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Types of FarmersDescriptionExplanationExamples
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All RounderCan farm all aspects of the game and in any stage of the game (everything below except World)Very strong kit and high scaling
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EarlyExcels during the early game, as mobs are weakerDecent kit and poor scalingPre Hunt-11
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MidExcels during the mid game, as mobs are offensively weakDecent kit and mediocre scalingPost Hunt-11
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LateExcels during the late game, as a result of higher gear qualityStrong kit and high scalingPost Hell Raid
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Early-MidExcels during the early to mid game transitional periodDecent kit and poor scaling but can make-do
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Mid-LateExels during the mid to late game transitional periodStrong kit and mediocre-high scaling, doesn't need as much investment
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Early/LateExcels during the early game OR the late game
Strong kit and mediocre scaling, great early but needs investment to carry later on
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3-StageExcels at stages where there are three waves
Side Story, World Adventure
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World
Can clear World Difficulty Adventure reliably, especially key maps where Epic Catalysts drop such as 9-3 and 10-S2
W9-3, W10-S2
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Side StoryCan clear Normal/Hard Side Story difficulty Great at clearing defensively weak mobs quickly
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SupporterA unit that can assist the farmer in clearing; usually more safelySilver Blade Aramintha
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SustainerFarms by staying alive and slowly wittling down the enemies
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DesperationA unit that is only when used when you literally have no one elseIncludes: All unlisted ST DPS that you can use Lifesteal/Sigurd's on
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NoteEarly/Mid/Late = ideal for all types of elementally neutral/advantageous farming EXCEPT 10-S2
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ConsistencyDescribes how consistently a unit can use their AoE skills (if any).
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4 = No AoE
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6 = 1 Form of AoE
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8 = 2 Forms of AoE / Consistent AoE
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9 = Conditional 100% AoE
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10 = 100% AoE
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SpeedScores how fast a unit can clear a node at their optimal.
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This is influenced by wave clear potential (DPS), skill animations, order of skills (skill rotation) and AoE cooldown times.
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This is scored using three-stage nodes as a benchmark and then averaged.
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4 = Slowest
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10 = Fastest
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Clear Rate
Scores how high the unit's chance of clearing the stage