kit idea; however, he's unfortunately really niche. All that said, Constantine is amazing at what he does - so much so that he can be quite decent in something like 1x1 Water Codex. | |
51 | Fafnir | Feet Converter. | C | + 「 f e e t c o n v e r t e r 」 + High tile output | --There is literally no point to playing Fafnir over any of Water's myriad of great converters | Fafnir's gimmick of Converting enemy-occupied tiles is as amusing as it is bad. He could theoretically be useful in Bethel comps, but falls short compared to pretty much every other available option. His only practical use is against high mobility 2x2 enemies, mainly due to his tile output in such scenarios. Unfortunately, such a use is as niche as it sounds. All in all, a fairly lackluster unit, even for a welfare. | |
52 | Tweety | Teleporter. | C | +Oddly, the only character in Water with an "all enemies in 3 clusters" chain +Hard to overrate teleports | --Very heavy competition within element for niche --Unique chain more unique than good | Tweety is... fine, on the whole. As a flex-slot pick, her Chain is enough to offset her otherwise poor DPR, the sum of her kit is still clunky. In particular, her Active requires you to spend blue tiles you'd otherwise want to use for set-up on burst turns. Not terrible, not amazing. Just play Corax, Phily, or Sharona if you really want a flex slot TP. | |
53 | Michenny | Reset Converter. | C+ | +Budget conversion with some damage? | --Resets are a bad mechanic and does not have enough scale to make up for it. | You really shouldn't bother with this level of resetting. If you're this desperate for Conversion, it's better to hold off on building a Water team, and instead focus on finishing your other Elements. | |
54 | ★★★ | ||||||
55 | Zoya | Budget Healer. | B- | +Healer with an actually functional active | --Underwhelming stats (3*) | That option for people who don't want to pay $1 for Philly. Not unusable, does her job, and even has an Equipment that can help make up for her low rarity, but ultimately can't contribute anything besides her paltry healing. This means her usefulness is tied to how badly you need healing on a shoestring budget. | |
56 | Seleucid | 3* Detonator. | D+ | +1 surrounding cluster active reset? | --3* DPS are completely unviable | While selucid has some odd conversion in his kit, he's still ultimately a 3 star with no meaningful contributions. Don't bother. | |
57 | Korgon | 3* Detonator. | D | --3* DPS are completely unviable | 3* DPS units are unplayable outside of the tutorial stages. They lack damage, relevant chains, and any form of scaling. There is no reason they should see play over four star units, which are practically free. Don't bother. | ||
58 | White Dwarf | 3*... Unit? | D | +Aggro is... interesting | --3* DPS are completely unviable | White Dwarf is slightly more interesting than straightforward 3* units. That doesn't mean he's good though. Don't bother. |
A | B | C | D | E | F | G | |
---|---|---|---|---|---|---|---|
1 | Name | Icon | Class | Overall | Pros | Cons | Explanation |
2 | ★★★★★★ | ||||||
3 | Reinhardt | Overcentralizing Sniper-Detonator-Support-Please-Nerf. | S (SS at BT3) | + This entire kit is broken + At BT3: Craziest team-wide buff in the game. Turn 1 is, at minimum, a 12% attack buff to everyone in the squad. Even more when paired with Dark Tiles. + Detonator on burst turns, Sniper on off turns, which is exactly what you want + Synergizes extremely well with some of the best units in Thunder + Ridiculously strong chain for mobbing | --Painful startup without BT3, enough that there's a significant drop off in DPR outside of all but the longest stages –Trivializes the rest of the Thunder roster, leading to a stale meta for the element | Reinhardt’s history is one of ascension. At her release, she was the first sniper in the game to cross into general SS-tier (at BT3). All it took was making her a powerful detonator on burst turns and giving her the single strongest support buff in the game. That was just the starting point, though, as she’s only gotten stronger as better Thunder units have come out. If that wasn’t enough, she then received a set of buffs ahead of the Third Anniversary that improved basically everything about her kit. Modern day Reinhardt gets more Finale stacks earlier with BT3, has amazing Dark Tile synergies, and retains her team-wide ATK* buff (12% minimum at turn 1). Those Dark Tile synergies include enhancing the team-wide buff as well as giving her “Temporary Finale” stacks every time she steps on a Dark Tile, which last until Aurora Time or the end of the round. This helps her front-load her already exceptional damage, essentially accelerating her startup by an entire burst turn. Plus, her existing synergies with strong meta units like Chen’ni have improved, cementing Reinhardt at the pinnacle of Thunder. *If you're new to the game, %ATK buffs are much stronger than any other buff in the game because they modify stats before DEF penalty is taken into account. | |
4 | Michael | Detonator with a teleport and consistent %HP damage | S+ | +% HP Damage on basically everything in a form that bosses are not immune to +Teleport on a DPS slot (one of two high rarity teleports in Thunder) +Excellent Chain Combo | --You may have to choose between teleporting for setting up your path or teleporting for damage --A little less powerful in Codex, where % HP usually isn't a thing. | Michael is the kind of unit whose power can not be properly appreciated until later in the game. In easy content, Michael's %HP damage and non preemptive active both seem rather... fair when compared to other units and the raw numbers they output. However, due to how exponentially defensive Spire/Elysium scales and how valuable % HP damage is, Michael has some of the highest scaling against the hardest enemies in the game. And considering that Thunder lacks DoT mechanics AND high rarity teleports AND Michael has a relatively good chain combo setup for boss-killing? Yeah, Michael is basically the complete package. All that said, the game has slowly crept enough that she's no longer best-in-slot at BT0. Both BT3 Florine and BT3 Rein have much higher overall DPR, and they both have better offensive utility than an occasionally clunky Teleport. For this reason, Michael is probably the first former SS-tier unit we've downshifted due to power creep. | |
5 | Wrath: Proud Fervor | Detonator with insane mobbing potential. | S+ | + Powerful mobbing/bossing hybrid + Flexible active nuke with potential screenwide targeting + Impressive chain with huge AoE that jumps to targets + Ranged normals improve mobbing and make her damage very consistent | – Active Skill marks only lasts for 2 rounds, meaning you need good tiles on those turns to make the most of them – Much of her potential as a mobber and bosser is locked behind Breakthroughs and Refinements – Many, many alternatives that aren’t hugely worse than her – Still worse than Reinhardt in every way outside of niche scenarios | Wrath’s alter was our surprise 2.25(?) exclusive unit, and she’s extremely strong albeit unspectacular. She packs a lot of AoE and good targeting options in her kit, making her an incredible mobber while still maintaining excellent 2x2 and 3x3 performance. Of particular note is that her ranged normals and the “jump” on her chain make her damage very reliable, even on lower-end teams with spread out conversion. Despite her generally high performance, though, she doesn’t reach the zenith of the Thunder meta where her predecessor, Reinhardt, resides. While Reinhardt has a little less personal damage, her ludicrous team buff results in a vast gulf in performance between the two Grand Marshalls; in comparison, Wrath:PF is completely lacking in any team utility. She can’t even claim better mobbing than Reinhardt since Reinhardt has a strong Sniper chain and similarly flexible targeting through her air strikes. Further, Wrath:PF’s raw damage is comparable to Leyn’s, while her mobbing abilities are contested by both Eve and Requiem. Although she’s better than all three as a whole, the difference is small enough that Wrath isn’t a huge upgrade from any of them. It's worth considering that both BT3 and MBT are notable improvement's to Wrath's mobbing and bossing abilities, enough to barely vault her into SS-tier. However, there are far more impactful investments over getting her MBT — even nabbing her easier to obtain BT3 is a matter of personal decision. | |
6 | Rachel | Converter who sacrifices Normal Attacks and Chain Combos for exceptional conversion and excellent damage. | S+ (SS at BT3) | + The single highest conversion rate in the entire game + Damage over time from Equipment turns her into a quasi sub-DPS + Tremendous synergy with basically every other Thunder Aurorian | – Big power spike in conversion and damage locked behind BT3 – No Normal Attacks means she doesn’t contribute to the combo count, which could potentially harm Normal Attack-based damage dealers | Simply put, Rachel is amazing. In many ways, she’s reminiscent of Rinne—creating gobs of tiles to enable big burst turns. However, unlike Rinne, Rachel comes with fewer restrictions and less delay. All of her conversion is available on turn one, meaning with Rachel alone you can create 6 tiles (8 at BT3) immediately, 2 of which (3 at BT3) are Dark Tiles. Alone, this would make Rachel a top-tier converter. What sweetens the deal is her Equipment. On the surface, losing Normal Attacks and Chain Combos for extra conversion seems like it would be a net DPS loss; however, the Eagle Talons she inflicts on enemies when passing through Dark Tiles do enough damage to more than make up for it. She’s not perfect, though. Her BT3 gates a pretty powerful boost to both her conversion and damage due to the additional tiles it gives her, and her lack of Normal Attacks can hurt Normal Attack-based DPS units like QUEEN. That said, such drawbacks don’t diminish how incredible she is in her role. She’s also the perfect partner for Tiare, which moves the Thunder meta into a much healthier, much less Reinhardt-reliant place as a whole. That’s something we all can celebrate. | |
7 | Tiare | A Dark Tile Favored Detonator that inflicts high splash damage on enemies | S (SS (T)) | + Amazing damage ceiling when paired with Dark Tile units + Competent floor thanks to her high stats + Mostly unreliant on Breakthroughs in dedicated teams | – Weak spots can only be inflicted once per side on enemies, meaning she wants Dark Tiles to be contact points – Limited team selection, really wants BT3 Rachel – Generally inferior to other Thunder Detonators outside of Dark Tile teams | Tiare is a weird, but potent unit. On paper, she performs well enough to make most other units in the game blush, but in practice she demands a lot of specific support. Just to recap her kit, Tiare can inflict a “weak spot” on one side of an enemy after walking over a Dark Tile, which then needs to be broken by her striking the side with the weak spot to gain a huge damage boost. This means that she not only wants Dark Tiles, but wants those Dark Tiles to be placed as contact tiles so she can consistently apply weak spots to the desired target and then break them. It’s a tall order, and one that Thunder was ill-equipped to fill at the time of Tiare’s release, even with Chen’ni and Isa available. However, with the release of Rachel, Tiare got a unit that synergized with her perfectly. Rachel not only gives Tiare the mass quantities of Dark Tiles she needs to hit her damage ceiling, but she does so on a low CD. Combined with Axelia, this makes it much easier for Tiare to get contact point Dark Tiles so she can both inflict and break weak spots. So, where does that leave Tiare? Simply put, she’s a demanding but powerful character. The mechanism for inflicting weak spots can be frustrating without good planning, which means she requires more effect than other Thunder DPS units to get her to perform. She also needs a dedicated Dark Tile team to really thrive, which requires additional investment of time and resources. But if you can manage her demands, you’ll find a unit that rewards skillful gameplay like no other. | |
8 | Requiem | Detonator with solid 1x1 scaling. | S | +Unique chain combo grants her the best unbuffed chain damage for bossing in the game after Azure, while also granting her reasonably decent mob clearing. +One of the few good global AoE actives that doesn't require heavy breakthrough investment; possibly the best mobber in the game | --Sniper style active weakens overall bossing DPR | The fact that Requiem can save Vis for increased damage is…interesting, but ultimately gives her an active DPR of 112.5%. Very good relative to other snipers, and it gives her monstrous mob clearing potential, but it's still not enough to make her the best in slot against multi-tile bosses. She's therefore way more reliant on her chain combo to handle bossing, which, while very good, is still outdone by dedicated Detonators. Fortunately, the "hardest" stages in the game (Spire 90+, Codex, etc.) are actually pretty focused on this hybrid of mobbing and bossing, so the trade-off compared to something more straightforward like Michael is actually pretty relevant. A great example is F96, where Requiem can completely delete Wave 4 in a single active and save a ton of precious turns. While her quirks ultimately hold her out of SS tier, it would be foolish to think she's anything short of busted in the stages you want her. | |
9 | Gronru | 4 tile converter with mild crowd control. | S | +Preemptive conversion is vital +Paralysis procs sometimes comes up as a valuable sustain tool | --One of the few 4 tile converters that doesn’t generate Enhanced Tiles | Gronru has some the biggest advantages of any Preemptive Converter. Her column-attacking Chain combo provides decent damage compared to someone like Sariel, and the high Paralysis rate is strong utility on stages where you can abuse it. Her paralyzing ability comes at the cost of enhanced tiles generation, though it's not enough to knock Gronru down from being a reasonable preemptive converter - and, as we state ad nauseum, that's still basically core for the early-, mid- and even late-game. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
10 | Irridon | Powerful select-tile Converter. | A+ (SS at MBT) | +At MBT: Pre-emptive conversion is vital +Flexible, strong tile output with free placement of Prism tiles +Equipment can provide additional conversion value for next burst (although often unreliable). +Strong scaling damage on long maps (15-20 turns) because of her marks, especially when paired with Florine and Reinhardt. | --Prism tiles are an absolute headache to completely optimize --Slow ramp up on non MBT is a very real drawback on stages with sub-10 time limit -- Extremely Stiff Competition in the Thunder Converter Role, often times loses to Chen'ni in terms of impact | Irridon is one of the best non-preemptive converter in the game. It really cannot be overstated just how necessary tile placement is to high impact combos, and the fact that Irridon still maintains a decent tile per turn count (with a powerful Equipment on top!) makes her decent at even BT0. Note that her MBT makes Irridon one of the best converters in the game. That said, Thunder's overall meta has shifted towards Dark Tiles, and MBT Chen'ni overtakes MBT Irridon as Thunder's Single Best Converter. Still very much worth going for (especially for the incredibly strong synergy she has with Axelia), but not as necessary as it once was. | |
11 | Florine | Double chainer with strong in-element synergies. | A+ (SS(T) at BT3) | +At BT3 (T): Competes for the highest DPR in Thunder after Reinhardt +Double chaining offers the highest possible damage output in the game in scenarios that require burst +Significantly buffs many mid-tier Thunder units which rely on additional effects of Chain Combo to maximize DPR (Amemori, Wrath, etc) +Base stats and chain damage bonus are both significantly better than the other double chainers, making her a serviceable detonator in her own right. | --Heavily dependent on BT3 to justify a slot in top tier teams -- Equipment being additive to the chain combo means its much less of a buff than it appears | Florine is a strange character, in that she mitigates the many weaknesses the Double Chainers normally have by simply having better numbers across the board. Her chain combo being a standard detonator trigger means that (in tandem with almost 3200 ATK) she's capable of acting as a decent detonator in addition to being a double chainer. Despite this, Florine effectively requires BT3 to do her job incredibly well. But it's hard to understate just how strong the extra 200 attack and 10% active increase is over other double chainers. Note that with BT3, she pairs extremely well with Reinhardt to deliver some of the best burst turn damage in the entire game. | |
12 | Revy | Detonator that scales well on long stages. | S | +Scales extremely high on longer maps +Best base ATK among Thunder characters (with further ATK scaling on Equipment) +Diagonal attack +Active DPR is relatively high for bossing (and grows quickly) | --Limited hit mechanics limits some of the AoE potential of her active --Column chain combo, makes positioning key for maximizing its damage | Primer on how Revy's active works: Each Thunder wave occupies one column, and each hit will cause that wave to lose damage regardless of if that hit hits the same enemy multiple times. If you count the starting stacks on her Equipment, her DPR is 120.8%/96.66%/78.8% starting from on turn 3, vs 1/4/9 tile enemies respectively. If we use Charon's DPR as a baseline (112.5%/93.75%/87.5%), we can see Revy exceeds him on small or medium enemies from the first use on turn 3, but usually needs to wait until her second use (turn 6) to exceed him on 9 tile enemies. Overall, Revy is comparable to Charon in more ways than one (similar AoE on active, diagonal attack, etc.), but she drops his utility in favor of better scaling damage. The damage difference is significant - she is probably better than typical S level Detonators because of it, but having non-traditional scaling and no utility is quite painful. Notably, she will also still need to wait a few turns to exceed a captain Tessa's active DPR (although Revy is superior to her as non-Captain). | |
13 | Axelia | Healer that can copy the summons of other Thunder units and deal damage based on the number of Thunder active skills used. | S (SS (T)) | + T: Enables incredibly strong teams thanks to her copycat ability + Top-notch healing output + Amazing synergies within Thunder and even outside of the element | – Copycat conversion relies on already established tile placement, and Breakthroughs on other 6 stars, to maximize – Extremely stiff competition from Roy for the healer role in Thunder | Axelia seems like a complicated unit, but the basic gist of her kit is that she’s a healer (a very good one, at that) who can also copy summons from other Thunder units. These include Irridon and Yingel’s prism tiles, Bopper’s Lizard, Roy’s Bees, Chen’ni and Isa’s Dark Tiles, Nadine’s lantern, Reinhardt’s Air Raid Beacons, and more. Because of the wide array of abilities Axelia can copy, she finds her way into several staple Thunder teams—even ones that don’t need a healer! She’s the quintessential synergy unit, using other units’ strengths to lift up the entire team. One of her best is with MBT Roy, as together they can spam their abilities to the benefit of units like Tessa and Bethel. She does have a few issues. First, her copycat conversion doesn’t convert tiles to Yellow. It’s still useful, but it does mean she relies on other units to get yellow tiles on the board for her to play off of. She also relies on other units having their Preemptive Strike Breakthrough (particularly characters like MBT Irridon or BT3 Chen’ni and Yingel) to fast-track her copying ability. None of that should stop you from getting and experimenting with her, though, as she’s already one of Thunder’s finest units and will only continue to get stronger as new units with new copyable skills are added. | |
14 | Luke | Sniper with strong Single Tile performance. EQ damages enemies as they move or are displaced. | S | +Burst damage is comparable to Mythos; Potentially has the highest single-tile DPR in Thunder +The only pure sniper in high end Thunder +Has a lot of "push pull" synergies with a bunch of Thunder units | --Pure damage sniping is remains niche --Ability is very dependent on movement of enemies, which is extremely map dependent --Massive drop off in damage against enemies which aren't single-tile. | Luke, like Fleur, Migard, and many of the other great snipers, suffers from the fact that sniping is just not really an in-demand ability for most of the game. In the maps where he is good, though, he's absolutely disgusting -- and more importantly, he's the only pure sniper in 6* Thunder (besides Kanna). He's worth building if you happen to pull him, but I genuinely don't think Thunder needs him compared to other top tier units, when considering how much more you'll use someone like Michael or Florine. | |
15 | Yingel | Converter with decent single tile performance when captain | S- (S+ at BT3) | + At BT3: Powerful select-tile conversion tied to a strong sniper + Low-Cooldown select-tile conversion with decent tile output + Open Wound stacks are powerful thanks to DEF ignore and CC buff + Works incredibly well with Axelia, enabling Yingel to pull off impressive 2CD bursts | --Heavily reliant on BT3 to be played as a dedicated converter --Open Wound build-up is very slow when outside the captain position --Conversion can be tricky to set up | Originally underrated, Yingel offers a lot more than meets the eye. In addition to her low-Cooldown select-tile conversion—the main feature of her kit—she also has solid single-target damage thanks to her special Normal Attacks, which do extra damage and build up Open Wound stacks that let her hard-hitting Chain Combo ignore enemy DEF. All together, this results in a converter with good tile output and above average damage contributions for her class. That said, Yingel has some notable caveats. First off, her special Normal Attacks only occur every other attack, which somewhat neuters their damage boost and slows Open Wound stacking. Second, because her conversion is limited to a five-tile cross, it can be janky and challenging to get maximum conversion out of her Active Skill. Finally, Yingel’s personal damage falls off a cliff against multi-tile enemies or when she’s not in the captain slot, a team role in which she faces stiff competition from Reinhardt and Luke. However, when used properly, she’s a beast of a unit and definitely worth your consideration. | |
16 | Amemori | 1x1-focused Detonator with a low-cooldown, low-variance teleport and single-target nuke. | S- | +Rare access to (basically) preemptive teleport +Very high base stats +Requires 0 breakthroughs +Much stronger when paired with Florine and/or Nemesis +Capable of very high True Damage burst if you opt to save your Katanas until the final turn. | --Faces incredibly stiff competition for Detonator slot --Anemic chain combo hampers her damage ceiling --Equipment/Active damage is conditional and only really useful for mobbing if you intend to teleport mid battle (the reason to play her) --Outclassed by Michael in almost every regard except on 1x1 --Captain swap mechanic is gimmicky at best | Amemori is a testament to just how deep Thunder's detonator slot runs. She boasts great stats and a basically preemptive global teleport with defense-ignoring burst damage... and she's only, like, 9th in slot after Michael, Reinhardt, Requiem, Revy, Queen, and maybe even Schwartz, Sadie, and Tessa (lol). It certainly doesn't help that she has a very awkward chain combo, or that Michael does literally everything she does but better, but it's hard to think she'd be any less than a staple in some other elements. This is to say that she's still a great choice if you're missing any of the above detonators, and will suffice for all content if you simply prefer her gameplay (which is really fun!). Stacking teleports with Michael (an auto-include) is a little redundant, but she can generally hold her own, even if her damage ceiling is lower than the cream of the crop. | |
17 | Leyn | Detonator with spammable active(s). | S- (S+ at BT3) | +Incredibly High Damage at BT3 +Straightforward kit | --Lags behind Thunder’s best DPS options, Florine and Reinhardt, with 0 utility to boot --Subpar performance at BT0 | Barring the fact that Leyn has a second skill, he’s a fairly no-frills DPS. However, there are a few caveats to his impressive rating. First, he’s very reliant on BT3, which improves not only his total damage, but also his quality of life. Before that, he’s arguably worse than Tessa, a 4-Star. Second, you need to do a bit of face-tanking to get the most out of his 0CD skill, which can cause problems on some stages. Nonetheless, he’s a fairly reliable Detonator, and a good addition for any account. | |
18 | Chen'ni | Directional Converter with high damage | A+ (SS at BT3) | + At BT3: Insanely high conversion rate from turn 1 + Generates Dark Tiles, increasing her overall tile output over multiple turns + Incredibly strong damage for a converter + Strong synergies with Axelia, who can summon Chen’ni’s Dark Tiles | – Conversion is only placed on the current row/column/diagonal, requiring careful planning – EQ normals can sometimes target the wrong enemies – Somewhat anti-synergistic with Nemesis due to how she converts | On the surface, Chen’ni seems like yet another column Converter—just with the addition of generation Dark Tiles. However, due to her conversion being based on your current position, she plays more like a cross Converter. Cross Converters are already some of the most useful units in the game, so adding Dark Tile generation on top of that means that Chen’ni provides a huge amount of conversion across multiple turns. Add her excellent damage to this, with Normal Attacks that are strong enough to allow her to serve as a sub-DPS, and you have one of Thunder’s strongest converters. There are a few drawbacks, though. Because her directional conversion can’t be freely positioned, she can sometimes have a harder time lining things up than a unit like Pollux. In addition, her Normal Attacks, despite their strength, do have an odd, sometimes frustrating targeting mechanism due to her Equipment. Overall, though, this level of raw conversion with such strong damage output is rare, making the Millennial Dragon live up to her legendary status. | |
19 | Pollux | Column Converter. | A (S+/SS (T) at BT3) | +At BT3 (T): Tied with Nemesis for best tile output in Thunder +Active Skill (Column Convert + Tile Shift) can be useful to shift around tiles to your advantage | --Tile Shifting can often times be a detriment to set ups, forcing what could be good tile placement to being bad --Terrible, terrible CD without BT3 --Damage output is underwhelming and unreliable compared to Carleen, Hedy, and Lorelei | Pollux is another Carleen clone, except... not really. Her breakthroughs are switched, for one. This is a huge deal, as both Carleen and Hedy really only saw play in total whale comps. While MBT still increases total tile output by 50% on most maps, BT3 is still incredibly powerful in the context of most F2P and dolphin teams. Notably, MBT does sync with MBT Florine, Reinhardt, and Irridon, enabling a full sync in thousand-dollar whale comps. Is this excessive? Yes! Honestly, most players will be using her alongside MBT Nemesis. And, while that still means you’ll be getting insane Aurora Times every five turns, it’s honestly not much crazier than a standard Thunder set-up with Nemesis + two generic converters. It is important to note here that Pollux is significantly worse than Carleen and Hedy at DPSing, as her chain combo scales poorly and relies heavily on RNG. This isn't enough to knock her out of SS tier past BT3, but it's still something you'll feel in fights where burst matters. | |
20 | QUEEN | Detonator with strong normals and decent mobbing. | A+ | +Strong chain combo +One of the best Normal attacks in the game due to how her equipment works +Extremely good Weakness stack generation on high end teams | --Terrible active skill (Not including AoA) -- Requires many normal attacks in order to even compete with other detonators -- Incredibly poor weakness stack generation on lower end teams | This may surprise you, but Queen has some quite high normal damage. If you’re unfamiliar, characters like Queen and Corax “split” their auto-attacks into two smaller auto attacks that deal reduced damage; however, the game’s damage formula heavily biases in favor of multi-hits to the point that Queen’s printed 120% modifier on Normals is actually closer to 150% in practice. Combine this with a standard 2-Cluster chain combo, and you have a nasty detonator if you can get enough contact points around the enemy. That said, this reliance on Normals also holds Queen back from being more than just "okay". Failure to get good setups with Queen is extremely punishing, as she loses out on both her Normal and AoA damage. Even in teams where she can reach her full potential, her performance is still about average for a 6*, and on a bad day she even gets outclassed by units like Dayna. Overall, while Queen can be good, she requires a lot of effort for fairly lackluster gains. | |
21 | Xuan Ji | Sniper who has to move within a restricted area to maximize her potential | A (S at BT3) | ‘+ Flexible targeting on her chain due to her Thunder Array + Diagonal Normal Attacks boost her damage significantly on 1x1 content + Strong mobbing potential + Access to powerful self-ATK and self-damage buffs | – Extremely clunky at BT0 – Random targeting can make it troublesome to aim at a specific enemy – Her 1x1 damage floor and ceiling are contested and beaten by Luke | Xuanji is more or less a stripped-down version of Reinhardt. She does have some good things going for her—particularly her mobbing, access to diagonal Normal Attacks, and Equipment that gives her both a self-ATK buff and self-damage buff. That said, her reliance on operating inside the Square Thunder Array created by her Active Skill keeps her from being amazing. Her diagonal attacks and both buffs require her to be inside the array to access, which means that if you want to deal better-than-average sniper damage you’re confined to a small area. This is especially troublesome at BT0, when you only get a 3x3 square to work with. BT3 offers a lot more flexibility, but that still means you can only fully maximize Xuanji’s abilities in a 25-tile square. If Xuanji was spitting out Reinhardt-tier damage, the tradeoff might be worth it. As it is, though, her damage ceiling is similar to Luke’s, but with a lot more gameplay requirements to hit a peak that’s relatively average for a 6* unit. She’s still more than good enough to tackle any content you’d want her for (mobbing or 1x1 stages), but there’s nothing game changing to see here. | |
22 | Eve | Detonator that has a strong active on both 1x1 and 2x2. | A (S at BT3) | + High Active DPR against single-tile enemies that scales well into multi-tile content + Incredibly strong mobbing potential thanks to her Equipment + Decent defense shred is a powerful offensive debuff | – Mediocre chain for bossing – Damage from active requires some set up to properly use – Mostly a side-grade to Requiem, who is free | Eve’s second set of buffs finally put her on par with her competition. Before, she was a sniper-detonator hybrid that made too many sacrifices in both areas to really make an impact. Now, while she does give up the guaranteed stun that was her previous niche, the improved Eve is a good swiss-army-knife unit with amazing mobbing and reasonable general matchups. That said, her value is still somewhat hurt due to competing directly with Requiem, who is free, doesn’t rely on BTs, and requires no setup. Still, Eve is now finally a fairly good unit on her own merits. She’s also a phenomenal shield shredder, making her a strong pick for content like the sim room where shields are everywhere. | |
23 | Kanna | Underwhelming Sniper with middling equipment | A- | +Good chain for mobbing with low requirements +Decent active ability that extends the range of her chain | – Awful Equipment that’s a just a poor imitation of Tessa’s | Kanna is… not very good. Even accounting for her Equipment, her damage scales so poorly it makes 4* Kafka laugh. Plus, because the stacks from her Equipment are halved after each turn, she can’t even take full advantage of it outside of burst turns. Even so, her Chain Combo’s low tile requirements and the decent AoE damage offered by her Active Skill make her an okay mobber, if nothing else. | |
24 | Wrath | Janky Sniper with decent multi-tile scaling. | B (S at R3) | +Refinements fix her issues with ammo management, making her a competent Sniper-Detonator hybrid +High ceiling against multi-tile enemies due to powerful AoE in active state. +One guy on Reddit spent a couple hundred dollars worth of Lum on her RRR banner | --Truly abysmal CD; doesn't have enough bullets to make up for it. Bad enough to hamstring a lot of her potential DPR. --Refinements don't really fix her janky CD; you still have to make weird sacrifices to get the most out of her active --Extremely expensive investment requirements for... good results. Borderline unplayable without R3. The ultimate mediocre whale unit. | Wrath has had a long journey. She started out as the undisputed second worst 6* in the game, and 3 buff cycles later, she’s… good? Sort of? The big thing is that her kit is built around an insanely high CD active that isn’t available on Turn 1, with baffling limitations to her ammo mechanic baked into her base kit. With her newest set of buffs via Refinements, Wrath is in a funny position. R1 is effectively the same thing as BT3 (inasmuch as it makes her cooldowns… acceptable), with the caveat that it requires you to sync the rest of your team around it. R2 is a welcome improvement to her ammo gen… and R3 is basically a bandaid on her kit’s fundamental flaw. All said and done, these changes put her on par with her powerful Thunder brethren - matching them on 2x2, outdoing them on 3x3, and even competitive with Luke on 1x1. That said, she’s still far from perfect. Her skill cooldown is janky as all get-out (even with R1) and requires you to sync the rest of your team’s cooldowns around it. She’s incredibly dependent on Refinements, which can take some time to grind out. Finally, she still falls behind the cream of the crop in content where enemy attacks can be face-tanked. It’s lore accurate that she’s ultimately just a worse, more expensive Reinhardt… but at least she’s somewhat meta now. | |
25 | ★★★★★ | ||||||
26 | Beverly | Standard 4 tile converter. | S | +Preemptive conversion is vital | --Somewhat weak outside of converter value | Meh chain combo, and an okay equipment, but it's okay because she's a preemptive converter and therefore automatically useful. The fact that she can actually generate Enhanced tiles makes her arguably better than Gronru in some scenarios. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
27 | Ciel | Standard 4 tile converter. | S | +Preemptive conversion is vital | --Somewhat weak outside of converter value --One of the few 4 tile converters that doesn’t generate Enhanced Tiles | Ciel is the first new four-tile converter since the game's release. Her damage is… okay, but the real reason she's interesting is her role in AFK thunder teams, which can now reliably hit Aurora Time every three turns by running all three 4T converters. She's also another sidegrade for new players, though truth is that Nemesis and Irridon still outpace three 4T converters in harder content. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
28 | Sadie | Detonator with high damage floor but low ceiling. | A | +Permanent flat ATK buff, the strongest kind of buff in the game +Normals hit like a freight train +Actually pretty good against 1x1 bosses +Incredibly consistent even on low-end teams with little or no conversion | – Normals being capped to 3 per turn hinders her performance in basically any scenario besides 1x1 and low end 2x2 bossing – Middling Chain Combo and conditional Active Skill hamstring her damage potential on most multi-tile content – Competes with Tessa on low-end teams for Captain slot – Most of her Active Skill’s utility is lost when bossing; most of her Normal Attacks’ damage is lost when mobbing | Sadie is a bizarre unit. While she has access to some very strong abilities (an effective base ATK of >4200 at max, a Normal Attack amp, and some nifty Active Skill nuking), there are a lot of drawbacks that prevent her from seeing real meta use. In essence, she’s a unit that’s highly specialized for some very limited situations, but those same specializations keep her from doing well in most content. She can perform pretty well against 1x1 bosses and in low-end teams against 2x2 bosses, but that’s about it. She’s limited to three Normal Attacks per turn, which means she loses a ton of effectiveness in multi-enemy content (most of the game). Meanwhile, her Active Skill on anything but 1x1 is extremely lackluster, even when you take advantage of crash points! Plus, the moment you start having four or more contact points shows how middling her damage ceiling is. All in all, she’s decent for a F2P welfare detonator. Just don’t be surprised that her versatility is basically non-existent. | |
29 | Nemesis | Cross Converter. | B (A at BT2) (SS at MBT) | +At max BT: Preemptive conversion is vital +Cross conversion generates a lot of tiles, at minimum | --Awful CD without BT2 --The actual pattern of cross conversion is awkward for high-damage set-ups without other forms conversion or some RNG --Irrelevant equipment --Sniper chain combo limits her DPR compared to the other cross-converters | Cross converters are radically different based on if you have obtained Max Breakthroughs (MBTs) or not. When not fully maxed, they're clunky (if serviceable) options for large amounts of tile generation, similar to Raphael or Uriel. The BT0 cooldown effectively prevents you from getting to use them more than once on a normal 10-turn level, so even BT2 can be a pretty significant upgrade. However, once you MBT them, they are arguably the best units in the game and have a staple slot on basically any team that demands high tile count. While the four-tile converters should carry you through 99% of the game, MBT Cross Converters should be a long term goal, as they simplify most content once obtained. Nemesis... if she wasn't a cross converter, she'd be downright bad. Her gimmick buff on most fights are very sub par, her sniper chain is a liability in the stages when you most need damage, and she doesn't even use her chuuni buster blader sword in her animations. That said, cross conversion carries her kicking and screaming into SS tier once maxed, so it's mostly moot. | |
30 | Schwartz | Detonator with extremely potent %HP nuke on Active. | A (S at MBT) | +Deals % Current HP on active (making up for it being a Sniper active) which is affected by elemental attribute +Unusually high defense due to all of his defense effects +Global AoE sniper nuke + chain combo style makes for strong mobbing | --Suboptimal chain combo for bossing | If Schwartz didn't have % HP damage, he'd be firmly in A tier, below Eve. The fact that he does means he gets to act like he has a Detonator nuke and chain combo in most situations, while splashing some Sniper range/AoE in others. This gives him fantastic versatility and makes him one of the game's premier 5* quasi-detonators. Important note: Schwartz's active is affected by elemental attribute, so his %HP cut is closer to 18% HP on water enemies rather than the stated 10%. Also, while defense is normally not that important, getting it for free on your Equipment is real nice, and actually relevant once in a while. As with Michael, he's more powerful the further you go in the game, so don't write him off because Tessa outperforms him early on. | |
31 | Roy | Healer with incidental select-tile Conversion. | A (S at BT2) | +Generally better healing output than Nadine thanks to second element typing +Very solid conversion with the potential to spam tiles on burst turns +Excellent Tessa partner thanks to low CD +Extremely Flexible in nearly all difficult thunder content +Roy’s chain, unlike every other medic, begins at 4 tiles and does ok sniper damage +He's our boy | --Summons bees in a limited range, therefore has limited select tile conversion (global range for existing bees only) --Dependent on BT2 for max potential | Roy is a high power hybrid converter-healer, which automatically makes him a notable unit. He's significantly better than Nadine within their almost identical niche, and also boasts strong, low CD conversion that makes him shine in the right comps (think Florine, Tessa, etc. – the usual suspects in Thunder). He's even playable in your Converter Slot in a large majority of teams, which makes him useful even into the late game– similar to Raphael but with better healing and no RNG at the cost of the raw tile output she generally brings. With that said, his healing is dependent on his bees, which diminishes his output greatly if they’re trampled. It's similar to Bethel's minions, in that you can largely avoid it with skillful play — but not always. Just be careful. Note that BT2 Roy is radically better than Nadine. In fact, BT2 Roy is the most universally applicable medic in the game. Unfortunately, the difference between Bt0 and BT2 Roy is huge. BT2 adds 24 entire tiles to Roy's potential conversion range, double that of BT0. BT0 Roy is far more on par with Nadine, meaning it’s more up to preference at that point. | |
32 | Pittman | Detonator with some interesting crowd-control synergies. | A | +Excellent active ability - pushes are significantly better than pulls because you can use them to push dangerous bosses away on certain stages (think Solmorph) +Active is low CD, making him perfect for Tessa comps | --Equipment is less useful than it appears, given that you're already dodging damage via his push | Pittman has two primary functions: push dangerous things away from you, and simp for Tessa. It turns out both of these functions are actually really great! Tessa comps will be an argument for nerds smarter than me to argue for time immemorial, and knockback can actually be a lifesafer on certain Spire floors bosses. The rest of the kit is decent, but that's more than enough to make him a fun unit if you obtained him from his event stages. | |
33 | Dayna | Detonator with good, but conditional, damage amp. | A (S- with R3) | +Good AoE on active with flexible targeting +Extremely good equipment for team support if set-up +Scales oddly well into endgame, as her damage is directly correlated to the overall increase she adds to other units | --Lackluster damage on active --Awkward Chain Combo --Heavily reliant on BT5 to reach maximize damage profile | Dayna is the first free 5 star you obtain through the beginner quest, and she's traditionally been thought to be an underwhelming, if serviceable, detonator. Column Chain Combos are widely despised, and her stat spread is pretty poor. However, a look under the hood shows that she's capable of outputting some very respectable damage, especially if you get some breakthroughs on her. The reason? Dayna's equipment is a relatively easy to trigger teamwide damage buff. The result is that Dayna's actual contribution to your damage scales linearly with the rest of your comp, offering meta units like Michael and Requiem a rare access to consistent damage buffing. While she'll generally be just a little below par at every stage of the game, her scaling is prettty impressive and demonstrates just how much people's preconceptions shade their appraisal of characters. Not a bad place to start! | |
34 | Bopper | Detonator with limited Crowd Control. | A- (S with Axelia) | ‘+ Consistent crowd control + Pairs well with Axelia to significantly improve her crowd control and damage | – Very underwhelming damage output on her own – Limiting range on her crowd control | Bopper’s long awaited debut coming in the form of a 5* welfare Aurorian isn’t what most people were expecting. And, at first glance, she seems rather disappointing—the rangeof her crowd control is limited, and her damage is entirely unspectacular. On the bright side, with Axelia’s help she can become a much-improved unit, as the extra summons Axelia can generate give Bopper’s crowd control much more flexibility and improves her damage to the point that she can go toe-to-toe with S-tier detonators. Of course, relying on a 6* unit makes Bopper require a whole lot more investment than it seems on the surface, but it does give her a unique niche amid Thunder’s glut of solid detonators. | |
35 | Sanae | Detonator with a potent but frustrating gimmick. | A- S- (T) | +Self chain-doubling is an incredibly powerful effect (see Benny and Curo, Azure) +DEF-ignoring damage is increasingly relevant in hard content (worth 1-1.5k extra base damage on many high-end bosses) | --Active is basically 2CD, and preemptive use is gated by BT2 --Stack building seems rather clunky, as does the set-up to maximize her Puppet trigger --Incredibly stiff competition in her element --Manae normals do not get elemental damage bonus, making the payoff for such a janky kit rather underwhelming | If Sanae was anything like her fire counterpart (Benny and Curo), she’d be surprisingly potent, but only with proper play. Defense-ignoring damage and double-chaining are two of the strongest damage steroids in the game... but they’re tied to an otherwise janky kit which seems dependent on both BT2 and perfect-physics-world situations that not even thunder’s high-end tile management can account for. Which is to say she's closer to Patty and Patsy -- a unit with frustrating potential. This isn’t to say that she can’t be funny in the instances where you can get her to work, but we’re not sure that she’s close to competing with stuff that’s powerful in more straightforward ways like Tessa, or any of Thunder’s other wildly broken detonators. Keep an eye on this rating, though. This unit is weird, and weird units take much longer to truly evaluate. | |
36 | Kya | 0 CD Teleporter with mediocre Sniper damage. | A- | +0CD teleport is… unique, especially at high-rarity +Can enable Tessa in budget clears | -- Anemic damage, even in single-target --Strong competition in Teleporter niche; no other utility | Kya has the unique distinction of being the only high-rarity unit with a 0CD teleport. Is that enough to really set her apart from the crowd? Not particularly. Her damage isn’t much better than long-time benchwarmers Mia and Vivian, and she doesn’t really offer much other utility. Still, she’s more than capable of getting through most casual content, and may have a place on certain beginner teams that use Tessa. | |
37 | Erica | Detonator with a tile reset. | B (A (N)) | +Stuns every four turns can be handy on mobbing stages +Reset, while extremely niche, is relevant on some troublesome bosses (Mara Sol with defense buffs comes to mind) +Stats are respectable | --Lackluster chain combo severely hampers damage output --Fairly unnecessary outside of the niche cases where a thunder reset is needed (see Pros) --RNG Equipment favors being far from the enemy (best for snipers and long range actives) | Erica could have been so much more if her chain combo wasn't a column, but alas, she is who she is -- a Kirkland Signature Dayna (who is a Kirkland Signature detonator in her own right). The random support abilities stapled on might help her see some play for people desperate (or bored) enough to level her, but I think she's an easy skip if you don't love the character or want to assemble some sort of stun lock comp. | |
38 | Vivian | Sniper with feet conversion and offensive buff. | B- (S- at MBT (N)) | +Equipment is fantastic when you can get it to trigger +Additional conversion value when you can kick the enemy off the square you converted (usually in mob situations) | --Equipment is way too hard to trigger --Significantly weaker range than other pure Snipers | 6% self ATK buff for the entire team is a lot for an equipment effect, enough to save Vivian from being just another Sniper. This is a shame, because Vivian's equipment is an absolute headache to trigger, and she's not really defensible above B-tier. The rest of Vivian's kit is also about team utility, but none of it is really all that useful for how much her slot costs. That said, she's still notable in Codex, where there's a couple 1x1 bosses she's particularly neat against. | |
39 | Keating | Support with Slow, Paralysis, and a damage buff. | C+ (A+ (N)) | +Actually very flexible placement to gather enemies for AoEing down +Easy to build team support damage and self Chain damage | --Brutal cooldown | Largely niche - the Keating are good for mobbing hard to reach enemies, as well as getting enemies off of your back. They do their job admirably, allowing them to make up for their lack of damage by boosting the team. That said, it's hard to build more than a couple marks on any enemies besides those that are really tough (and those that are tend to be immune to most CC mechanics). Surprisingly BT hungry. | |
40 | Mia | Sniper that specializes in mobbing. | C A (N) | +Global AoE nuke (with surprisingly low CD) +Can potentially have high active DPR for a Sniper active against low HP enemies | --Equipment is worthless except in Chain kill situations --Active lacks damage against healthier HP enemies | A Thunder version of Frostfire who trades chain killing for a better baseline power due to her global nuke. The range alone makes Mia somewhat interesting as global nukes are rare and it's not that hard to achieve decent active DPR with it, but her Equipment requiring kills means she lacks any interesting scaling. Mostly for mobbing scenarios, and therefore largely unnecessary. | |
41 | Isa | Detonator that can create dark tiles under the enemies feet. | B (A (N)) | + Creates potentially useful Dark Tiles + Has some Axelia synergies that can allow her to be used in Tiare and Chen'ni teams | – Dark tiles created via her Active Skill will be under the boss’s feet, meaning they’ll be useless for the burst turn – Everything else about her kit is terrible | Isa is a tragic case of a cool gimmick being attached to a horrible unit. To start, her kit doesn’t synergize well with itself; not being able to move bosses when she creates her Dark Tile underneath enemies means she has little usefulness in boss situations. In mobbing scenarios, she barely manages to hit the low bar of “okay” damage, with plenty of other units having better damage and better team utility. You’re probably best saving your resources for just about any other unit in the game. Having said that, Tiare and Chen'ni did give her more to do, and she can be a good option to maximize their damage against mobbing and certain bosses. She can even output respectable damage as well! Just note that the kit's drawbacks still makes her quite clunky even in these teams, preventing her from being a phenominal option there. | |
42 | No. 33 | Converter that can rearrange tiles with her skill. | C (S (N)) | + Tile rearranging skill has strong niche use cases + Can produce a tile with her Chain Combo + Unique mechanics that possibly foreshadow future unit mechanics | – Tile rearranging skill is limited to up to 3 uses per stage – Tile rearrangement is limited to 2 surrounding clusters, limited to 15 seconds, and often isn’t needed – Meme tier damage | 33 has a very creative but extremely niche kit. Using her Active Skill initiates a 15-second minigame that allows you to rearrange tiles as you see fit. Unfortunately, the trade-off is that her skill can only be used three times per stage (on the first turn, at the start of the second wave of enemies, and on the seventh turn). When she’s not rearranging tiles, though, she’s a terrible sniper who can convert tiles with her Chain Combo. In the right hands and situations, 33 can be quite useful, but it’s important to know what you’re getting into before you start using her. | |
43 | Bonacie | Detonator with okay mobbing performance. | C | +Global AoE nuke +Somewhat okay damage for a Sniper active against a few enemies +Some enemy movement that can push non-pushable enemies | --Laughably bad active DPR except in specific situations (awful CD, Sniper active, weak base damage unless against very few enemies) --Enemy movements better described as "gentle nudges" | So in exchange for having an awful CD compared to other nukes and having mediocre damage on it compared to other nukes (not to mention a Sniper style nuke on a character with a Detonator style chain), you get global AoE (which is decent) and…1 square of enemy movement. 1. Okay? Why would I use this exactly? Bonacie is really saved from trash tier by the fact that her Equipment is considered a Mark, and will therefore read any active on the team. This means her Equipment is almost always active even when under enemy fire, so her team DPS contribution is not unusuable, just pretty bad. That said, there's like a million better ways to do damage in Thunder, including... you guessed it, Tessa. | |
44 | ★★★★ | ||||||
45 | Tessa | Powerful low-rarity Detonator that requires some support. | S+ | +Strong In-Element Synergies that pushes her damage above the majority +Equipment gains stacks extremely easily if Captain +Equipment chunks hard - expect 1200% multiplier DEF-ignoring damage over 3 turns on multi-tile enemies. +Equipment allows for extremely flexible timing/targeting, which is useful for certain maps like Spire 96 & 97. +"Free" pull as part of her kit | --Significantly weaker as non-captain --Does not do much besides her Equipment | Tessa is one of the strongest DPS Aurorians a new player has early access to, and she’s the strongest 4* DPS bar none. This is almost entirely thanks to her equipment, which allows her to charge stacks whenever any team member’s Active Skill is cast or she uses a chain combo; these stacks then unleash after Tessa uses her own Active Skill, dealing a huge DEF-ignoring nuke to two surrounding clusters. On her own merits, she’s only slightly worse than your typical S-tier 6* Thunder DPS. However, when paired with Active Skill-spamming teammates like Axelia, Roy, and/or Leyn, she has the potential to outpace pretty much any Thunder Aurorian except for Reinhardt and Florine. Plus, because her damage hinges almost entirely on her equipment, she does all this without needing burst-turn set up. All that said, Tessa’s still subject to the limitations of being a 4* DPS. Her equipment might be powerful, but that’s almost all she’s got going for her; she has notably lower Attack than her 6* counterparts, her chain combo is pitiful, and she offers almost no utility outside the occasionally useful pull. She still packs quite a punch and retains meta relevance, though—no mean feat for a release 4*. | |
46 | Nadine | Healer with very minor select-tile conversion and crowd control. | A | +Conversion value even as healer (with flexible placement and guaranteed second turn too) +Equipment can sometimes lucksack significant additional sustain value | --Relatively weaker active healing output than the other healers (unless specific pathing is used with her lantern) --Has diminished role in higher level accounts now that Roy exists --Blind is extremely unreliable, 2 layers of RNG one to inflict, and one to proc. | Nadine trades some pure active healing output in exchange for additional conversion. The nice part about this is that conversion itself can lead to healing output as well by allowing for Nadine to trigger a stronger chain combo, which means that Nadine can fix her own weakness with proper play. And given how valuable conversion is as an effect (especially freely placeable conversion), this is a fine trade-off, making Nadine very valuable, even when a healer isn't required. With that said, the introduction of Roy poses an interesting question to players who have both -- although Nadine has some cheese that Roy doesn't and is generally more consistent and simple, Roy presents a much higher conversion and healing cap. The final call will be up to you, but it is more likely than not that Roy will do everything you want Nadine to do, except noticeably better. | |
47 | Hachi and Gin | Sniper with an extremely powerful Active nuke. | A | +One of the strongest raw damage actives in the entire game (usually hits for 1700%, if you can believe it) -- as a result, an absolute monster in Desolation Codex and a solid budget sniper +stabilized the furry economy's post COVID supply-chain issues | --Very poor chain combo --Requires more set-up and meta knowledge to abuse than almost any other unit in the game --Stabilized the furry economy's post COVID supply-chain issues | Hachi and Gin do two things: they nuke the living daylights out of Desolation Codex bosses, and they get a containment thread on Reddit every once in a while. While the second part is rather self-explanatory, their active is rather complicated - for the uninitiated, the ability's damage scales per hit the further you are from the enemy, and can hit a large amount of tiles on 2x2 enemies based on the angle (!) that you launch it at. When adequately managed, your active damage floor should be somewhere around 1700%, and the cap can go as high as 2200%. If this sounds very broken, it's because it is. However, outside of this absolute meme of a skill, there's not a lot to write home about. A rather poor chain combo hampers their off-turn output, and they don't play nice with Florine (an absolute must in most top end-comps). And, of course, they have 4* stats. All said and done, they're worth building if you like them or are missing Luke as a thunder sniper, but they're not necessities. | |
48 | Kafka | Decent budget Sniper. | A | +Active can pull up to relatively decent DPR with enough conversion, with extremely flexible targeting. +One of the few low rarity Snipers that have splash damage +Equipment allows for effectively storing up damage over time, granting flexible timing/targeting +Active is a semi-Detonator nuke that can fire twice in same direction (granting decent versatility) | --Active DPR in mobbing scenarios is extremely dependent on equipment effect (only 40% base active DPR), can be dependent on conversion because of this | To start: Kafka's active is very unclear on what it does. How it works: Kafka fires two shots as tile-targeting line nukes. You can choose up to two of the 8 cardinal directions to fire in. If you only choose one direction, it will fire both shots in that direction; otherwise, it will divide the shots between the two directions you chose. There's no need to save up stacks on her active, she does more damage by using active when it's up. This makes Kafka a fun flex DPS - the active is both a Detonator nuke and a decent mobbing tool. Similarly, her access to low rarity Splash damage means she handles both mobbing and bossing scenarios. Because of all of these flexibility options (and a good Equipment to support them), Kafka gets away with slightly overall lower numbers than her competitors; it's best to think of her as a budget Fleur in Thunder. Note that the release of Hachi and Gin has slightly lowered her overall favorability for f2ps -- they occupy a similar niche but have much more use later on in the game. | |
49 | Rabbie | Detonator with a global teleport and knockback. | B | +Low rarity global teleport +Actually has other interesting utility with Knockback | --Equipment is too weak if Rabbie is only knockback on team, but too gimmicky to actually build around. --Teleport and knockback do not always synergize | Rabbie is an odd character. Given that Thunder does not have teleports besides Michael and Amemori, Rabbie gets a lot of bonus points, but she staples it onto a kit that is both gimmicky and non-powerful, which is a bad combination. Overall, she's not terrible terrible, and I can see what uses you might want for her, but it's hard to justify putting any resources into her. | |
50 | Lilliam | Detonator with some crowd control and almost non-existent DEF shred. | C | +Active provides lots of utility (with flexible knockback, Slow, and DEF shred) | --Extremely weak base active DPR | I'm quite unsure how to rate Lilliam because I'm not 100% sure how Lilliam's DEF shred works. If someone can inform me, that'd be great. On that note, Lilliam provides quite a lot of utility, but most of that utility is niche. She also doesn't have a strong base kit, which means she's probably an easy pass. That said, correct me if I'm wrong -- her power is definitely dependent on how strong her DEF shred is. | |
51 | Ansia | Reset Converter. | C+ | +Budget conversion(?) | --Resets are a bad mechanic and does not have enough scale to make up for it. | You really shouldn't be building an element yet if your best converter is a Reseter with this weak of a conversion rate. If you REALLY need the conversion, use Unimet. | |
52 | ★★★ | ||||||
53 | Unimet | 3* Converter that summons random items like health packs. Can also heal a tiny bit. | B | +Preemptive, flexible conversion on a budget (See Tiny One) +1 CD +Can generate some powerful damage options randomly from active +Decent healing when CC cannot trigger | --Weak overall tile output compared to other converters --Extremely RNG output --3* units are 3* units | Unimet is too random to really qualify as a Converter-X hybrid exactly, despite hybrid-like tile output. That said, the value she generates tends to be quite high regardless - Lightning and Meteors do insane damage and the other items are all passable and can be helpful in a pinch, too. It's hard to say whether she can be one of your 2 primary converters. One tile flexible conversion on CD 1 is just slightly outside of good enough, but the items arguably offset that. Great if you're on a budget, or lack a proper 2nd converter. | |
54 | Amy | 3* Healer that summons a flag with extra passive healing. | B | +Healing is healing +Actually has consistent healing with an invested-in EQ | --3* units are 3* units | There is not much to say about Amy besides the fact that she is a respectable healer who unfortunately competes with two better healers for the same slot, one of whom really isn't much harder to get, like, at all. If you're a total f2p and have rolled so poorly as to not have Nadine yet, Amy will probably get the job done; you just won't feel that good about the investment. It's hard to rate something like Amy too low as a result, but I'm not sure she makes the cut outside of the poorest and unluckiest of budget accounts. Note that if you have trouble getting decently long paths for your healers (eg vs Solmorph), Amy provides passive healing via her EQ. Still budget and still an investment, but it's worth something. | |
55 | Eho | 3* Teleporter. | D | +1 CD if you really need a teleport | --3* units are 3* units | I can not think of a reason why you would be desperate enough to run a 3* teleporter that does literally nothing else. Nonetheless, Eho exists. Take that as you may. | |
56 | Angel | 3* Detonator. | D | --3* DPS are completely unviable | 3* DPS units are unplayable outside of the tutorial stages. They lack damage, relevant chains, and any form of scaling. There is no reason they should see play over four star units, which are practically free. Don't bother. | ||
57 | ★★(★★★★★) | ||||||
58 | TourDog | Gohan Blanco SSS (Fusianado Con Memes Crudos) | SSS | +Al máximo nivel, su poder no puede ser contenido +Aura misterioso y seductoro +Sonrisa encatadora +El chingon más fuerte de toda latinoamerica +El daño bruto es tan alto que provoca un desbordamiento de la pila y se vuelve negativo | -nadie sabe que es "Al***my St**s" |
A | B | C | D | E | F | G | |
---|---|---|---|---|---|---|---|
1 | Name | Icon | Class | Overall | Pros | Cons | Explanation |
2 | ★★★★★★ | ||||||
3 | Jeriah | Detonator that teleports and scales insanely well with Enhanced Tiles. | S+ (SS (T)) | +Free mobility taped onto a kit with insane damage +Damage ceiling isn’t gated by breakthroughs +Incredible team building flexibility | --Can feel a little clunky at BT0 | Behold, the unit that finally dethrones Areia as the queen of Forest DPS units! Jeriah offers an unparalleled combination of damage and utility that rivals Azure in overall value. She is unreliant on breakthroughs, has a damage floor comparable to Bethel’s ceiling, and has unparalleled scaling with team investment. She also elevates Enhanced Tile teams from “acceptable sidegrade,” to “meta-defining” when paired with units like Naroxel, Goldie, and Gabriel. Her only drawbacks are her somewhat awkward cooldown and teleportation range BT0; both are quality-of-life issues that can be played around. | |
4 | Leo | Detonator with incredible scaling in Enhanced Tiles teams | S- (S+ with R3) | + Immense damage in the Enhanced Tiles team with SS tier potential + Decent primary active that generates Enhanced Tiles with some mobbing value + Regal-style secondary active grants high flexibility for bursting | -- Stack Generation is heavily tied to Enhanced Tiles; notably worse outside dedicated teams -- Performance is gated behind Refines and Breakthroughs -- Active stack gimmick is mostly flavor text outside of long stages and mobbing stages | Leo’s addition further cements the idea that Forest’s premier team is Enhanced Tiles. Leo’s damage ceiling is insane – in Goldie teams he can go toe-to-toe with SS-tier detonators, and his Regal-style active adds a ton of timing flexibility. Ideally, Leo uses his second Active once per Burst turn, before dumping all his stacks into it on the final Burst turn. His thresholds are largely flavor text; the second and third threshold are impractical to use in shorter stages, though getting a 5x5 radius on his first Active at 9 stacks offers some mobbing value. That said, he’s far from perfect. Leo’s biggest issue is the fact that his performance drops off a cliff without proper e-tile support and Refinements. Even in E-Tile teams, he has stiff competition; while his damage on 2x2 and 3x3 is top-tier, other units like Jeriah provide more utility. | |
5 | Hiiro | Detonator-Converter hybrid with occasional splash normals. | S (SS at BT3) | +At BT3: Amazing Detonator/Converter role compression +Converter tiles are freely placed (with guaranteed Enhanced) +AoE normals with Equipment, combined with good damage on Active, and decent ATK alongside an ATK buff allows for easy damage access on a half-converter +Actually good AoE typing on Active means it's not that hard to get both damage and desirable conversion at the same time | --Equipment does not work properly when Hiiro is not Captain since EQ triggers when Captain walks over enhanced tiles --Equipment can be awkward to setup to gain multiple normal triggers/attack stacks --Small team dependence on getting Enhanced tiles | The quintessential Detonator-Converter hybrid. Her kit has very strong self-synergy, enough to overcome a lot of the awkwardness that these types of hybrids typically come across. Extremely useful as the third converter in most teams - probably not quite enough conversion to be only one of two converters due to lackluster overall tile output, but when combined with other converters, her selective conversion can enable some incredibly high burst damage. Note that while BT3 makes her one of the better units in the game, Forest’s meta has shifted away from the generic good-stuff teams she's best in. She's still a top pick in a lot of content, but the proliferation of Goldie teams means that she isn't strictly necessary like she used to be. Still, she has some of the best role compression in the game, and you’d be remiss to ignore her just because Goldie comps exist. | |
6 | Minos | Sniper with extremely powerful Enhanced Tile synergy. | S (SS (T) or at MBT) | + T: Completely trivializes all 1x1 content, and scales hard enough to compete on 2x2. +Minotaur State is a bundle of basically all the best effects in the game and takes his damage into the stratosphere. | --Entirely dependent on exceptional play and dolphin-tier team-comps to be better than other Forest snipers. New-player/F2P unfriendly. --Damage output drops during boss fights that summon enemies consistently --Average performance in stages that end in a few rounds (1TKO) | Minos is hard to evaluate in a vacuum, as much of his damage potential is gated behind either breakthroughs or proper team support. Minotaur state is absolutely silly, but it really only starts to outpace competition in Forest if you can get it online by turn three (i.e. before your second burst round). This means you’ll want other dolphin-tier units like BT3 Gabriel, BT3 Hiiro, and BT3 Paloma, or significant investment in Minos himself. This isn’t out of the realm of possibility for enfranchised players, but it’s enough to knock his general rating down. All that said, Minos is unrivaled at what he does. With proper support, his only competition is Vice: Keen Sight and Giles. The differences between these three borderline broken Snipers are marginal; Giles has a lot more damage up front at the cost of total scaling, and Vice: Keen Sight doesn’t need support at the cost of slightly lower damage and a lot less flexibility. They’re all worth investment, but only after your Detonator-Converter cores are complete. | |
7 | Nikinis | Standard 4 tile converter. | S | +Preemptive conversion is vital | --Somewhat weak outside of converter value | There isn't much noteworthy about Nikinis. She has a Detonator-style chain, as well as some DEF doubling on her Equipment. Her value truly lies in the Preemptive conversion, which makes her desirable for all levels of play. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
8 | Migard | Sniper with a teleport. Specializes in mobbing. | S | +Holy **** levels of base ATK +Extremely chunky active, even without stacks, due to damage doubling against single-target +Chain combo is adept at mob clearing due to Equipment +Teleport on DPS slot | --Underwhelming Refinements; not worth investment outside of waifu status --Tiny AoE on Active --Teleport is limited range | For a pure sniper, Migard is quite strong. Great damage all around, and the active teleport is that extra X factor that edges her into incredible status. She is held back by the usual weaknesses of pure Snipers without splash damage, in that they tend to be weak at pure bossing, but that Teleport does provide her with enough additional utility that she can still be fit into typical boss-killing comps without feeling too bad about it. | |
9 | Mythos | Sniper with an AoE Active. Hyperspecialized for bossing. | S | +Insane ATK stat and Chain multipliers +Active is an unusually strong Detonator nuke | --Still not enough chain damage to be competitive with Detonators against larger enemies --Chain provides no mobbing advantages (unlike other Snipers) | Mythos is an example of how much of a damage difference there is between Detonators and Snipers against multi-tile enemies. Despite Mythos having 1.5-2x the base chain damage of almost every other character in the game, the fact that Detonators are multiplying their chain damage by 4x or more against larger enemies means Mythos cannot really serve as Detonator. That said, she has so much damage output as a Sniper that she's still very competent as one, and despite the recent snipers (aka Minos) proving to be much more capable than she is, she still a unit thats worth using in any given content where snipers shine. Note that the optimal way to use Mythos's Active is to spam it whenever it's available and able to hit all the tiles you want it to. At MBT, it's also viable to hold off on using her Active to increase the crit chance on her chain combo. | |
10 | Paloma | Sniper that generates (and scales with) Enhanced Tiles. | S (SS(T)) | +Strong, global sniper chain; excellent for mobbing +Selective Enhanced-Tile generation greatly boosts her value in E-Tile teams +T: Enhanced tile stacking can generate some extremely silly numbers if built around, core to Goldie Teams | --Very team dependent; E-Tile value is tied to specific units like Minos, Goldie, and Naroxel --Stiff competition within role outside of E-Tiles teams | At baseline, Paloma is comparable to the other S-tier snipers in Forest. She has a good ATK stat, a great sniper chain, and useful pseudo-Detonator style nuke. If this was the end of discussion, she’d be a strong, if unexciting, pick. However, units like Minos and Goldie have greatly increased her value over time, due to the ways they manipulate Enhanced Tiles (E-Tiles). In E-Tile teams, Paloma’s active is not only a powerful Detonator-style nuke, but also a rare select E-Tile generator which can even double as select-tile Conversion via Goldie. Additionally, both her Normal Attacks and Chain Combo have absurd scaling with enough E-Tiles – enough that she can rival proper detonators on multi-tile content with proper support. Because of this, she ends up being one of Forest's strongest units, and one that'll age even better as time goes on. | |
11 | Lenore | Sanity-based Detonator who mobs incredibly well with proper support. | S | +Max Chain Combo is theoretically one of the strongest chain in the game +Sanity mechanics are very fun to tinker with; 10% DEF shred (+ Poison) on all enemies is an extremely powerful buff +Huge chain results in her being ideal for both mob clear and 3x3 bossing +Not BT hungry in the slightest | --The 5 tile Max Chain Combo is basically flavor text unless you're going for the end of map suicide plays and/or playing with Jeno --Difficult to play --Equipment, while decent, doesn't particularly synergize well with the rest of her kit --15 Tile Chain makes her a tough pick for beginners and teams without consistent conversion to hit that many tiles. | Lenore has a somewhat complicated kit for what amounts to a fairly easy-to-understand pattern of play. Sanity is a lot scarier than it seems, but once you realize you can just use Lenore’s skill once at 3x3 and once at 2x3 and then just pretend it doesn’t exist, you’re really just looking at the world’s silliest chain combo. To elaborate a little further: Sanity isn’t exactly a debuff if you’re able to hover at 55 Sanity. Permanent Poison basically means you’re hitting 20% of any difficult enemy’s HP bar for free, and 10% DEF shred is an incredibly potent debuff. Moreover, while going lower into Sanity is undoubtedly risky, Forest has the tools needed to make it worth the risk. Pairing Lenore with Jeno makes her an incredible glass cannon of a unit with off-turn performance so strong she can handle almost all content; adding May into the mix removes some of Lenore’s bite, but allows her to play much more recklessly. While her performance can occasionally disappoint in some burst-heavy stages, she’s one of the best mobbers in the game and is capable of feats very few units can match. | |
12 | Joshua | Sniper that builds up damage to execute enemies. | S | ‘+ “Wisdom” can ignore annoying enemy mechanics + Very strong chain and equipment give solid 1x1 performance + Good Mobbing potential at Refinement 3 | – Only slightly beats out Mythos, who can be obtained for free, in 1x1 – No utility | Joshua’s kit is deceptively simple; she’s a complex character whose traits add up to make her a typical S-tier sniper. Despite the silliness of the numbers you can see on her execute due to Wisdom, her overall damage output is only slightly better than Mythos. Its true value is how it allows her to bypass certain annoying enemy mechanics, such as shields. Her R3 also gives her some decent mobbing potential in addition to her strong 1x1 performance. Though she does her job exceptionally well, she still pales compared to a team-supported Minos or Paloma—ultimately leaving her a bit outside the upper echelon of Forest sniping. | |
13 | Jeno | Sanity-based Healer and ATK Buffer. | S (SS (N)) | + Excellent Sanity manipulation enables game-breaking synergies, especially with BT3 Victoria: Elegy + Great ATK buff with higher ceiling in longer fights + Easy access to the Sanity system’s 10% DEF shred and Poison + Not overly reliant on Breakthroughs + Good mobber and decently competent 1x1 sniper even when only buffing self + The Codex King | – Highly RNG output – Skill intensive for moderate rewards - card management is very difficult. – MBT is a deceptively strong upgrade for his sanity management | Jeno has a lot of handy little effects that add up. In particular, his offensive buff is very powerful (think of what Areia or Hiiro can do with bonus ATK), and Sanity is a vicious debuffing and DoT tool. Even when buffing only himself, he can serve as a pretty good sniper stand-in for those who don’t have Forest’s stronger options. However, his true value lies in supporting other Sanity-based units. His synergies with Giles and Lenore are potent—turning Lenore into a mobbing beast with enough power to boss and allowing Giles to spam his Actives freely. Where he does the most, though, is with BT3 Victoria: Elegy. Although he’s not great at buffing her directly, his unrivaled ability to manipulate Sanity value lets Victoria: Elegy achieve conversion rates that can effectively be considered 5 converters at once (in addition to her game breaking damage). It’s well more than enough to push him into SS territory. Although the fact that many of Jeno’s synergies are with units outside his element can make him feel somewhat “niche,” make no mistake: Jeno is an incredible unit even on his lonesome, but when content allows it he enables some of the most terrifying unit combinations in the game. | |
14 | Istvan: Scarred Pith | A Support unit with uniquely flexible double-chaining and conversion | A+ (S+ (N)) | + N: Combined Dark Tile Generation and Spammable Double Chaining allows for insane plays + Flexible timing for burst turns + Solid mobbing performance + Can be a phenomenal support for any unit in any element + The (other) Codex King | – Significant quality of life locked behind BT3 | Istvan: Scarred Pith is a unique combination of conversion and double chaining. Combined with his decent mobbing, these qualities mean he's a good pick for pretty much any team—whether in Forest or not. He especially shines in Beryl, Barton: Deft Blades, and non-Goldie Jeriah teams since those units can benefit from the entirety of his kit. Outside of that, though, he’s usually outclassed by Jeno or Louise in Forest and other dedicated support units in other elements. While it’s nice that he’s not reliant on Refinements, his BT3 is notable for the much-needed QoL it provides. All in all, while Istvan: Scarred Pith is unparalleled within his unique niche, that niche is one that only a few units can truly maximize. So while he’s strong, he’s rarely the best option. | |
15 | Mithra | Select Enhanced Tile Converter that pairs incredibly well with Goldie | A SS(T) | + Some of the best conversion in the game when paired with Goldie + Short Active Skill cooldown syncs with Goldie’s cooldowns + Brings much-needed consistency to Goldie teams + Great E-Tile generation benefits every E-Tile unit | – Value tied to Goldie and/or Minos; has few use cases without one or the other – Somewhat reliant on Breakthroughs; wants Breakthrough levels to match Goldie’s – Mediocre damage output | Describing Mithra is simple; she’s basically a 2CD Bethlehem for Goldie teams. She turns 5 selected tiles into E-Tiles once every three rounds, which is phenomenal quantity and quality of conversion, allowing Goldie to use her Active Skill off cooldown to get burst turns while still ensuring she gets good contact tiles. Pre-Mithra, Enhanced Tile teams had some more limited options for select Enhanced Tile conversion (Hiiro, Paloma, and Siobhan), but Mithra is a clear step forward in that department. She’s not without flaws, though. Because she has no color conversion, outside of her niche on Goldie teams she really only has value in Minos teams, and even there she’s “just” good. Plus, her personal damage is mediocre (although, from a game balance perspective, this is definitely a good thing). Still, being a staple pick for Forest’s best team, where slots are extremely competitive, means she shouldn’t be considered as anything less than one of the top units in the element. | |
16 | Barton: Deft Blades | Mobbing-focused Detonator. | A (S+ (N) at BT3) | + At BT3 (N): Absolutely demolishes certain stages by permanently staying in the Lone State. +Interesting Vis-like system that can theoretically sustain itself as long as you can maintain normals on targets +GREAT multiplier on Lone Wolf form chain combo +Great normal attack value against multiple mobs in Lone State +Turn your gayblade into a Beyblade +AS Community Supports Forest Kings Loving Forest Kings | --Desperately wants captain slot to get value out of active, which means competing with Hiiro --Preemptive is still gated by BT3. --Significantly worse multi-tile bossing than Areia --Very unreliable if not in captain slot --Doesn't generate Lone marks off chain during skill --Pretty ladies will not play war games with him he's crying send help. | Barton: Deft Blades specializes in mobbing. The core of his kit revolves around Lone Energy, which gains 1 stack of every time he does a Normal Attack and 3-5 stacks of every time he does his Chain Combo outside of Lone State. At 16 stacks of Lone Energy, Barton:DB can use his Active Skill to enter Lone State, in which he’ll do diagonal Normal Attacks, additional Normal Attacks around him, and an improved Chain Combo. All these abilities allow him to tear through mobs, and he can maintain Lone State as long as he has 8 or more Lone Energy (which will be halved at the end of the turn). This means he pretty much needs to be in the captain slot, but his mobbing performance definitely justifies the position. Unfortunately for our favorite Aurorian beyblade, his competition in Forest is intense. Even if you ignore the meta Enhanced Tile teams, both Beryl and Lenore+Jeno have similar capacity to chew through mobs while also offering significantly better bossing performance. And while he might be a better pure mobber than either of those teams, this just means he’s even more tightly constrained to his particular niche. | |
17 | Klaudia | Sniper that generates Dark Tiles through Chain Combo | A | `+ Strong Chain Combo for mobbing + Generates a decent chunk of Dark Tiles through Chain Combo + She’s at least better than Kanna | – Horrendous Tactical System build-up – Double chaining does not increase the Dark Tile generated by her chain (bug?) – Extremely finicky dark tile generation – Mediocre damage ceiling – Being better than Kanna is not an impressive tagline | Poor Klaudia. It's bad enough she's in a different element than the other two Atelier Ryza 2 collab units, but they gave her a very unimpressive kit to boot. Without MBT she can only cast her Active once every three turns, hurting both her damage and her ability to build the TP system. Furthermore, she has middling multipliers for a 6*, and her scaling with Dark Tiles isn't good enough to meaningfully change that. While her Dark Tile generation is potentially excellent and affords her some value, the restrictions applied on doing so can make this extremely finicky to utilize. Doubling her chain doesn't generate more tiles, either, so even with Istvan: SP you're often times better double chaining someone else! This all adds up to a character that's serviceable if you like her, but is ultimately unspectacular - with even future synergies being unlikely to change that. | |
18 | Yao | Okay Detonator with some value in 1x1. | A- | +Flexible DPR for both single-tile and multi-tile enemies +ATK buff is stronger than it looks, especially with her high base stats | --Competes with Areia, Barton DB, and Lenore for the multi-tile DPR slot, and competes with almost 5 different top tier snipers for the single-tile DPR slot, with Yao being sub optimal in all cases. --Captain changing gimmick is just that– a gimmick. --For multi-tile enemies, she is practically identical to Areia, but is entirely worse with worse burst and worse off skill damage due to mediocre chain. --Loses significant damage on burst turns if in captain slot due to captain change gimmick. | Hey, we've almost made it out of the "loses to Areia" section! Yao closely resembles Areia, but is largely inferior. To make things worse, Yao is a gacha 6* (and not a free 5*) who needs BTs. Furthermore, her only slightly above average damage on single-tile enemies doesn’t make up for her performance against multi-tile enemies, which is mediocre at best. This is particularly detrimental because the primary reason you'd want to bring a detonator is to handle multi-tile enemies, and Forest has an abundance of single-tile monsters (Minos, Mythos, Paloma, Migard, etc.) Yao is still a functional option for a second detonator, but only if you lack the resources to invest in better snipers and detonators. This is a witheringly small likelihood, given that Areia is free in chapter 3. | |
19 | Antony | Healer that can select and convert tiles | A (SS (T) at BT3) | + At BT3: Select Tile conversion bundled with healing + Flexible conversion that can expand to being a full-fledged converter + Raphael-esque EQ can be very useful for chip healing | – Often forces you to choose between healing or generating contact tiles if your positioning is off – EQ does not work on chromatic tiles, drastically limiting his healing in Goldie teams | Antony is a healer-converter hybrid who, prior to his June 2024 buffs, struggled to really stand out in his niche. Thankful, those buff have turned him into a generally fantastic Converter with helpful healing to boot. His unique conversion functions by allowing him to select one tile and then a second tile within a 3-cluster range around the initial tile. If you’re standing within the rectangle created between those two tiles, Antony heals for quite a bit. At BT3, he also generates an additional two green tiles at random within that rectangle. This allows Antony’s conversion to mimic the Siobhan, previously the premier select-tile Converter in Forest, by generating a 2x2 box or 1x4 line, although he has more flexibility than she does at the cost of more RNG in the larger rectangles. With all that in mind, Antony is still a bit tricky to use.You’ll often have to choose between healing and getting the best conversion out of his Active, meaning that thoughtful planning and positioning are essential. Plus, the randomness of his non-selected tiles can sometimes fail to work out in your favor. But when all goes to plan, you’ll see why he’s considered such a reliable navigator. | |
20 | Hedy | All-in-one mix of teleportation, conversion, and damage. Extremely BT dependent. | A (S at BT3) | +Active Skill (Column Convert + Teleport) synergizes well with itself, allowing for flexible Conversion setups +Decent detonation output because of Equipment | --Terrible, terrible CD; basically begs for BT3 at minimum | Hedy is a Xerox of Carleen who trades worse normals for a much better chain and a rather significant ATK buff via her equipment. And, like Carleen, her rating is entirely breakthrough dependent, as her active is clunky at 4CD, respectable at 3CD, and the most broken skill in the game with preemptive strike. Low spenders/F2Ps: avoid; dolphins: chase at your own peril; whales: go wild. | |
21 | Siobhan | Select-tile Converter that also generates Enhanced Tiles. | A (SS (T) at BT3) | +With BT3 (T): Preemptive Conversion is vital +Web marks are a nice utility feature, even if they're more QoL than anything +Very powerful chain extension thanks to how her tile placement works +Nice synergy with Hiiro and MBT Hedy, as their cooldowns align. | --Relatively inefficient total tile output for a unit that is a dedicated converter --Competes with SEVERAL other great converters in forest that have higher overall output or other utility effects (Hiiro, Hedy, Gabriel, etc.) | Siobhan is one of the many "whale" converters that can feel incomplete and not as core as other options such as 4 tile converters when she is stuck at BT0. Thankfully, Siobhan only needs BT3 to push herself into SS tier. Note here that while select tile conversion is generally valued very highly amongst conversion types, Siobhan has stricter placement ranges compared to the likes of Hiiro or Bethlehem -- if you're not careful, you can create scenarios where you accidentally waste tiles. Similarly, her cooldown lowering gimmick is generally useless, as getting the 15 tiles during Aurora Time to proc it is tricky at the best of times. While her Web Marks do help make up for her very low base HP and DEF, the shields they provide are minor (even at MBT!). That said, she does wonders in a dedicated Hiiro comp, and is only rivaled by Gabriel as an option in whale comps that want to hit consistent full circles on bosses. She's just a bit more strict and a little less individually impactful than many of her whale-friendly compatriots. | |
22 | Goldie | Extremely unique Converter with off-turn healing and Enhanced Tile generation. | A (SS (T)) | + T : Enables the best Enhanced Tile teams +Good Enhanced Tile generation +Access to acceptable healing | --Significantly, significantly worse outside of dedicated Enhanced Tile teams --Very strict team requirements --BT3 and MBT are huge powerspikes | Goldie has some borderline game breaking use cases, but extremely limited team building. Dedicated Goldie teams can easily topple other top Forest teams, which is no small feat; however, without a lot of very specific high rarity units to back her up, she’s worse than even 4-tile converters. At a baseline, Goldie is a poor hybrid between a pseudo reset converter and a bad healer; her Enhanced Tile output is just too random, and her healing is literally worse than Uriah. Her unique gimmick of phasing through enemies can be handy, but it’s inconsistent without significant support. Furthermore, she’s pretty dependent on breakthroughs, and even in her best scenarios struggles to compete with Forest’s other Best-in-Slot converters. With that said, Goldie’s value greatly increases if you have many of the other Enhanced Tile synergy units like Minos, Jeriah, MBT Naroxel, BT3 Gabriel, and Paloma. Hiiro and Siobhan also obviously synergize with her, though her true value is in enabling teams that would otherwise struggle to output enough actual Green tiles. In these teams, she’s… pretty great! Just remember that these are highly specialized, fairly breakthrough-reliant teams; you shouldn’t chase Goldie if you don’t already have or plan on getting all the prerequisite support. | |
23 | Beryl | Detonator with decent DEF-ignoring damage. | S (S+ (T)) | + T: Extremely high DPR if able to cast her higher-tier chain on off-turns + Very strong mobbing thanks to Equipment + All damage from her Equipment ignores DEF | --Heavy consistency issues due to RNG needed to consistently cast higher-tier chains --Significantly weaker as non-captain --Loses a notable amount of damage without BT3 | Beryl’s 2023 buffs are extremely potent, giving her incredible damage under proper conditions. When she’s able to consistently cast her higher-tier chains, she puts down huge numbers of DEF-ignoring crystals that chunk enemy HP, giving her high off-turn performance and strong burst-turn damage that puts her above most of her competition. However, the high tile count required to cast her higher-tier off-turn chains means she needs assistance from multiple converters, particularly Gabriel. Even then, maximizing her potential relies on a certain amount of RNG. Combined with her somewhat low damage floor, she can feel frustrating to use at times. However, her damage ceiling and mobbing ability—especially at BT3—are undeniable and absolutely make the effort worth it. | |
24 | Gabriel | Reset converter that generates Enhanced Tiles and offers strong off-turn pathing. | B (S at BT3) | +With BT3: Preemptive Conversion is vital +Interesting mix of global, but controllable resets (allows for good use of off-color pathing) +Actually decent enhanced tile output. +Significantly stronger as 3rd converter with BT3 thanks to preemptive capability. +Not insignificant Detonator chain +Good e-tile output, with incredible value on dedicated teams | --Usually weaker tile output than a cross converter or global reset or (i.e. Uriel), except for specific scenarios regarding off-color pathing --Massive CD | Gabriel has all the weaknesses of typical reset converters, but also lacks the conversion output that someone like Uriel has to make up for it. She trades this for some control over what tiles you hit and good Enhanced Tile output. This control (as /u/Boelthor pointed out) is actually quite important to Gabriel’s power; you can ensure that there are always at least some long off-color pathing options with Gabriel's activation. This means that in situations where you have strong captain procs (such as with Jeriah, Goldie, or DoT characters), Gabriel gains value. Furthermore, dedicated e-tile teams can turn Gabriel into a high-maintenance, high-reward e-tile generator who can contribute frightening amounts of damage. | |
25 | ★★★★★ | ||||||
26 | Areia | Detonator with a powerful ATK buff and piercing Normals. | S (S+ (T)) | +The Highest 2x2 Damage Ceiling amongst her rarity +Powerful +% ATK buff +Extreme multi-tile scaling | --Extremely reliant on normal attacks; hungry for powerful converters --Theoretical ceiling does not reflect her practical use-cases --Off-turn debuff can be dangerous at lower investment --Poor single-tile performance --Extremely stiff competition in her element, and usually underperforms them without sufficient contact points | Areia is comically strong for a 5-star; it was a long-running community meme that Forest's 6-star DPSes were all worse. While units like Minos and Jeriah have changed that, Areia is still probably the first serious end-game unit you can reasonably be expected to build. If you're new, make sure you pick her using your early game selector! Areia's strength is a product of the AS damage formula, and how powerful ATK% is. Because ATK buffs are the only buffs that are calculated before enemy DEF, they scale significantly harder than their printed values suggest. In Areia's case, her 20-25% ATK buff is closer to a 30-40% increase to final final output. The result is a free unit that is so efficient at boss-killing that every new Forest release to this day has to compete with her. However, there are several caveats to Areia. Areia is notably worse in low end teams compared to her 6-star competitors, who generally have better quality of life features. She very much relies on strong conversion, and many of the units that usually combos with her are better off with other teammates. Above all else, though, is the fact that all she excels in is 2x2 damage; both her mobbing and 1x1 performance is paltry compared to units like Balter and Lenore, while her 2x2 performance is outclassed by Leo and Jeriah. Still her ceiling on 2x2 simply cannot be ignored, and she will serve very well on any account, new or old. | |
27 | Pact | Standard 4 tile converter. | S | +Preemptive conversion is vital | --Awful chain combo --Effects outside of conversion are extremely niche | Pact is a testament to how in demand preemptive conversion is. She has the worst chain combo type in the game, an irrelevant equipment, and her only saving grace is that she applies Slow, which usually doesn't come up (and is even difficult to apply since it's through her awful Chain combo!). Despite all these flaws, she's still incredibly important, as having any sort of preemptive conversion is necessary to get teams to function on most maps. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
28 | Brandy | 4 tile converter that also buffs Snipers. | S | +Preemptive conversion is vital +10% sniper chain buff is quite potent + Can generate a ton of Enhanced Tiles in mobbing stages | --Her Enhanced Tiles being under enemies generally means they're inaccessible without certain teammates | Brandy was the 1.5 anniversary’s Welfare and its friendliest unit; Vic is underwhelming, and Goldie requires a dedicated team to shine. The sniper chain buff she gives is pretty good on units like Paloma, and the enhance tiles she generates can go hand in hand with Goldie and Minos. A very strong budget option for Enhanced Tile teams. Note: Most of the Preemptive 2-CD converters should be viewed as a staple for the purpose of the early- and mid-game, while endgame content favors multiple teams. Other converters often require BTs to get Pre-emptive and/or an acceptable CD. | |
29 | Odi | DoT specialist. | S- (S+ (N)) | + N: Incredible poison output that can trivialize many endgame stages +Reliable Poison application +Diagonal attack +Basically mandatory to clear Elysium | --A lackluster active on all fronts (longer CD, Sniper style, weak DPR and niche Slow debuff). | Odi basically lives or dies on the fact that % HP damage is fundamentally broken in Alchemy Stars. Her entire kit basically just spams Poison on every front, and her damage output is mediocre without it. Thankfully, since % HP is so powerful when it comes to scaling, Odi ends up quite powerful indeed. Her biggest issue is TourDog's current design philosophy, which is hellbent on slapping immunities on anything relevant. It's a shame -- in content like Elysium, she's an absolute all-star. | |
30 | Sikare | Cross Converter. | B (A at BT2) (SS at MBT) | +At MBT: Preemptive conversion is vital +Cross conversion generates a lot of tiles, at minimum +Extremely powerful equipment allows for good free damage against bosses and strong burst mob-clearing, despite Converter level stats | --Awful CD without BT2 --The actual pattern of cross conversion is awkward for high-damage set-ups without other forms conversion or some RNG | Cross converters are radically different based on if you have obtained Max Breakthroughs (MBTs) or not. When not fully maxed, they're clunky (if serviceable) options for large amounts of tile generation, similar to Raphael or Uriel. The BT0 cooldown effectively prevents you from getting to use them more than once on a normal 10-turn level, so even BT2 can be a pretty significant upgrade. However, once you MBT them, they are arguably the best units in the game and have a staple slot on basically any team that demands high tile count. While the four-tile converters should carry you through 99% of the game, MBT Cross Converters should be a long term goal, as they simplify most content once obtained. Sikare is way more impressive than most converters due to a one time DEF-ignoring %HP damage bonus, which synergizes with the general role of a Cross Converter (i.e. boss-shredding). She's excellent on otherwise challenging floors like 95, where her first active can deal upwards of 10% Boss HP damage. However, she's not always a shoe-in because of Forest's glut of obscene conversion options, most of which synergize better because they share 3CD. | |
31 | Louise | Double chainer with mild healing. | A- (S at BT2) (S+ (T) at MBT) | +T: Double chaining offers the highest possible damage output in the game in scenarios that require burst +Access to acceptable heal | --Double chaining cuts ATK, which causes it to scale worse than it seems as the game goes on. --Extremely dependent on ally conversion (meaning she can drag down your team's CDs) --CD/non-preemptive is awful without sufficient BTs | Double chaining is an extremely powerful effect, but it can often be a lot of trouble for your team due to its slot-hungry nature. This puts double chainers in a bit of a weird spot, perhaps akin to that of healers: in the right situations, they're absolutely necessary for pushing through OTK damage checks, but in the wrong ones, they're a wasted team slot. This is also why Double Chainers are possibly the most BT hungry 5*s after cross converters; at BT2 onwards, their damage with only one other DPS is enough that you can run them as a secondary DPS, which offers more team-building flexibility and less in-game liability. Louise's main feature beyond double chaining is mild healing. It's not nothing, and it scales well enough in whale comps that you can sometimes skimp on an actual healer or make riskier plays. This is probably enough to carry her towards the top of the 5* double chainers, even if she lacks the stats or synergies of the other chainers. Note that Louise is particularly dependant on MBT because almost all of forest's best converters have 3CD actives. | |
32 | Lucoa | Support that massively buffs the team's Active damage. | A (S (T)) | +Rather obscene damage buff enables some very janky team comps to output unreal damage +Scales incredibly well in specialized teams (Bethel) and long battles +High potential to become Very Broken in the future +Active applies Slow | --Terrible chain combo --Demands that you build around her, as her slot is otherwise wasted | Lucoa is a character that any tier list will struggle to properly evaluate because of how ridiculously powerful but equally conditional her team-wide buff can be. When on the right maps and fielding the right comps, Lucoa enables some truly mind-boggling active damage effects... but there's so many weird little things you have to set up in order for her to reach that potential. With that said, there are no other characters who do what she can do, and she's unfortunately near-mandatory for the most dedicated Codex runs at BT2. If you're lucky enough to have her, building her out is a no-brainer. | |
33 | Naroxel | Support that teleports, generates Enhanced Tiles, purifies, and buffs ATK. | A (S- at BT2) | +Global TP can be helpful in mid-power Forest, which often relies on Sikare and Hiiro +Respectable ATK buff with insane ceiling +Tile purifying is extremely niche, but incredibly important when it comes up +General utility package kit that enables Forest’s Enhanced Tile theme | –RNG on her enhanced tile generation is obnoxious –Dependent on BT2 to get the most out of her kit | Naroxel has aged incredibly well for an older 5-Star. Her flat ATK buff from her Equipment has deceptively strong scaling and a respectable floor (i.e. 100-200 a teamwide ATK bonus); her global teleport and purifying are also nice quality of life features. However, pairing her with other units that generate or benefit from Enhanced Tiles transforms her into a synergistic monster capable of enabling broken units like Jeriah and giving the team upwards of 500 ATK. With that said, she struggles to get going at BT0, and her personal damage is… not the greatest. BT2 solves a lot of her issues, and MBT further improves her consistency. | |
34 | Lola | Sniper with a powerful Active nuke. | A | +Highest single-target active modifier in the game, thrown on a relatively low CD +Global Chain is significantly better than ordinary Sniper Chain +Particularly handy for mobbing, and forest has a pretty easy time setting up Aurora Time for bossing. +Ability to attack on off-color tiles is handy, if a bit underwhelming | --Sniper at its best and worst. Exclusively for single-tile content. --Lacks utility of other Forest snipers --TONS of competition within role/element. --Skill can occasionally whiff if you don't have enough dedicated conversion (but you should, you're in forest) | Lola is a testament to how good pure-damage Snipers need to be in order to compete with Detonators for endgame content. Her active is ludicrous against single-target enemies (regularly dealing 10%+ HP to single-tile bosses and instagibbing smaller creatures) and her equipment buff would be nuts on a lot of dets. She even has global targeting! ...But she's still a Sniper, and she's not even in the top 3 within her color, with Mythos, Migard, and Paloma all doing similar damage before buffs and further compressing their utility. There's definitely a few events (Arena comes to mind) where Lola will shine, and TD seems to be making more single target bosses, though, so keep an eye on her. | |
35 | Anatoli | Mobbing Sniper that crowd controls and gives decent buffs to other snipers | A | ‘+Pseudo-Global Crowd Control on a low cooldown +Strong Sniper chain for mobbing +Can have some mobility with his active when selecting only one enemy +Decent teamwide sniper buff | – The rng aspect of his Equipment can be problematic – Incredibly piss poor performance against 1 target – Extremely stiff competition in the mobbing department in Forest. | If Anatoli is anything like his Fire counterpart, Brock, then he can be surprisingly solid in several situations. His active can either act as a Crowd Control for several enemies, or as a janky, but useful teleport to the enemy. His damage isn’t anything to scoff at either, both his active and his chain can achieve very respectable numbers. And his teamwide buff, while limited to sniper chains, can still be very useful in dealing with trash mobs. All this said, just like Brock, Anatoli has several drawbacks, namely the fact that many enemies, even mobs, are immune to Crowd Control. On top of all of this, he faces very stiff competition in the element that has arguably the best mobbers in the game. Still, the fact that he’s free and a competent unit himself shouldn’t dissuade you from building him. Just know he won’t take you very far. | |
36 | Robyn | Detonator with a good, but conditional, damage amp. | A (S- at R3) | +Good AoE on active with flexible targeting +Extremely strong damage amp equipment for team support if set-up (see Dayna) +Significantly better chain combo than Dayna +Refinements allows her to deal very respectable damage by herself | --Lackluster damage on active --Somewhat reliant on BT5 (though not as much as Dayna) to maximize her output --Active also doesn't set up equipment buff, unlike Dayna, which reduces her consistency | >Corporate wants you to find the difference. >They're exactly the same! Robyn has the exact same equipment as her sister Dayna, a 5% team-wide damage amp. So, just like Dayna, she's a sleeper sub-DPS capable of bringing out some great numbers across the rest of your team. The primary difference between her and Dayna are the secondary effects of their skills and their chain combos. Dayna has a far worse chain but her skill guarantees the trigger of her equipment. Robyn loses that guarantee for an exceptionally strong chain. I don't think this is enough to meaningfully differentiate their damage profiles, but your mileage may vary. Do note that Robyn may have a better niche in forest, which lacks as many absolutey busted detonators and has more ways of setting up tiles underneath enemies via units like Hiiro and Gabriel (though wasting a Hiiro charge on an unusable tile is... questionable). Not meta defining, but way better than most tier lists suggest. | |
37 | Casta | Janky Detonator with some conditionally powerful buffs. | B+ | +She looks like a character from Chainsaw Man +Chain during her active skill hits quite hard +Good damage on 1x1 and 2x2 enemies, making her incredibly flexible on budget teams +Normals punch way above their pay grade due to crit mechanics. | --Awful chain outside of her active, and the splitting is heavily unreliable --Active doesn’t benefit from chain bonus modifiers, nor double chains, which hamstrings her burst. --Doesn’t want captain slot, as her chain is rather sad without the active helping it. --Areia, just Areia | Casta’s kit is very hard to properly explain without a visual, but the basic idea is that she has very powerful normals that build up stacks. These stacks can then be cleared on her active to release a second chain-combo with a different shape, which combines with her otherwise terrible chain effectively to come out neutral on 2x2 but significantly stronger against 1x1 at point blank. It suits her theme of being a gunblade-user pretty well, but it’s a tad inconsistent compared to the premier options in forest, and lacks a lot of the modifiers and buffs that define the best-in-slot detonators. Still, she’s a five-star that puts up numbers close to Yao. It wouldn’t hurt you to raise her if you lack options for a second or third forest team for things like Codex and Abyss. | |
38 | Li Tianxian | Sniper with random crits on active. | B | + Okay Active Skill + Critical hits that can further boost the damage of that Active Skill | – Everything else about him is incredibly mediocre | Li is your bog standard sniper, but worse. While his Active Skill can be a decent source of damage, he’s held down by middling stats, RNG on criticals from his Active Skill, and a terrible Chain Combo that's not even good for mobbing! There are plenty of better options (including free ones) to raise over him, such as Lola. | |
39 | Joselyne | Sniper that can move in a cardinal direction. | B | ‘+ Theoretically decent damage ceiling and mobbing + Some mobility | – Said ceiling is unrealistic under most scenarios – Heavily RNG and normal reliant to the point that her kit doesn’t work – Extremely clunky teleport that can actively harm your positioning – MBT and Refinement needed to get the most out of her | Joselyne is the definition of frustrating. In theory, her kit is meant to function by marking enemies with her normals and chain, then teleporting in a cardinal direction to convert those marks to damage on any enemy she hits. In reality, though, she’s a unit who needs MBT, R3, good RNG, and highly demanding positional fine-tuning to reach a below average damage ceiling. She’s one of the worst 5*s in the game, especially since she doesn’t even have any niche utility to justify her usage over other, better options. | |
40 | Cuscuta | Sniper that can displace enemies. | S- (B- without R3) | +Decent DPR on single-tile nuke (with additional utility on flexible movement) +Generally good DPR for more extended fights +Refinements almost doubles her damage | --Weaker mobbing potential than other snipers due to limited targets on Active and limited range Chain Combo --Kill condition on active does not help much --Heavily relies on refinements in order to be competitive | Cuscuta's kit is a bit of a mixed bag. While her active's DPR is decent, its lack of AoE means she's weaker on mobbing maps compared to other snipers, even though those mobbing maps are the ones where her relocation ability is most useful. She can sort of pilot around it by trying to set up kills with her Active in mobbing maps, but this is both awkward and relatively ineffective as 40% damage isn't a lot, even if it ignores defense. Plus, since many single-tile bosses can’t be moved, her Active lacks impact against them. As a result, she's functional but uninspiring unless you're in a position to stack a million Dismember marks. Refinements represent a massive bump to her overall DPR, enough to bring her up out of irrelevance and into a competitive spotlight. Though the question of whether or not its worth doing said refinements is up to you. | |
41 | MONA | Detonator with decent mobbing. | A- | +Good chain for mobbing with low requirements +Decent active ability +AOA damage is very good +Good stack gen +Valuable in auto farming | --Very average in all respects | The welfare for the P5R collab is… a welfare, i.e. good but not great. Actually, he’s pretty close to Lola – a “fair” sniper in an element with total monsters; however, he trades her high specialization for better overall mobbing by way of mild 2x2 scaling. His stack generation is good but inconsistent, his overall DPR is middling, and mobbing is a very competitive niche in Forest. However, that’s not enough to knock him below A, given that Forest’s low end for mobbing is kind of clunky. | |
42 | Dawn | Sniper with decent mobbing at high HP. | B | +Global AoE nuke +In lower density maps, active DPR increases to be relatively decent +Overall DPR is quite decent if full HP is preserved due to equipment | --Equipment's effects are very weak if not at full HP due to low healing amount. --Active DPR is weak in high density situations, only compensated by global targeting --Extremely limited range chain combo for mobbing compared to other Snipers | As both a mobbing Sniper and a single-tile boss slayer, Dawn is decent. Her tool kit provides some ways of handling both cases, and with enough base DPR that she can work both cases - however, she is not outstanding in either case, and has some sacrifices in either area. | |
43 | May | Support that weakens the Sanity system's penalties and restores Sanity. | C+ (A (T)) | +Do one million damage with this one simple trick! +Makes Sanity less punishing when using Lenore/Giles | --After clicking on this ad you realize some dude in Venezuela has stolen your IP, credit card, minecraft account, and doujin folder --Currently designed around two units that don't always need her --Has basically no viability outside of sanity mechanic. | May is a unit that suffers from being completely designed around other Sanity units (Lenore, Giles, and Victoria). Because of this, she has no use in content outside the event she was released in unless you specifically have the aforementioned characters who force the Sanity mechanic in every stage. One can argue if she's worth using just to offset the downsides of Sanity when you can instead properly manage it just fine for the most part. She has some very strong synergy with Giles in particular that is worth looking out for, however, element locked spire does not allow this combo to see its full potential. | |
44 | ★★★★ | ||||||
45 | Pasolo | Converter with mild DoT application. | A (S(N)) | +1 Turn CD flexible conversion (even though it's only one tile) +Great output of DoT Bleeding across all fronts | --No preemptive on conversion | Pasolo is a 4 star forest converter with a 1cd NO PREEMPTIVE STRIKE active. On paper, this should put her on a average converter at most, but she has a niche. DoT Bleeding. Pasolo is a secondary converter in DoT comps when used with her best friend Odi. Pasolo bleed stacks are very easy to build up because she has 3 methods of getting them. Pasolo is not a unit you'd use regularly but she shines in her niche as an end game utility unit. | |
46 | Uriah | Potent Healer whose Active resets upon entering Aurora Time. | A | +Potentially the best overall healing output in the game, depending on number of Aurora Times triggered +Provides damage utility even in situations where no healing is required (due to Enhanced tiles) | --Enhanced tile generation is sometimes rendered useless by random placement --Dedicated healing often comes at the cost of significant DPR; you'll often rather prioritize damage over heals. | Uriah has a high potential ceiling for a healer, given how much she can spam her Active in Aurora Times. However, she is otherwise bog standard. Bog standard in her case means a low CD active heal that has other potential utility, though, so is it really that bad? Given that healing is sometimes required for specific maps, this means that Uriah is probably going to be raised regardless; you really shouldn't mind, as she has a good shell for it, even in a vacuum. | |
47 | Wendy | Flexible Teleporter. | A- | +Unique teleport mechanics that can provide strong kiting potential or ability to move between mobs +Can deal some surprisingly decent normal damage, especially in teleport heavy compositions | --Still not high enough damage from Equipment to make up for lack of actually damaging active. | Wendy is…interesting. Teleport is actually not that common in Forest and how Wendy pulls it off allows for some very unique plays that can't be pulled off with most other characters. For example, in a team with MBT Sikare, it's possible to pop into an ideal spot, go for the burst, and then TP back to safety; it's pretty tempting on certain stages where bursting a boss also guarantees return fire. However, the 3 turn CD is a major turn off, and she doesn't contribute much damage. All in all usable, but not without some unfortunate limitations. | |
48 | Lester | Decent budget Poison DoT option. | C+ | +Budget Poison! +Actually okay at stacking said Poison once you actually get started (and willing to maybe sacrifice your other member's damage) | --Addicted to X shapes, the worst chain combo/active shape in the game | Lester is basically Tourdog's sick experiment into how to ruin one of the best mechanics in the game. What monsters! No seriously, if you're actually that desperate for DoTs, Lester can be used. But often, it's impossible to reach a trajectory that allows Lester to hit multiple times without also sacrificing your other members' damage, which greatly knocks her power down. Still extremely notable within the niches she's important for, such as in Elysium. | |
49 | Sylva | Detonator-Teleporter hybrid. | B+ | +Access to Teleport in Forest is rare and handy +Low barrier for Chain Combo +Equipment is quite strong when it can be used | --CC type itself is very poor --4* stats on detonator not offset by the rest of kit --Extremely limited Teleport | Sylva is a reasonable budget detonator for a 4*. His overall damage isn’t horrible, and he mixes in some limited utility and buffing through his janky teleport and Equipment. While his potential is limited by the situational nature of his Equipment and his horrible chain combo shape, he has fairly good value considering his rarity. | |
50 | Jola | Reset Converter with a bit of Poison DoT. | C | +Provides Poison and surprisingly okay base damage +Some further damage improvement to team due to enhanced tile output | --Already weak conversion output due to being a resetter --Resets don't even preserve Green tiles! (thus extremely dependent on expending all green tiles on the field before use) | Because Jola does not preserve Green tiles when he resets, his conversion value is pretty bad - basically, you are riding on the fact that he provides Poison and using his active as sort of a last resort once you've gone through and used all the green tiles on the map. This isn't completely worthless (and the enhanced tiles are a nice touch), but will come up much fewer times than normal on a single map. | |
51 | ★★★ | ||||||
52 | Ophina | Budget Converter with decent Poison DoT application. | B A(N) | +Hybrid Poison (which also helps her scale past her 3 star limitations) +Budget converter/DoT hybrid +Pseudo-rainbow tile conversion thanks to element swapping | --Does not output enough Poison to truly justify her beyond extreme budget --Still a hybrid with too weak of tile output to be a full converter | Given how many options Forest has for Flex slots and given how little Ophina converts, she's unfortunately bad both as a flex and a main converter. You should hold off for something unless you're truly desperate, even as a budget option - there's just so much more you can do; besides, Pasolo exists. That said, she's at least somewhat notable for doing something interesting compared to other 3 stars. | |
53 | Dove | Budget Teleporter. | C | +Teleporting is teleporting | --Teleport has limited range, without low enough CD to be really notable | If you're really that desperate for mobility, Dove serves a niche, though I can't say it's of any real value. Forest has several teleporters, all of whom do a better job of it. There are better things to be doing with her slot. | |
54 | Clover | 3* Poison DoT. | C | +Poison for the Poison god, if you need it that desperately | --3* Stats are awful | 3* DPS units are unplayable outside of the tutorial stages.... except for Clover, who can maybe go a bit further because she stacks DoTs. That's still not a reason to run her (the whole point of DoT comps is to use four and five star units as if they were six star units) but it's better than nothing. | |
55 | Leah | 3* Sniper. | D | --3* DPS are completely unviable | 3* DPS units are unplayable outside of the tutorial stages. They lack damage, relevant chains, and any form of scaling. There is no reason they should see play over four star units, which are practically free. Don't bother. | ||
56 | Jomu | 3* Detonator. | D | --3* DPS are completely unviable | 3* DPS units are unplayable outside of the tutorial stages. They lack damage, relevant chains, and any form of scaling. There is no reason they should see play over four star units, which are practically free. Don't bother. |
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1 | WE HAVE A DISCORD - JOIN IT FOR NEW PLAYER HELP, GAME DISCUSSION, AND UNIT TESTING! OUR TIER LIST IS ALSO HOSTED ON ANGIUS' WEBSITE. | |
2 | GAMEPLAY GUIDES BY TEAM BETHELFRANKEL | |
3 | Link | Description |
4 | Beginner Guide | The updated beginner guide created by Eclogia, going over a variety of information new players should know. Includes how to reroll, which characters to select from the free selector, and an up to date glossary. |
5 | Advanced Guide | The advanced guide created by Eclogia. Created with the intent on guiding players after the beginners guide, the guide goes over many strategies, stages, and resources in which a mid-lategame player might struggle with. |
6 | Example Teams Per Element | A guide which lists some of the strongest team compositions you can make. Worth looking at, even if you do not have many high-rarity units, in order to understand team building. |
7 | Refinement Priority List | A guide on which refinement is most worth your limited Paradigm. Take note that a game-changing refinement does not strictly equal a meta unit. |
8 | Gameplay Tips | A collection of tips to how to best position Aurorians in a team, when to best use some Active Skills, and how to play some of the more complex units in the game. A good read for beginners and veterans alike. |
9 | Desolate Codex Guide | A Codex Guide created by top5goat detailing the ins and outs of codex and teambuilding within that mode. |
10 | Altelier Ryza 2 Tactical System | A guide on the inner workings of Ryza's Tactical System. |
11 | CHARACTER GUIDES BY TEAM BETHELFRANKEL | |
12 | Link | Description |
13 | Batia Analysis | An Analysis created by Ivory detailing all of Batia's quirks and gameplay styles. |
14 | Nina Analysis | A thorough breakdown of Nina by retired BethelFrankel Member Neppity. |
15 | OTHER LINKS | |
16 | Link | Description |
17 | Chinese Math Gods' Teachings | An explanation of Alchemy Stars' damage formula. |
18 | Alchemy Stars Damage Formula Reddit Post | Another explanation of Alchemy Stars' damage formula. |
A | B | |
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1 | NEW PLAYER FAQ | |
2 | See our Beginner Guide for more info | |
3 | Question | Answer |
4 | Q1: What Should I Be Spending My Early Game Prisms (Energy Resource) On? | Short Answer: Just blaze through the story as fast as possible to beat level 8-14. The resource farming stages in this game are exponentially better the higher you go, so you want to max out your Colossus (the game's home system) ASAP to unlock the highest resource farming stages. Don't be afraid to do resource farming on lower stages if you can't beat a story level without leveling, but generally speaking you should just rush getting to 8-14, especially if you use the abusable friend support system. In terms of building your Colossus, the station that lets you access harder resource stages is the most important, followed by the station that generates Prisms. The others don't matter as much, but max them out sooner than later as they give a lot of nice QoL benefits. When you're out of Prisms and waiting for them to recharge, you may progress in your Spire clears or try some event stages. |
5 | Q2: Is X reroll good?/Is rerolling necessary? | All starting rolls are playable in AS due to the F2P "selectors" you get every couple chapters and the guaranteed Converter from beginner banner. While it's recommended that you stick to just one element while you're starting out, you will eventually want to build all four elements for endgame content, as counter-element damage rises with higher Equipment levels. The only real question is how smooth do you want progression to feel - story mode isn't that hard, but it is something to note. With that said, some people like rerolling and it is undeniably a bit of a time saver in the long run. If you want to reroll, you can read the reroll section of our beginner guide. |
6 | Q3: Selectors? | Clearing Chapters 3, 5, and 7 gives an achievement that rewards you with a "Reinforcement Kit", a special box which lets you choose between different (specific) 5 stars. We created a selector section in our beginner guide on which units are worth choosing. |
7 | Q3.5: I bought the 6-star unit selector. What do I get with it? | That depends on your account. If one of your elements is weaker than the other, then choosing a DPS or converter from your weakest element might be the best course of action. Strictly speaking, however, Azure is the best pick from the selector in general, followed by Hiiro and Dantang, both at BT3. As DPS/Converter hybrids, these three are the most desirable for an account. If you already have all of them, then grabbing either a BT on a "whale" converter that requires them to be good, or else choosing a unit that’ll fulfill a desirable spot on your roster will be a good course of action. Note that you have several months to use your selector. |
8 | Q4: How strict is tiering in this game? Can I succeed with a low tier team? | Leaning towards lenient, but probably stricter than something like Arknights. On the one hand, as long as a unit does their job, most teams can succeed. On the other hand, what that job entails can often include somewhat rare effects in their own element/character pool. Furthermore, the base competency of units can be pretty weak. The general rule of thumb is that anything S-Tier or above can work without much overleveling, anything A-tier or above can work with some overleveling or synergies, and anything B-tier or below will require significant investment. Overall, low tier teams can succeed, but you do have to have a pretty solid grasp on what you're doing and perhaps some extra grinding. |
9 | Q5: What is the most common team composition in this game? | 2x DPS (Generally Detonators or Snipers) + 2x Converters + 1x flex, where flex can be just about anything ranging from 3rd DPS of any type to 3rd converter to a healer or whatever. You will often have to judge case by case. Team comps are almost always mono-element, or mono-element with off-element captain. The reason is two-fold: 1) Hard content tends to be element-based and 2) Converters really only help DPS units of their own element. Given that damage multipliers mostly scale on chain length, mono-element conversion is basically necessary to pass all damage checks. |
10 | Q6: What's the best element? | Elements in Alchemy Stars don’t really compete with each other; in general, you’ll be running mono-element teams. Each element is well balanced overall, albeit with significant differences in playstyle. Thunder is the most vanilla option outside of some limited interactions with summonables, but has the highest ceiling thanks to Reinhardt. Water tends to focus on strong low-CD DPS units with quirky playstyle requirements for maximization, as well as summons. Forest leans heavily into enhanced tile teams to maximize its damage, but also has the strongest options for general mobbing and Poison DoT. Fire is likely the strongest overall element nowadays, with the most general mobility, defensive options, and key DPS units that can turn said defensive utility into offensive output. However, its best options often require significant investment in Breakthroughs, teambuilding, and/or refinements. Late- and endgame content, including modes like Spire and Pandora’s Box, continue the trend of mono-element teams, often with specific element requirements. Counter bonus also becomes much stronger in late-game stages due to the way it improves with Equipment levels. You’ll want to have multiple good teams for each element for endgame content like Abyss, but for most other content you only really need one good team in a given element. |
11 | Q7: Why is preemptive conversion so desirable? When is it not that important? | If you consider a typical map of 15 turns, you only get 3-5 burst windows, depending on your converters' CDs. Preemptive conversion allows you to fit in another burst window or make the last burst window easier to guarantee, and additionally allows you to begin setting up the map immediately (or give some flexibility to what your opening strategy is per map). That said, as map length increases, preemptive conversion becomes less and less valuable. You can absolutely skate by on non-preemptive conversion, especially in content like high-level Spire and Abyss. |
12 | Q8: Why are Detonators more valuable than Snipers? | The game tends to favor multi-tile bosses over single-tile bosses already. Additionally, a Detonator can sort of do a Sniper's job by virtue of having AoE, so long as you have the movement or conversion to support their more limited range. A Sniper cannot do a Detonator's job - it's almost impossible for a Sniper chain to outpace a Detonator chain on any content above 1x1 enemies. Furthermore, the range that Snipers give you can be a double-edged sword. Staying at range represents a very large DPS loss because your point blank autoattacks make up a huge portion of your damage. This doesn't mean range is useless, but it shouldn't be your preferred strategy unless the map is forcing your hand or you're just autoing with the game's terrible AI. |
13 | Q9: Do I need a pure healer? | You should have one raised for each element you're planning on using, but you don't need one for every map - consider the healer as your first "6th" member to raise and swap in and out. It's best to think of damage as a secondary time-limit, and you need to balance between the actual time limit vs the damage that you're taking. Sometimes that damage limit will be very strict (Spire 43 and 89 come to mind), sometimes it's not. Similarly, the turn limit of a map can be more or less strict, depending on how it's tuned. |
14 | Q10: Why are resets rated so poorly compared to other conversion? | 1) Because reset conversion is random, you have no guarantee that any tiles you generate will create a valid path. You can bolster this with other converters in your team, but this eats up team space. 2) Testing has revealed that resets have a significantly nerfed chance to generate tiles of a unit's own color (a ~10-15% chance). Only characters that have the line "additional small chance to generate X tiles" rise above that rate. |
15 | Q11: What about Desolation Codex? What is good in Desolation Codex? | This mode is largely independent from the rest of the game because of the overwhelming value of counter-element damage and the banning of % HP damage. Because of that, pretty much everything works in one way or another, as long as the teamcomp itself is solid and the characters are the correct element. Generally speaking, tile respawn mapping and knowledge of various niche endgame strats is much more valuable than any amount of dupes. You really don't need much of anything unless you're aiming for top 50 Legendary. Visit the Official Alchemy Stars Discord's channel on Desolation Codex if you want more specialized advice. |
16 | GLOSSARY | |
17 | Term | Explanation |
18 | BT0/BT2-6/MBT | A unit's number of breakthroughs. Breakthroughs are this game's versions of dupes; for 3 and 4 stars, you should be able to get all BTs. For five stars, your first dupe is BT2, and your 4th dupe is your MBT. For six stars, your first dupe is BT3, and your 4th dupe is your MBT. Note that the Silent Hunter units (free after a relatively long quest) use their own system for BTs which is generally much easier to max out, although time-gated. |
19 | DPR | Damage Per Round. This is generally estimated, as actual DPR is dependent on a lot of factors that are hard to standardize. Refer to the Chinese Math Gods' Teachings for an explanation of how DPR is calculated. |
20 | Burst Turn | A burst turn is when you use a large amount of conversion at once and then perform long combos (sometimes adding on a second burst through Aurora Time). Because chain damage and normal damage increase damage with the amount of steps, burst turns with mono-element or near mono-teams lead to the highest DPR, although not always the most flexible targeting. N.B., an off turn is the opposite of a burst turn. |
21 | Multiplier | The bonus you gain from long combos that affects your chain and normal damage (see the Reddit post, which is also found in the links section if you're on Kimaris). Certain effects, such as Charon's equipment, are not affected by this multiplier despite triggering on chains or normals - whether these effects grab this bonus or not is referred to as "picking up the multiplier" here. |
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1 | Unit | Type | Old | New | Description | Author |
2 | 9/14/2024 | |||||
3 | Mithra | New Unit Rating | - | A/SS(T) | I wonder what rating a 2CD version of Bethlehem that requires Goldie will get. What a difficult decision indeed. | Cuzimori |
4 | Paloma | Upshift | S | S/SS(T) | Less of an upshift and more just putting on display what we all already been knew. SS-tier is too much of a mess anyway, might as well make explicit her strength on dedicated E-tile. | |
5 | BT0 Dantang | Upshift | S | S+ | Dantang is a lot better than we previously though as a standalone DPS. Unlike Hiiro, her ceiling is way easier to achieve, isn't bugged when not in the captain position, and is way more flexible due to her outstanding performance on 1x1 bossing and mobbing. | |
6 | Zhong Xu | Other | - | - | This is one of those times where I wish I could convey how good a unit is without going into tangents about their playstyle. All you need to know is that a well played Zhong Xu is one of the best converters in the game, and the team is considering upshifting him into SS tier, but currently unsure if its worth doing so due to his unique learning curve. | |
7 | 9/9/2024 | |||||
8 | Maya | New Unit Rating | - | S+ | I (unfortunately) have to fill in for Cuzi as he visits his family in India. I hope I get a raise... Anyways, Maya is an amazing unit that actually has thought put into her kit. Finally a balanced unit after the slew of brokenness. (Elegy...) | Ivory |
9 | Sadie | Downshift | A+ | A | "Sadie is a three hit wonder" - top5goat | |
10 | 8/2/2024 | |||||
11 | Ryza | New Unit Rating | - | S/SS (T) | Solid baseline, game-warping synergies, solid at BT0, amazing Breakthroughs, the star of the AR:2 Collab is a potent but well-designed character. | Cuzimori |
12 | Klaudia | New Unit Rating | - | A | Has some potential due to her Dark Tile generation and mobbing, but extremely mediocre damage and unnecessary restrictions on her utility and synergies holds her back. | |
13 | Patricia | New Unit Rating | - | S- | Strong damage for a welfare even on her own, despite being finicky to play, with decent utility to boot. Pairs incredibly well with Ryza to break the game, but Ryza gets the T rating for that. | |
14 | Benny and Curo | Upshift | A+/S- | A+/S+ (T) | With proper use of their Active during off-turns and alongside Istvan, Benny and Curo have incredible potential. | |
15 | Sanae | Upshift | A- | A-/S- (T) | Sanae is a lot like Benny and Curo, albeit way more finicky, and Florine also being locked to 4CD outside MBT additionally restricts them. | |
16 | Hedy | Downshift | A/S/ SS at MBT | A/S | Preface before we get started on these downshifts: We tend to be very selective when it comes to which MBT 6*s gets to be in SS tier due to the steep cost. They need to be absolutely gamechanging in order to be picked for this. For a time these units were absolutely gamechanging. Unfortunately times have changed and the meta has left some of them behind. They're still broken, just not as relevant as they were before. MBT Hedy lost most of her luster when E-tiles came out, and Antony has given Forest access to yet another select tile converter at the BT3 level. While Hedy is still arguably the best non-Etile Forest converter, her time as the cornerstone for Forest is long gone. | |
17 | Tina | Downshift | B/S/ SS (N) at MBT | B/S | We'd hope that MBT Tina would have have amazing shows of strength after her release, but nothing much came out of it. On top of that we've gotten more and more incredibly powerful Water converters that mostly renders her to be a potential "what if". | |
18 | Michael | Downshift | S+/SS | S+ | Even in a vacuum MBT Michael has been toeing the line between S+ and SS for a while, considering that she wasn't really on par with the rest of SS-tier as it is against all but the bulkiest enemies. While her pre-emptive teleport kept her there until now, she doesn't have much of a place in the element's best teams with the proliferation of Dark Tiles and is certainly not game-changing enough to be worth chasing. | |
19 | Uriel | Downshift | S/SS | S | I'm sure many of you even asked why she was in SS tier to begin with. | |
20 | Carleen | Other | - | - | Like Hedy, we're monitoring whether or not MBT Carleen is still relevant enough in Water to deserve to be there. We're still deciding before we pull the trigger on her. | |
21 | 7/7/2024 | |||||
22 | Victoria: Elegy | New Unit Rating | - | SS (Really should be in a tier all by herself) | I have no words. Hopefully we'll never get a unit like this again. (Glares at the 3.5 Anni Forest unit that'll just be Goldie Dark Enhanced Tiles with billions of buffs.) | Ivory |
23 | Wilhelm | New Unit Rating | - | A+/SS (T) | Wilhelm is quite the interesting and strong unit. Very valuable with other dark tile units while also having some semblance of value outside of it. | |
24 | Nails: Sacred Rite | New Unit Rating | - | S+ | If it wasn't for the fact that his HP drain could be problematic, he would be SS tier. (0cd red dark tiles my beloved) | |
25 | Frostfire | Upshift | S- | S | None of the old seal refinements are that great, but Frostfire's manages to at least alleviate much of her issues as a 1x1 sniper. Now she's actually quite good at it. Unfortunately Elegy exists so... | |
26 | Algol | Upshift | S-/S+ | S-/SS (T) | Algol has gained her dark tile dps for her to abuse, and, in turn, gets abused by said dark tile dps. Despite the fact that Elegy doesn't even care that much about her funnily enough. | |
27 | Rebecca | Upshift | S-/S+ | S-/SS (T) | Rebecca has basically been Water's best support for the longest (sorry Fia), and now Wilhelm has made her even stronger. Doesn't even need him as Rebecca + Bethlehem is just too good of a pairing. | |
28 | Jeno | Upshift | S | SS (N) | The man of the hour. Elegy + Jeno is the most broken duo in the entire game, destroying anything standing in the red path they created with ease. He also is just a broken support in general. (800+ ATK my beloved) | |
29 | All the 5 star double chainers | Downshift | A-/S+ at BT2 | A-/S/S+ (T) at MBT | The double chainers not named Istvan: SP (and maybe Florine, though jury is still out on that) aren't aging well at all, and rarely finds their way into the first teams of their elements. A downshift was warranted. | |
30 | 7/5/2024 | |||||
31 | Guides | Other | - | - | Added the Desolate Codex Guide from top5goat to the Guides tab. The tier list update will be arriving soon with... unfortunate consequences. | Ivory |
32 | 6/29/2024 | |||||
33 | Irridon | Other | - | - | A slight edit to her write up to emphasize the changes to the Thunder Meta. | Ivory |
34 | 6/20/2024 | |||||
35 | Guides | Other | - | - | After discussions surrounding the visibility of the guides we create from the community, we moved the guides from the New Player FAQ to its own tab. Also added the character centric analysis to this. Hopefully whenever I get finished with the Lilica guide, it'll be posted here. | Ivory |
36 | Barton: Deft Blades | Upshift | A/S | A/S+ (N) | After some more testing from us and others, Barton:DB with his new buffs can easily stay in his lone state for basically the entire stage in certain scenarios. This allows him to actually eclipse our previous expectations and we felt he needed to be moved up. | |
37 | 6/15/2024 | |||||
38 | Reinhardt | Other | - | - | What happens when you take a unit that was already one of the most broken units in the entire game and buff them to the extreme? You get an even staler element meta. | Ivory |
39 | Barton: Deft Blades | Upshift | A+/S (N) | A/S | Amazing QoL buffs all across the board. Now he can be used just about anywhere and further his niche as an phenomonal mobbing detonator. My Boi deserves it. | |
40 | Antony | Upshift | A/S | A/SS (T) | Hello Siobhan 2: Electric Boogaloo, how are you? Fine? Good. Antony is now an amazing converter that also showcases a fairly high ceiling when you play around with his RNG. | |
41 | Siobhan | Downshift | A/SS | A/SS (T) | Would you even consider this a downshift? Anyways, Siobhan's usefulness in Forest has waned quite a bit in recent times with the advent of Enhanced Tiles, and now Antony basically being her but better. On top of her sometimes awkward conversion patterns, we felt the need to show that she isn't the unconditional broken unit she once was. Make no mistake though, Select Tile conversion is still broken, and she's still absolutely absurd when paired with other units. (Like Antony...) | |
42 | Zarya | Upshift | S- | S | I like how basically nothing changed about her except that her BTs were trickled down. Still has mediocre healing and awkward conversion, but now we get what used to be MBT now at BT3! Also (somewhat scuffed) dark tile generation at MBT! (Insert autism creature gif here) | |
43 | Smokey | Other | - | - | Whats more interesting than Fire getting something that it didn't have access to before outside of a 3 star is how TD will treat a certain white haired girl thats coming to CN in 3 weeks. | |
44 | Bethel | Other | - | - | There was 0 changes to her write up to reflect that absolutely nothing changed about her! | |
45 | 6/12/2024 | |||||
46 | Cleanup | Other | - | - | Cleaning up the look of the tier list. As the sheet is more or less the only way to view it as it stands, we wanted to spruce it up a bit. TL update with the new buffs coming in a few days, and there are some interesting changes. | Ivory |
47 | 6/3/2024 | |||||
48 | Batia | Other | - | - | As it turns out, Enflame ignores all Burn Immunity on enemies. This is huge for units like Uriel and gives Enflame a whole lot more versatility. | Ivory |
49 | 5/31/2024 | |||||
50 | Batia | New Unit Rating | - | A+/SS | Before we begin, we just wanted to thank Kloen again for his contributions to the community. Kimaris was such an amazing resource for us, and its sad to see it go. As for Batia, as it turns out Select Tile conversion is broken. On top of her generating dark tiles, she's an absolute beast in regards to her conversion. She does have her fair share of issues, but none hold her back from being absolutely ridiculous. | Ivory |
51 | Carleen/Hedy | Other | - | - | Changed their roles from "Support" to "Converter". Something we ought to have done a very long time ago. | |
52 | BT0 Irridon | Downshift | S | A+ | With more conversion options in Thunder nowadays (*cough* Rachel *cough*), Irridon's lack of Pre-emptive strike until MBT starts to show more and more as time goes on. | |
53 | Liqing | Downshift | S- | A+ | Mia Alter and Eicy has been a bane for every dedicated Fire Healer, and Liqing is no exception. | |
54 | BT0 Chen'ni | Upshift | A | A+ | Her damage, shockingly enough, is so high in teams with Rachel that she has more use cases beyond her wild conversion. | |
55 | MBT Genevieve | New Unit Rating | - | A | A unit with a surprising amount of potential, and one that I'm sure Genevieve enthusiast are willing to share in great detail. | |
56 | Algol | Other | - | - | We're monitoring her performance to see if she warrants an upshift to SS tier. The pairing she has with Batia is nothing short of amazing, and in the future Algol, just like her counterpart in Water Rebecca, may be integral to quite possibly the best Fire team in the game. | |
57 | 5/3/2024 | |||||
58 | Rachel | New Unit Rating | - | S+/SS | Hey look we're early this time. Rachel is effectively Rinne but taken to a whole 'nother level. Monstrous conversion and even decent damage with little drawbacks to speak of. | Ivory |
59 | Zeta | New Unit Rating | - | S- | Hey they finally made a good 5 star for a change. | |
60 | Tiare | Upshift | S/S+ | S/SS (T) | Rachel gives a lot of what Tiare desires. High generation of dark tiles on a low CD and an excellent pair with Axelia. Many of her issues still remain, but Tiare can consistently hit her ceiling now. | |
61 | Rinne | Other | - | - | She's no longer the highest generating converter in the game, so the write up was slightly changed to reflect that. | |
62 | 4/22/2024 | |||||
63 | Link section update | Other | - | - | The Kimaris update happened, but then we realized some things slipped by and we could use a better link section. Kimaris' Tier List mirror now has the New Player FAQ and various links! | Eclogia |
64 | 4/13/2024 | |||||
65 | FAQ update | Other | - | - | Updated the FAQ page with relevant info and new members. The Kimaris website version of the TL especially didn't have fitting explanations up until... when it will take this update into account, in a few days! | Eclogia |
66 | 4/3/2024 | |||||
67 | Istvan: Scarred Pith | Upshift | S (N) | S+ (N) | Update to the update, Istvan Alter's performance both within and especially out of element has exceeded expectations, to which we felt his ranking to be on par with Louise's. | Ivory |
68 | 4/2/2024 | |||||
69 | Tiare | New Unit Rating | - | S/S+ | Apologies for the extreme lateness. Cuzi is currently in hell with university projects, I was sick for the past week, and the others were busy. Anyways, Tiare is actually amazing and a breathe of fresh air to Thunder. She does require quite a lot of attention in terms of Dark Tile placements and where she hits her weakpoints, but if you do overcome all of that, you'll find that she's quite possibly the second strongest Thunder DPS in the game. | Ivory |
70 | Isa | New Unit Rating | - | A (N) | Speaking of Dark Tile Thunder units, Isa actually has some good use cases with Tiare and Chen'ni, and can even perform pretty well when given contact dark tiles. She's still incredibly clunky and hard to work around, but she can pretty much work out good in these teams. | |
71 | BT3 Smokey | New Unit Rating | - | S+ | We're currently in the process of evaluating how the current max enlightenment affects units, but one we know for sure needed another look at was Smokey. While the %tile generation doesn't affect her reset conversion, the boosts in Attack and Active damage disproportionately boosts her overall performance, to the point where she's a lot closer to regular Detonators. (I.E Gram) On top of her use cases becoming a lot more broad, Smokey is definitely amongst Fire's best flex options. | |
72 | Axelia | Upshift | S+ (T) | SS (T) | Arguably something we should've done a long time ago, but thanks to the introductions of Chen'ni and Tiare, as well as showcases on how ridiculous Tessa teams can be, it was time to finally bring Axelia up to the ranking she deserve. | |
73 | Tessa | Other | S+ (T) | S+ | Mostly a formality change. Thanks to both Enlightenment giving Tessa both a sizeable boost in active damage and Attack, she can comfortably compete with others S+ tier detonators even in regular teams. | |
74 | Dayna and Vivian | Upshift | A+/A+ (N) | S-/S- (N) | Dayna was already a good Detonator and we knew how good Vivian's conversion can be, but the team underestimated just how useful feet tile generation can be on these two. So these should rectify that. | |
75 | 2/3/2024 | |||||
76 | Chen'ni | New Unit Rating | - | A/SS | We finally got an interesting thunder unit for a change. Chen'ni is amazing, but she does require some thought in order to maximize. | Cuzimori |
77 | Luo Song | New Unit Rating | - | C | Look what they did to my boy. | |
78 | BT0 Florine | Downshift | S | A+ | Florine's personal damage has always been greatly exaggerated, and coupled that with the need to wait until turn 5 in order to use the thing she's known for, it takes a huge wind out of her sails. | |
79 | Hydrad, Istvan, Louise | Upshift | B+ | A- | On the flip side, the 5 star double chainers at BT0 aren't that bad, and can be usable. | |
80 | Axelia | Other | - | - | We rewrote Axelia's description to match her current use cases. | |
81 | 1/22/2024 | |||||
82 | Aglol | New Unit Rating | - | S-/S+ | Well this will be an incredibly short changelong. Algol is fantastic, despite her reliance on outside conversion and proper planning. When Fire does get more Dark Tile units, she might even become SS tier. Keep an eye on her. | Cuzimori |
83 | Vice: Keen Sight | Upshift | S | S/SS (N) | Vice: Keen Sight just so happens to have some of the highest damage potential in the game for 1x1, but requires proper play in order to maximize. Codexers can rejoice that they don't have to druse for MBT anymore. (Eclogia sure is happy) | |
84 | 1/7/2024 | |||||
85 | None | Other | - | - | Updated the FAQ with the Refinement Priority List. | Eclogia |
86 | Preemptive 2CD Converters | Other | - | - | Updated the note on these converters being SS for 95% of the game. This note is very very old now we've got more content types and units. | |
87 | 1/1/2024 | |||||
88 | Sheol | New Unit Rating | - | S/SS (T) | Sheol is probably the most "balanced" broken unit we've ever gotten. Amazing at basically everything who also elevates many other units for her teambuilding. | Cuzimori |
89 | Istvan: Scarred Pith | New Unit Rating | - | A+/S (N) | Istvan: Scarred Pith is a weird yet enticing unit that does have a bright future ahead of him. | |
90 | Vergil | New Unit Rating | - | S | They finally made the "4tc" yellow to blue converter after all this time. He's pretty strong all things considered. Unfortunate that his equipment just isn't. | |
91 | Bethlehem | Upshift | A/SS | S/SS | TD just woke up one day and decided that Bethlehem would be the single most broken unit in the game. I don't know why since she was already very good, but we take it. | |
92 | Zhong Xu | Upshift | A+/S+ (N) | S-/S+(N) | After further testing from the community and internally, Zhong Xu's buffs were a lot better than what it appears on the surface. Its good enough to where you can run him outside of push and pull content has still have really good results. | |
93 | Zarya | Other | - | - | The proliferation of dark tiles allows Zarya's split conversion to be incredibly useful, giving her a solid niche in those teams. | |
94 | 12/13/2023 | |||||
95 | Xuan Ji | New Unit Rating | - | A/S | Late update for this patch but still in time. Xuan Ji is a very average unit, though with the additional drawbacks of wanting BT3. She's the furthest thing from a necessary unit, but she's certainly a decent one if you want her. | Cuzimori |
96 | Li Tianxian | New Unit Rating | - | B | Li Tianxian continues a long trend of our recent new 5* units being worryingly bad. At this point if they're not disappointing I'd be a bit surprised. | |
97 | Zhong Xu | Upshift | A/S (N) | A/S+ (N) | Zhong Xu's buffs improve his roll as a mobbing converter, warranting a mild upshift. His base kit remains somewhat poor, albeit improved. | |
98 | Pasolo | Upshift | A+ | A/S (N) | Pasolo's bleed can be incredibly strong on certain stages. That said, it falls apart in situations where such single target DoT lacks an impact, such as mobbing. | |
99 | 11/23/2023 | |||||
100 | VIOLET | Upshift | B | A | So part 2 is here, and this is basically our yearly check up on older units. Lets start off with something positive, VIOLET is actually pretty decent, and her ceiling is quite good. Unfortunately her reliance on getting AoA and her chain combo being a column chain hinders her from going higher, its something we underrated for such a long time. | Cuzimori |
101 | Vic | Upshift | A+ | A/S (N) | While our original evaluation of Vic still stands, he has a surprising amount of content where he's not only a compelling option, but also downright the best one. | |
102 | Momo and Anzu | Downshift | A | A- | Now onto the downshifts. Momo and Anzu's ceiling is only really decent, whereas the rest of her kit is incredibly clunky to bring it out. | |
103 | Zarya | Downshift | S | S- | After more testing and feedback from the community, we realized that we overrated Zarya's effects, especially at BT0. She's still good, but you definitely feel the struggle when using her as a core converter. | |
104 | QUEEN | Downshift | S | A+ | This was a mistake we made so long ago. QUEEN was never really anything special, and her need of contact points to both deal danage and build AoA hurts her a lot more than we initially expected to. | |
105 | Yao | Downshift | A+ | A- | What happens when you have a unit thats outright mediocre at absolutely everything, coupled with a clunky playstyle that just doesn't reward you? You get Yao. | |
106 | Casta | Downshift | A | B+ | Somehow they manage to make a unit thats worse than Yao. | |
107 | Pollux BT3 | Downshift | SS | SS (T) | Many, many people have came to us wanting a Pollux downshift due to how screwy her tile shift can be. And while we do agree she is absolutely the worst column converter, she's still a column converter. That said, due to her potential anti-synergies with other converters not named Nemesis, we'd hope this will be enough of a compromise. | |
108 | 11/19/2023 | |||||
109 | Rebecca | New Unit Rating | - | S-/S+ | Can you believe this is only part 1 of the changes? We needed to release something in order to show people we're still alive. Regardless, Rebecca is really good, and has the potential to become a "must have" in the future. Surely TD wouldn't forget to release support for the dark tile gimmick, right? | Cuzimori |
110 | Isa | New Unit Rating | - | B | Welcome Isa to the worst 5 stars in the game category! Joselyne says hi! | |
111 | BT0 Leyn | Upshift | A+ | S- | Turns out BT0 Leyn still holds his own vs other 6 star detonators. Just don't expect anything crazy. | |
112 | 10/29/2023 | |||||
113 | Dantang | New Unit Rating | - | S/SS | So this is how Tourdog decide to treat CN, by just giving them Hiiro 2, Fire edition. | Cuzimori |
114 | Patty and Patsy | Upshift | B+ | A-/S+ | Patty and Patsy has quite possibly the most abusable equipment in the entire game. Thanks Lilica for making her playable! | |
115 | Beryl | Upshift | S- | S | Turns out her floor is a lot higher than we gave her credit for. Also funny SS tier ceiling. | |
116 | Kafka | Upshift | B | A | We underrated how significant her buffs turned out to be. Hachi and Gin finally has some competition. | |
117 | Kanna | Upshift | B- | A- | The biggest buffs she recieved was Axelia's existence. | |
118 | Tohru | Downshift | S | S- | Wow she has not aged well at all. | |
119 | Charon | Downshift | S | S- | Charon always felt like he was hard carried by his utility, in which he does not have access to on turn 1... | |
120 | Charon BT3 | New Unit Rating | - | S+ | ...on the other hand, not only does he bring plenty of good utility, his Refinements turned out to be around a 20% increase in overall damage on burst turns. In which having pre-emptive strikes helps that a lot. | |
121 | Zhong Xu and Tiny One | Other | Updated their description to match the current state of Fire's conversion. | |||
122 | 10/25/2023 | |||||
123 | None | Other | Updated the FAQ and the useful links. | Eclogia | ||
124 | 10/7/2023 | |||||
125 | No. 33 | Upshift | A+ (N) | S (N) | Mostly a bump to her Niche rating. We recieved feedback that the N rating itself is too low, so we hoped this rectifies that. | Cuzimori |
126 | 10/3/2023 | |||||
127 | Yingel | Upshift | A-/S | S-/S+ | Well it looks like we pulled a Tina, again. (Yingel also better be glad that Wrath Alter exists) | Cuzimori |
128 | Carleen: Smouldering Soul BT0 | Downshift | S | S- | As time moves on, Carmoon's inability to act on Turn 1 turns out to be a significant downside... | |
129 | Carleen: Smouldering Soul BT3 | New Unit Rating | - | S+ | ...but also as time moves on, Carmoon's jack of all trades nature allows her to have some of the best synergies in her element, while also being an incredibly strong proactive unit. | |
130 | Constantine | Upshift | C | B | His single target performance is actually pretty decent. Unfortunately does not branch out at all outside of that, but still. | |
131 | Joanie Boom | Upshift | A (N) | S (N) | The weirdest character TD has ever released. | |
132 | Barton: DB | Downshift | S- | A+ | This has been a long time coming. Barton: Deft Blades is one of the worst 6 stars in the game at practically everything... | |
133 | Barton: DB | New Unit Rating | - | S (N) | ..besides high powered mobbing stages where he gains a bunch of stacks. In said stages, he pops off very well. But its debatable whether or not he's worth it for that alone. | |
134 | Tiny One | Upshift | A | A+ | Mostly a formality change. Zhong Xu's base rating is A+, so we figured to bring her rating up to the same level. | |
135 | 10/2/2023 | |||||
136 | Zarya | New Unit Rating | - | S | Zarya is extremely pretty, and she is pretty solid despite mostly being a sidegrade to a free 5 star. Also she looks like Furina!!!!!!! (Which Idk if thats a good thing or not) | Cuzimori |
137 | Antony | New Unit Rating | - | A/S- | What if we made Hiiro, but bad, and then make him not work in the element's most broken team. | |
138 | No. 33 | New Unit Rating | - | C/A+ (N) | No. 33 is a funny "seperate the people with skill from the people who has skill issue" unit that will probably see play from codexers. | |
139 | 9/9/2023 | |||||
140 | Uriel | Other | - | - | Added an addendum to Uriel's write up to mention how MBT impacts her. | Ivory |
141 | 9/8/2023 | |||||
142 | Wrath: Proud Fervor BT0 | Upshift | S | S+ | Just a small edit to her BT0 tier. As it turns out, you don't really need pre-emptive strike on her to reach S+ tier damage and have strong mobbing. It does put more pressure on you to land those off chains, however. | Ivory |
143 | 9/6/2023 | |||||
144 | Wrath: Proud Fervor | New Unit Rating | - | S-S+ | Wrath Alter is great. Unfortunately though she's both not unique enough to stand on her own two feet, but also in the element with the most oppressive unit in the game. | Ivory |
145 | Joselyne | New Unit Rating | - | B | Quite possibly the single worse post release unit we've gotten. | |
146 | Beryl | Upshift | A | S- - S+(T) | My favorite set of buffs from TD. New Beryl is absolutely amazing. Though she requires a team built around her to maximize her mobbing and damage output, she's nontheless in an amazing spot rn. | |
147 | Fleur | Upshift | S- | S | Fleur is really good now with his defense ignore. Only slightly behind Mythos while also having significantly better mobbing and 2x2 performance. | |
148 | Uriel MBT | New Unit Rating | - | SS (N) | MBT Uriel can absolutely trivialize several stages thanks to her conversion, while also being an incredibly strong sub-dps when the enemies are vulnerable to burn. Still niche compared to other options, however. | |
149 | Taki MBT | New Unit Rating | - | A+ | MBT Taki has proven to be a pretty decent jack of all trades unit. Still not the most ideal unit, but he can put in some work. | |
150 | Benny and Curo MBT | New Unit Rating | - | S- | Benny and Curo has been long debated on whether or not they should be S-. So here we are putting her there, with the catch that she really needs MBT, and her own teams built around her limitations. | |
151 | 8/24/2023 | |||||
152 | Allura | Other | - | - | Rewrote her description to state the 200% extra def ignoring damage. | Ivory |
153 | 8/17/2023 | |||||
154 | Bopper | Other | - | - | Moved her into support. | Ivory |
155 | 8/15/2023 | |||||
156 | Lorelei | New Unit Rating | - | A+/SS | Yet another long changelog. Lorelei is amazing. Not only is she Fire's first good select tile converter (on global), but also her EQ is among the best in the game. Really fun. | Ivory |
157 | Cena | New Unit Rating | - | S- | Behold! Raphael's competitor whose main advantage over her is locked behind MBT! Enough joking, Cena is pretty good. Unfortunately his competitors just has many advantages that are usually better than RNG reliant tile shifting. | |
158 | Bopper | New Unit Rating | - | A- | Whats more interesting about a generally mediocre unit is how it might foreshadow a broken synergy in the near future. | |
159 | Jona | Upshift | A | A+ | Thanks to her refinements, Jona's floor has risen to a more appreciatable level. | |
160 | Jona BT3 | New Unit Rating | - | SS (T) | It... turns out Jona's ceiling is so high that it even makes Hati blush. Now, thanks to Fire finally having the means to ensure contact points, she can finally spread her wings. | |
161 | Connolly | Upshift | S- | S | After some back and forward and her refinements, Connolly can actually imitate Mythos in a better way, while having much better mobbing. | |
162 | Florine BT3 | Downshift | SS | SS (T) | As the power of the game continues to increase, Florine's damage potential being locked behind Reinhardt is starting to become much clearer. | |
163 | Robyn | Upshift | A | S- | Robyn's refinements are quite strong, on top of her teamwide buff allowing her to contribute more than it may seem. Also a budget option for Goldie teams. | |
164 | Dayna | Upshift | A | A+ | Similar to her sister, however Dayna's chain makes her significantly worse than Robyns. | |
165 | Barbara | Upshift | A- | A | Similar to the other two, but this time her active isn't very good. | |
166 | Eve | Upshift | A+ | S | Her buffs are excellent, even if it got rid of her stun. | |
167 | Sylva | Upshift | C | B+ | A very long overdue upshift, Sylva isn't that bad now. Though... | |
168 | Cuscuta | Upshift | A | S- | An error on our part, Cuscuta's refinements actually makes her pretty strong. Unfortunately outside of those refinements, she's incredibly mediocre. | |
169 | Charon | Other | - | - | While his refinements didn't change his grade, we wanted to rewrite him to emphasize the strong niche he has in Fire, alongside the pretty sizeable buffs the refinements are. | |
170 | Axelia | Other | - | - | We've been wanting to rewrite Axelia's description for a long time, but with Bopper's arival, its important now that we do if they plan on making a thunder unit with summonable detonator nukes. | |
171 | 8/14/2023 | |||||
172 | Various units | Other | - | - | Updated from Calamity to Desolation Codex. DC actually doesn't have as much of an active multiplier, but most write-ups barely got changes. | Eclogia |
173 | 8/3/2023 | |||||
174 | Maggie | Other | - | - | Slightly reword her description due to Lorelei's arrival. | Ivory |
175 | 7/23/2023 | |||||
176 | Noah BT0 | Upshift | C | B | Upshifted due to the fact that you don't need shields on turn 1 most of the time. | Ivory |
177 | 7/22/2023 | |||||
178 | Brandy | Other | - | - | Rewrote sections of her write up that were very much outdated. | Ivory |
179 | 7/11/2023 | |||||
180 | Jona | Other | - | - | Edited her write up a bit to reflect a future prospect she has. | Ivory |
181 | 7/11/2023 | |||||
182 | Chandra and Jane | Other | - | - | Remove their N rating due to the new sweep feature removing their farming niche. | Ivory |
183 | 7/10/2023 | |||||
184 | Joshua | New Unit Rating | - | S | Funny execute numbers aside, her overall damage is only slightly better than the average forest 6* sniper. She's strong, but its hard to say that she's worth pulling for. | Ivory |
185 | Blanc: PC | New Unit Rating | - | B/S- | Blanc:PC has a lot of issues, but she's ultimately a select tile converter. Good if you lack any other water converters. | |
186 | Leona | New Unit Rating | - | S+(T) | Leona's refinements makes it so that her consistency at applying Burn is singificantly better. That said, she does want specific converters and a playstyle to reach her full potential. | |
187 | Corax MBT | Upshift | S- | S | Refinements, while not huge, are enough to make him competitive with a non-refinement Sharona while also having the pre-emptive utility. | |
188 | Uriel BT3 | Upshift | S- | S | Time has been very kind to Uriel. She still has her annoyances, but her combination of teamwide buffs, burn, and conversion allows her to be incredibly strong in many situations. | |
189 | Gabriel | Other | - | - | Description touched up to expand on her role in e-tile teams. She's a pretty high-maintenance unit, but well worth the effort and can give dedicated Goldie teams an entire Burst turn on her own. | |
190 | Lenore | Other | - | - | Added the value of Jeno to her description. 0 Sanity Lenore is very powerful in many situations and is arguably the best mobber in the entire game. | |
191 | Jeno | Other | - | - | Clarified he can still serve as a decent sniper stand-in even on his lonesome. | |
192 | Tessa | Other | - | - | Rewrote description to better illustrate her role and improve phrasing. Tessa can beat out S-tier Detonators on dedicated Axelia+Roy teams, especially with Leyn alongside her to help with getting stacks. | |
193 | 6/29/2023 | |||||
194 | Sharona | Other | - | - | Added to her description on how MBT and Refines can compete with Bethel and Nina in terms of damage. | Ivory |
195 | 6/17/2023 | |||||
196 | Mia: Lustrous Soul | New Unit Rating | - | S+/SS | Yet another long changelog coming. The team has been hard at work answering all the communities request on who should have a N and T rating that we almost forgot to rate the new units. Not complaining, you guys are awesome! Regardless, Mia Alter is absolutely incredible. Sporting very strong damage alongside amazing defensive utility that can even replace Novio in many stages. (We still love you Novio) She does want BT3 in order to have such damage on the first turn, but she still ends up being very good. | Ivory |
197 | Schwartz: Almighty Clamor | New Unit Rating | - | S-/S+ | Schwartz Alter has potentially a damage ceiling that rivals MBT Fia, albeit very enemy dependant, very conversion/teleport dependent, and very much requires BT3. | |
198 | Jakine | New Unit Rating | - | A/S(T) | Jakine is a unit thats very much unit reliant to get the most value out of her. That said, I hope all you Hati enjoyers love her. | |
199 | Ophina | New Unit Rating | - | A(N) | A highly requested one, Ophina has some strong use cases in places like the Abyss thanks to her poison applicaton. And her conversion isn't terrible either. | |
200 | Mia | New Unit Rating | - | A(N) | Hey look at that, base Mia also got some love this update. Turns out we initially underrated the buff she recieved earlier, on top of just how good she can be in mobbing stages. | |
201 | Joanie Boom | New Unit Rating | - | A(N) | The 4* reset converters were something thats been frowned upon in the tier list (and for good reason), but Joanie Boom has shown that she has quite the potential thanks to her Equipment. | |
202 | Keatings | Upshift | B+(N) | A+(N) | The Keatings are a lot stronger now thanks to their refines. And the marks they accumulate are actually quite a strong teamwide buff. Noffy if your reading this, the kids have finally made it! | |
203 | Vice: KS | Upshift | S- | S | Just a general update on her, BT3 proved to be more impactful than we thought, so we wanted to reflect that a bit. | |
204 | Areia | Downshift | S+ | S | Downshifted due to the constraints on her damage and her overall fairly lackluster floor for an S+ unit. | |
205 | Areia | New Unit Rating | - | S+(T) | Team rating given after downshift to reflect her immense ceiling when properly enabled with multiple contact points. | |
206 | Bethel | Downshift | S+ | S | Extremely finicky minmaxing needed in general play to properly realize ceiling, which barely makes it into the cut for S+ as is. | |
207 | Bethel | New Unit Rating | - | S+(T) | Proper teambuilding with low-CD teammates makes it much easier to improve her damage to highly respectable levels. | |
208 | Azure | Other | - | - | Updated Azure's write up to reflect how her damage ceiling compares to the rest in Water. | |
209 | Hiiro | Other | - | - | A new write up that gives nuance to Hiiro's position in Forest. | |
210 | Lilica | Other | - | - | Rewrote her description to better showcase her role as the shield bomb enabler. (This is also the 4th straight patch in the row we had to edit Lilica's write up) | |
211 | Kleken and Faust | Other | - | - | Fear and Fright has also been looked down upon by the tier list, and we hope these new write ups do the status more justice. | |
212 | 6/9/2023 | |||||
213 | Allura | Downshift | A | A- | Allura got her active bug fixed and her damage is not as strong as it used to be. Temporary stopgap since she might fall even further. | Ivory |
214 | 5/24/2023 | |||||
215 | Goldie (T) | New Unit Rating | - | SS | Extremely long changelog ahead. Behold, the unit that broke the camel's back and the one responsible for the new T and N ratings. | Ivory |
216 | Lilica (T) | New Unit Rating | - | SS | Who knew all it took was a welfare to break an entire element's meta. | |
217 | Minos (T) | New Unit Rating | - | SS | Minos can operate on either Goldie, or on his own merits, and this rating is an extention of his previous one. | Cuzimori |
218 | Axelia (T) | New Unit Rating | - | S+ | Axelia has aged a lot better than we initially thought, and her synergies basically create new team comps. | |
219 | Tessa (T) | New Unit Rating | - | S+ | Tessa has not only new units to play with, but said new units bolsters her damage to a pretty high degree. | |
220 | Lucoa (T) | New Unit Rating | - | S | Lucoa's synergies with many top tier DPSes pretty much makes her one of the best buffers in the game. | |
221 | May (T) | New Unit Rating | - | A | May is still bad, but she has gotten some strong use cases with Giles and 0 sanity Lenore. | |
222 | Tina MBT (N) | New Unit Rating | - | SS | Behold the other unit that broke the camel's back. | Alpaca |
223 | Giles (N) | New Unit Rating | - | SS | The first of the "sniper revolution" now can claim his rightful throne at the top, albeit with an asterisk. | Cuzimori |
224 | Odi (N) | New Unit Rating | - | S+ | With DoT being more and more relevant, Odi has become a monster of a unit, even outside of Elysium. | |
225 | Brock (N) | New Unit Rating | - | S | Brock was always solid, but he's now even better thanks to more and more emphasis on mobbing in the game. | |
226 | Nails (N) | New Unit Rating | - | S | Just like Odi and Victoria, Nails is very good in DoT content. | |
227 | Zhong Xu (N) | New Unit Rating | - | S | While still very disappointing, Zhong Xu still has some strong use cases that can make him an appealing option in certain stages. | |
228 | Vivian MBT | New Unit Rating | - | A+ | Feet conversion will always be the funniest thing known to man, but Vivian is actually quite solid in said niche at MBT. | |
229 | Raphael (N) | New Unit Rating | - | A-S+ | Raphael is the very definition of niche, and now we finally have a way to properly display her. | |
230 | Erica (N) | New Unit Rating | - | A | As it turns out, being the only decent reset converter in Thunder gives Erica a niche. | |
231 | Jane (N) | New Unit Rating | - | A | The true queen of Nightnium farming. Also some decent application in some stages. | Eclogia |
232 | Chandra (N) | New Unit Rating | - | A- | The (second) best Nightnium farmer in the game. Also decent applications in mobbing stages. | |
233 | Keatings (N) | New Unit Rating | - | B+ | Aggro is a lot better now, but Keatings, even with their refines, are still kinda mid. | Cuzimori |
234 | Bethel | Other | - | - | Rewrote her description to better explain her kit. | Eclogia |
235 | Kayano | Other | - | - | Mentionned Kristen hinting at future Water Captain Swap shenanigans. | |
236 | Gronru | Other | - | - | Not generating enhanced tiles outside Forest isn't nearly as big as the old description made it out to be. | |
237 | Nikinis | Other | - | - | Adjusted the description which slightly referred to Gronru in light of the above change. | |
238 | 5/23/2023 | |||||
239 | Leo | New Unit Rating | - | S+ | Semi-long changelog coming. Leo is a monster in Enhanced Tile teams and doesn't even need Goldie to do be great. Requires a whole lot of investment in order for him to perform that well, but well worth it for the Leo lovers out there. | Cuzimori |
240 | Yingel | New Unit Rating | - | A- - S | Yingel is a fine, if uexciting, converter with fine, if unexciting, damage. | Ivory |
241 | Anatoli | New Unit Rating | - | A | Incredible art and incredible sound effects, so glad they made this unit useful. | |
242 | Leona | Upshift | A | S- | Turns out Leona is significantly better than we initially viewed her as. Still quite clunky, but still decently powerful. | |
243 | Philishy | Upshift | S- | S | The Dollar Cat has return back to her original rating. | Alpaca |
244 | Frostfire | Upshift | A+ | S- | Frostfire is still the weakest of the Old Seal, but she continues to prove she's not weak at all. | Cuzimori |
245 | Vice | Upshift | A | S- | Her Refinements are actually insanely good, making her competitive at 1x1 and even good at 2x2. | |
246 | Class Descriptions | Other | - | - | Changed the outdated class descriptions to mini-sentences that describes the kit. | fourmana |
247 | Vic | Other | - | - | Rewrote his write up to reflect his niche in being the best 5th slot option in a dedicated 1x1 comp. | Cuzimori |
248 | Giles | Other | - | - | In anticipation for his new niche grade, we rewrote his pros/cons and description. The Niche and Team ratings will be shipping with this update later on in the week, alongside the reddit post. | |
249 | 4/17/2023 | |||||
250 | Azure | Other | - | - | Changed the description of how her damage ceiling was unrivaled to "very high for how easy it is to achieve" due to her damage ceiling not actually being that high. | Ivory |
251 | Sinsa | Other | - | - | Included in his description how Victoria (with Refinements) can be signficantly more impactful than he can. | |
252 | 4/16/2023 | |||||
253 | Hati | New Unit Rating | - | S+-SS | Long changelog incoming. Hati is an absolute monster of a DPS; her ceiling is (theoretically!) the second highest in the entire game. She has high investment requirements and some playstyle difficulties, but I don't think that should dissuade most players. | fourmana |
254 | Kristen | New Unit Rating | - | A+ | She's a decent detonator with a powerful but unsupported gimmick. High chance of becoming meta relevant down the road. | Cuzimori |
255 | Victoria R3 | New Unit Rating | - | S+ | Refinements drag Victoria kicking and screaming from worst 6* to one of the best. | |
256 | Regina R3 | New Unit Rating | - | S- | A bizarre series of buffs make Regina a fairly competent mobber, given an insane amount of investment. I hope S67 is happy. | Ivory |
257 | Wrath R3 | New Unit Rating | - | S | Wrath is good now. Sort of. It's really janky and I have no idea why her R1 couldn't have been pre-strike... but I'll take it. I'm sure all 10 other Wrath enjoyers will, too. | [Punished] fourmana |
258 | Corax MBT | New Unit Rating | - | S- | Flat attack buffs are strong. Water is wet. | Cuzimori |
259 | Cuscuta R3 | New Unit Rating | - | A | One of the most unfortunate examples of a typo I've ever seen. | Ivroy |
260 | Tina BT3 | Upshift | S- | S | She's not... as bad as we thought, but she's still not exactly a comfortable option for most players. Notably good in some high-end stuff. | Alpaca |
261 | Taki | Upshift | C | A- | Taki's buffs were pretty good. We still gotta do a lot more testing before we raise him any further, but I could be convinced to take him up a notch or two. Conversion is conversion. | Cuzimori |
262 | Rinne BT0 | Downshift | A | B | This was a long time coming, and BT0 Tina was the trigger to finally send her down. | Alpaca |
263 | Sinsa | Downshift | SS | S+ | RIP The King | |
264 | Paloma | Other | - | - | A new write-up to reflect her value in E-Tile teams | Ivory |
265 | Lilica | Other | - | - | Moved to Support due to our tiering philosophy and her general utility. | |
266 | Other | Other | - | - | Some spring cleaning, including capitalization of in-game terms, formatting, and making the write-ups easier to understand. No, Sharona and Migard did not get updates. Their refines are kinda mid as far as we can tell. | AlanaEclogia |
267 | 3/12/2023 | |||||
268 | Leyn | New Unit Rating | - | A+ - S+ | Leyn is okayge at BT0 and goodge at BT3. MBT is comfy but not strictly necessary in our estimation. | fourmana |
269 | Tina | New Unit Rating | - | B - S- | Tina is very underwhelming. Please don't dump your lums into her BT3 like I did. You'll regret it. | |
270 | Matthieu | New Unit Rating | - | S+ | Breaking News: 4-Tile Converter is Good!!!! Let's check in with the weather to see if water is still wet. Also, funny Lilica synergies. | |
271 | Naroxel BT2 | New Unit Rating | - | S- | Naroxel is pretty meta, especially with the release of Jeriah and Minos. We're now including a split grade for her BT2 to reflect that. | |
272 | Noah BT2 | New Unit Rating | - | A- | Noah's defensive utility isn't... that bad. Though it's still pretty bad. Also, Lilica is a thing. Funny DEF ignore number go up enough that there's now a BT split and a new write-up. | |
273 | Sadie | Downshift | S- | A+ | Sadie just feels awkward to play, and she loses too much damage when paired with proper converter support. | |
274 | Some Fire Write-Ups | Other | - | - | Since Matthieu is meta defining in his own way, we've went and redid several Fire writeups to reflect his impact. | |
275 | 3/9/2023 | |||||
276 | Korgon | Downshift | D+ | D | A minor adjustment to a terrible unit. Tier list update coming soon. | Ivory |
277 | 2/25/2023 | |||||
278 | Various Units | Other | - | - | Fixed the many typos that were still present in the tier list. | Ivory |
279 | 2/14/2023 | |||||
280 | Jeriah | New Unit Rating | - | SS | AREIA PACKWATCH ALL THE HOMIES SMOKING PURE E-TILES | fourmana |
281 | Kya | New Unit Rating | - | A- | Kya is kind of funny, but ultimately pretty underwhelming. A good option for Tessa teams. Has the potential to surprise us, though. 0CD Teleports are weird. | |
282 | Goldie | Other | - | - | Updated Goldie's description to reflect her high ceiling in enhanced tile teams. Happy Valentine's! | |
283 | 2/13/2023 | |||||
284 | Fia MBT | New Unit Rating | - | SS | Been a long time coming. The difference between BT3 and MBT Fia is massive; at MBT, she can compete with Azure. | fourmana |
285 | Nails | Other | - | - | Fixed Nails' horrifically outdated description. Don't worry, the review for Jeriah is likely dropping tomorrow :) | |
286 | 1/29/2023 | |||||
287 | All Fire Units | Other | - | - | Cleaned up all the descriptions for Fire Units, which were greatly outdated. | fourmana |
288 | 1/18/2023 | |||||
289 | Mu Yuebai | New Unit Rating | - | S-S+ | Very high ceiling, acceptable floor. Has quite a bit of trouble without BT3 and/or strong conversion. | fourmana |
290 | Zhong Xu | New Unit Rating | - | A+ | An unfortunate case of being in the wrong game. Very fun, at the very least! | |
291 | Liqing | New Unit Rating | - | S- | Healer that gives damage buffs. Slightly worse than Novio in most situations... which is still pretty damn good. | |
292 | 12/18/2022 | |||||
293 | Goldie | New Unit Rating | - | A-S- | A jack of all trades, master of none. I don't hate her, or anything, but I don't think she's anywhere near the power level people expected her to be at. The JP Appmedia tierlist put her at their "SSS tier," though, if you want a laugh. | fourmana |
294 | Vic | New Unit Rating | - | A+ | I'm so mad they made him bad. Why! Why!!! Jokes aside he's just kinda okay. His nonstandard damage formula and targeting priority are interesting but weak. | |
295 | Brandy | New Unit Rating | - | S | Four Tile Converter is good. Water is wet. More at 11. | |
296 | 11/27/2022 | |||||
297 | Axelia | New Unit Rating | - | S | Great synergies and healing aside, there's really no spot where Axelia is truly best in slot. A strong unit regardless. | fourmana |
298 | Beretta | New Unit Rating | - | A | A unique Healer/Sniper hybrid that unfortunately lags behind in both categories. | |
299 | 10/24/2022 | |||||
300 | Lilica | New Unit Rating | - | S+ | Does anyone read these changelogs? I'm really tired. I worked, like, 12 hours today and then came home and knocked this out. My favorite band right now is the Minutemen, if you're wondering. I'm listening to them right now. Check out "Viet Nam," or maybe "I felt like a Gringo." Classics! Also Lilica is good, like really good. She's kinda good at everything, although she's got a lot of jank (perhaps bugs?) with her shield-based equipment, which can burst like crazy. BT3 isn't listed here, but it's really relevant in making her easy to use. | fourmana |
301 | Minos | New Unit Rating | - | S-SS | We finally have an SS-tier ST Sniper, and even now it's with a lot of ifs. Great damage but a lot of skill and/or money required to make it happen. | |
302 | Sadie | New Unit Rating | - | S- | For a welfare, Sadie is awesome. Her flat attack buff is crazy, and her normals having a crit is pretty fun. Her drawbacks prevent her from creeping any higher than S- tier but I'm happy I raised her regardless. Fun unit. | |
303 | Some Fire Write-Ups | Other | - | - | Fire is actually now the most mobile element. We're slowly going through those old write-ups to reflect that. | |
304 | 9/24/2022 | |||||
305 | Pollux | New Unit Rating | - | A-SS | Despite not being nearly a OP as Carleen and Hedy, Pollux's conversion is still broken enough, on top of needing less BTs, to push her into SS tier at BT3. | fourmana |
306 | Casta | New Unit Rating | - | A | A detonator that may not have the best damage, is still flexible on both 1x1 and 2x2 bosses. | |
307 | 8/27/2022 | |||||
308 | Fia | New Unit Rating | - | S+ | Incredible debuffs and great personal damage allows her to compete with some of the best DPS Water has to offer. | Ivory |
309 | Jeno | New Unit Rating | - | S | A good unit with incredible potential on Lenore/Giles teams. Good buffer/healer that has brings a lot, even if Louise usually ends up outperforming him. | |
310 | Rainbow | New Unit Rating | - | B+ | A welfare that, while still having some things going for her, ends up missing the mark in many areas. | |
311 | 8/6/2022 | |||||
312 | Carleen: Smoldering Soul | New Unit Rating | - | S | Despite having limited teleportation and limited ways of applying tiles, the new Carleen manages to deliver an all around fantastic kit that has synergies with almost all of the current Fire roster. | Ivory |
313 | Ciel | New Unit Rating | - | S | Just like all the other 4 tile converters, Ciel manages to do her job well, and even provides some okay damage to boot. | |
314 | 7/23/2022 | |||||
315 | Charon | Other | S | S | We removed the pro referring to his "potentially SS tier damage" due to his damage in fact being very average for S tier. | AceZero |
316 | Tier Description | Other | - | - | Updated tier descriptions to better reflect the idea behind the tiers | |
317 | - | Spreadsheet | - | - | Reintroduced BT and +/- into naming scheme for future-proofing | reanimu |
318 | 7/19/2022 | |||||
319 | Michael | Downshift | SS | S+ | This may be a controversial move, but BT0 Michael's time as best-in-slot is pretty clearly over with the addition of Reinhardt and Florine. Her damage just can't compete with those two, and the additional utility of a 3CD TP is less relevant when Reinhardt can Cntrl+A Delete anything she wants anywhere on the map. DM me if you're looking for some calcs on this, as I believe other members of the team have pretty solidly proven Michael to no-longer be BiS at BT0. | Fourmana |
320 | Michael MBT | New Unit Rating | - | SS | ...On the other hand, MBT Michael has quite the niche in the 3CD MBT Whale comps that many thunder whales have opted for, with great set-up for turn 1 full-circles using preemptive nemesis and irridon. We believe this extra turn of burst is worth differentiating. | |
321 | Chloe | Upshift | A | S- | Chloe has long been underrated by our tier list, and today we're rectifying that. The fact that she's capable of acting as either your 2nd or 3rd DPS on incredibly difficult stages (up to and including Elysium - Existence and F96) is ridiculous, and we believe it firmly pushes her into Tessa territory; i.e. best four-star in the game. | |
322 | Nina | Other | - | - | We are fixing many of the old or otherwise unrevised write-ups today and tomorrow. | |
323 | Vice: KS | Other | - | - | ||
324 | Three Star Garbage | Other | - | - | ||
325 | Double Chainers | Other | - | - | ||
326 | Cross Converters | Other | - | - | ||
327 | Four Tile Converters | Other | - | - | ||
328 | 7/15/2022 | |||||
329 | Requiem | Downshift | S+ | S | She is great in both 2x2 and 1x1 performance, but isn't top tier in either. She's extremely flexible, but that's not good enough for S+ (anymore). | AceZero |
330 | JOKER | New Unit Rating | - | S- | Joker is a very strong mobber but isn't exceptional in most contexts. Very flexible but not on par with the S tier units. | |
331 | QUEEN | New Unit Rating | - | S | Extremely strong normals attacks and chain with AOA make her a high end DPS. Even better, she has strong synergy with units such like Reinhardt, making her an easy S. | |
332 | FOX | New Unit Rating | - | S | Very strong generalist DPS who thrives as a consistent high-damage captain with strong burst via AOA. | |
333 | VIOLET | New Unit Rating | - | B+ | Violet is rather pitiful as 5 star DPS go; she has mediocre damage, and not even AoA synergy with Joker is enough to offset it. Still, she's playable if you want her. Not awful but not particularly great. | |
334 | MONA | New Unit Rating | - | A- | An okay sniper with good burst with AOA; valuable in auto farming. Not earth shattering, but decent enough for a wellfare. | |
335 | 7/10/2022 | |||||
336 | Lenore | Other | S | S | Updated description to better reflect current opinions. Added focus on her utility and chain range. | AceZero |
337 | Barton: DB | Other | S- | S- | Updated description to better reflect current opinions. Focused more on his kit rather then strictly comparing him to Areia. | |
338 | Kuma&Pengy | Upshift | B | B+ | His good utility with conversion on his skill gives him an edge over many of the more mediocre units in B tier. | |
339 | Wrath BT3 | Upshift | B | A- | Wrath BT3 damage output is high, very akward are difficult to optimize, but still reasonable if you wanted to run her. | |
340 | 6/28/2022 | |||||
341 | Yao | Downshift | S- | A+ | The more calcs we run, the more it looks like Yao is basically useless. There is almost no redeeming quality here given her competition. Tune in next week, when we finalize that Robyn has better DPR. Edit: Yes, Robyn does beat her in 1st round burst. | AceZero |
342 | Victoria | Downshift | A | A- | No notable niches, subpar damage, and extremely mediocre healing from skill. She's clearly in the bottom of the barrels of 6 stars | |
343 | Philyshy | Downshift | S | S- | Phily is a fantastic low utility medic, but low utility medics aren't ideal in the late game. BT3 Raphael is preferable. | |
344 | Fleur | Downshift | S | S- | Fleur is good at everything he does, but is almost never best in slot. Very strong generalist but more specialized units above him are more useful in most accounts. | |
345 | Roy BT2 | Upshift | S- | S | BT2 Roy's extreme flexibility in the end game justifies his shift up to S, especially if we're retiering BT0 Roy. | |
346 | 6/23/2022 | |||||
347 | Sanae | New Unit Rating | - | A- | We’ll be honest – we need more time to determine Sanae’s overall ranking, but for now, we’re going to err on the conservative side because of how janky her kit is and because of how stiff her competition is. In the meantime, we don’t think she’s anywhere near a mainstay in Thunder, so A- seems appropriate. | fourmana |
348 | Nina | New Unit Rating | - | S- | First impressions can be deceiving. Nina is still probably on par with a unit like Sharona or Regal, but the combination of her painful BTs and her slower-than-anticipated play-lines are enough to prevent her from going toe to toe with the better Water Detonator from Umbraton, Bethel. | |
349 | Vice: KS | Upshift | A+ | S- | After some more testing, Vice BT0 is close enough to Conolly that S- is okay. Note that when her MBT becomes available, she will easy compete for best DPR in water outside of Azure, which means her final rating is likely to be S+. | |
350 | 6/19/2022 | |||||
351 | Rabbie | Upshift | C | B | We wanted to move Rabbie since her Global Teleport is still incredibly useful in some scenarios, even if the rest of her kit is mediocre. | Ivory |
352 | 6/14/2022 | |||||
353 | - | Other | - | - | Shifted BT0 Cross-converters from the Support section into the Converter section of the General page. Since we've moved away from separating the main page into the slots units fell into in team-building, it makes sense to move BT0 Cross-converters to where their upgraded counterparts lie. | reanimu |
354 | - | Spreadsheet | - | - | The old explanation at the bottom of the spreadsheet FAQ made no sense because it was... well, very old. I've tried to patch it with duct tape for the time being but I suspect it'll always be a thorn in my side. | fourmana |
355 | Various | Other | - | - | We've went through and did a bit of "spring cleaning". Change and added niche ratings to better reflect the purposes of the unit. (I.E added the "DoT Applier" niche rating) More changes will be coming soon in regards to low rarity units. | Ivory |
356 | 6/8/2022 | |||||
357 | Ruby | Downshift | A | A- | We've moved Ruby down to match the other cross convertors at BT2 due to sharing the same cooldown and weaknesses. | Ivory |
358 | Connolly | Downshift | S | S- | While her 1x1 damage is extremely respectable and comparable to some of the best snipers, she still ultimately lags behind other strong snipers in 2x2 damage along with a 3-5 turn wind-up on her chain combo to reach maximum stacks. | |
359 | 6/7/2022 | |||||
360 | BT0 Cross Converters | Downshift | A- | B | The cross converters (Barton, Sikare, Nemesis, Maggie) will be lumped together in changelog for future peace of mind. Anyways, BT0 really sucks and the change to how I handle flex slots (back to "support") means that I can throw them back down into B tier with a clean conscience. We've added a BT2 rating to compensate. | fourmana |
361 | Smokey | Downshift | Meme World | S | They fixed her. May all of us who finally cleared [Insert awful fire level of your choice] while she was bugged have a moment of silence. | |
362 | Barton: Deft Blades | Upshift | A+ | S- | To be clear, Barton is still a unit we'd avoid barring personal preferencee; it's just that he's more ccompetent than our initial tiering of A+ seems to imply. He's capable of doing all floors 90+, which is good enough by our standards. He also isn't much worse than Yao as an all-in-one kinda unit. To the bottom of S you go. | |
363 | Ms. Blanc | Upshift | B+ | A- | I don't know why people wanted her in B to begin with, but she's still one of the best budget options if you don't have anything else, and a large reason why many accounts start in Water after pullling Sariel regardless of their other pulls. Her kit is awkward but 4 tile conversion is still 4 tile conversion. | |
364 | BT2 Cross Converters | Other | - | A- | Added the BT2 Cross Cons, which can act as dedicated converters if you're desperate enough. | |
365 | Carleen and Hedy | Other | SS | SS | For future reference, all changelog stuff related to these two will be together as they're basically the same unit. Anyways, I moved them back over into Support now that I've renamed and re-explained how you should view units in the third column. | |
366 | 6/4/2022 | |||||
367 | Smokey | Upshift | S | SSS | Recent Smokey buff is bugged, applying 2x Manticore's kiss damage, to the entire team. We thought it'd be funny to post about it. Please do not think she's the best unit in the game permanently. She goes back to S, right after this gets patched, and we're expecting that to be soon. | reanimu |
368 | 6/3/2022 | |||||
369 | Barton: DB | New Unit Rating | - | A+ | The graveyard of six-star detonators in forest grows. | fourmana |
370 | Vice: KS | New Unit Rating | - | A+ | We're still waiting on what her MBT looks like (which is what we'll rate moving forward), but as it stands right now, she's a vaguely unfortunate sniper who outdone not only by the likes of Fleur and Connolly (lol), but also Azure and Bethel (also lol). We're expecting her to be closer to S- once her BTs are available. | |
371 | Reinhardt BT3 | New Unit Rating | - | SS | Reinhardt BT3 might actually be strong enough to get Michael off your team sometimes... again, see the writeup for more info. | |
372 | Reinhardt | New Unit Rating | - | S | We've got a tentative feel for Reinhardt - she's pretty strong. See write-up for more details, but know that her pending rating for BT0 is liable to change. | |
373 | Connolly | Upshift | C | S | This is unironically the largest buff a character has received in this game. Conolly is now actually really good on single-tile content. | |
374 | 6/1/2022 | |||||
375 | Various | Other | - | - | Updated Unit Icons and the FAQ Consolidated F-tier into D-tier, and upgraded previous D-tier units to D+ | fourmana reanimu |
376 | Keating | Downshift | B | C+ | Keating has a 4CD no pre-strike pull and a slow ramp up. They're simply sub-par outside of select strats. | AceZero |
377 | Frostfire | Upshift | B | A+ | Yay! The buffs are relevant! While Frostfire is still too awkward to have a defined best-in-slot moment, she's undoubtedly more than capable of holding her own as a Splash Sniper. As with Conolly and Smokey, we'll be monitoring performance closely in the following weeks to see if this early assessment is off the mark. She's still the worst Old Seal character, if you're wondering. | fourmana |
378 | Uriel BT0 | Upshift | C | B- | Even without, preemptive Uriel offers decent damage with a her row chain combo and respectable stats. Compared to other units in C, she deserves to go up. | AceZero |
379 | Raphael BT0 | Upshift | C | B- | See above. Along with heal utility. | |
380 | Gabriel BT0 | Upshift | C | B | See above, plus her great chain combo. | |
381 | 2x Chainer | Upshift | S | S+ | 2× Chain units all see constant and consistent use in nearly all end game content, within their respective elements, they allow for some of the most monstrous burst in the game, justifying their placement in the very top end. | |
382 | Amy | Upshift | C | B | Amy's healing performance is very strong for her rarity, outpacing that of Alice, in addition, Alice A3 1 statline is on par with Amy A2 max, meaning Amy could more then likely do a majority of spire with minimal issues, justifying her shift up | |
383 | 5/31/2022 | |||||
384 | Unimet | Downshift | A | B | This one's been a long time coming. Unimet's items are powerful, but the real reason you bring a 3* converter is conversion and... well, at a rate that's more 50% worse than the 4-tile converters and without their burst, it's hard to justify placing her in the same league as Tiny One. | fourmana |
385 | Genevieve | Downshift | A | B | Another housekeeping. Gene was never good; you just took her cus Fire sucked that badly when it came to mobility. She's still not bad, it's just hard to justify running her over anything these days. Speaking of which... | |
386 | Smokey | Upshift | A | S | Smokey's kit has been entirely reworked; we've rewritten our analysis to reflect that. With the massive increase to her overall DPR and the equally important extension of her TP range, we now feel comfortable stating that she's actually rather strong, and can make the cut on a ton of teams. As always with new kits, final rating pending until at least a week. Hang tight! | |
387 | Uriel | Upshift | A+ | S- | The angels have been a hot topic for some time now, and I'm happy we've finally settled on the better side of the border between S and A. Uriel and Raph both have stages where they're undeniably best-in-slot at BT3, which is enough for me to elevant their overall ranking. | |
388 | Raphael | Upshift | A+ | S- | See above. | |
389 | Wendy | Upshift | B- | A- | Wendy came across our radar thanks the the helpful /u/fullplatejacket, who points out the various synergies that can potentially elevant Wendy to geniuinely useful in the right situations. She's still... mediocre, all things considered, but not enough that she can stay in B. | |
390 | Brock | Upshift | B+ | A- | Brock is just a weird unit - He feels very strong in the applicable situations, but those situations are few and far between, especially in relevant difficult content. That said, we're generally trying to increase our ratings of units that have great (if not Best in Slot) performance in at least a few situations, so we can be generous and bump Brock up. | |
391 | Barton | Upshift | B+ | A- | We are moving all non-MBT Cross Converters both up a tier and across the street from Flex Slot to Converter Slot. This may confuse some players (I'm still not sure on it myself) but the rationale is that if you're early-game enough to need it, they'll do as converters (though even then they kind of demand BT2 at minimum. Let us know what you think - I'm personally on the fence about it. | |
392 | Sikare | Upshift | B+ | A- | See above. | |
393 | Nemesis | Upshift | B+ | A- | See above. | |
394 | Maggie | Upshift | B+ | A- | See above. | |
395 | Carleen MBT | Other | SS | SS | This is rather pedantic, but MBT Carleen and Cargreen are really more about conversion than anything else; they also tend to take up the converter slot on dedicated whale burst comps. As with the above change, this is more about consistency than it is about viewing actual power level. | |
396 | Hedy MBT | Other | SS | SS | See above. | |
397 | Bethlehem | Other | B | A | In contrast to the Cross converters, Bethlehem gets an upgrade - but only by moving into the Flex Slot at BT0. While it's true she's god-awful in terms of tile output, 4 select tiles on a single turn is still 4 select tiles on a single turn. This gives her enough of a niche that she's serviceable alongside something like BT2 Barton -- but only in the dedicated Flex Slot, where she's now in time-out. | |
398 | 5/28/2022 | |||||
399 | Various | Other | - | - | Cleaned up a ton of the class rankings on individual units. Finally wrote an actual write-up for Momo and Anzu. Rewrote the ancient Carleen and Hedy analyses. | fourmana |
400 | Various | Other | - | - | Added and corrected tidbits in the write-ups for Thunder units: Gronru, Requiem, Revy, Luke, Amemori, Eve, Wrath, Schwartz, Roy, Erica, Vivian, Tessa, Nadine, Kafka, and Unimet as well as Eicy and Mythos. | reanimu |
401 | 5/27/2022 | |||||
402 | Carleen BT0 | Downshift | S | A | If MBT makes everything in her kit just a little above rate, then BT0 has everything a little below rate. The shift downward seems fair given that you'd never use BT0 on a serious stage over a more standard 3rd converter. | fourmana |
403 | Hedy BT0 | Downshift | S | A | See above; Carleen and Hedy are identical. | |
404 | Carleen BT3 | New Unit Rating | - | S | Created new slot for BT3 Carleen; difference between 4CD and 3CD is significant enough that Carleen becomes extremely relevant on stages with 15+ turns, a la Irridon. | |
405 | Hedy BT3 | New Unit Rating | - | S | See above; Carleen and Hedy are identical. | |
406 | Gabriel BT3 | Upshift | A | S | We've long undervalued the strength of off-color pathing. That ends today! Gabby is used in all manner of top-end comps for forest, so there's no reason to mark her lower than S. | |
407 | Raphael BT3 | Upshift | A | A+ | Though arguably the weakest of the angels, Raph is still indispendsible on more than a few stages at BT3 (Shatterblast, the tanky Mara Sol, long stages with shattered or locked tiles, etc.). Our tiering system should account for that in her final rating. | |
408 | Uriel BT3 | Upshift | A | A+ | Uriel is pretty similar to Raph, and the trade between heals and extra tiles is pretty even in the aggregate number of stages you'll use either. A little bump up for being Best in Slot occasionally seems fair. | |
409 | Eicy | Upshift | S | S+ | Eicy's incredible heal output, makes it so Fire can reliably run her and Istvan (for more healing) and comfortably clear most content without a dedicated healer. We still love you Novio. Of the 4 tile converters, she stands out for her great role compression kit. | |
410 | Requiem | Other | S+ | S+ | Fixed the write-up, which had been misleading for months. The hybrid between bossing and mobbing is actually extremely relevant, and the write-up should reflect that. | |
411 | Jona | Other | A | A | Fixed the write up. Old write-up wasn't bad, but I prefer the way the new one contextualizes the unit within the Fire meta at large. Note that we'll probably have to redo the write-up yet again if Fire ever gets select tile conversion. | |
412 | Brock | Other | B+ | B+ | Moved to Flex slot, as you really shouldn't be using Brock as a main DPS. | |
413 | - | Spreadsheet | - | - | Changelog created. Please use the Author tab on the right to log changes you make. | |
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1396 | Aqui tenemos informacion secreto sobre el novio secreto del Navi (no es Fleur Haga clic aqui para obtener #Yaoi #Grindset | |||||
1397 |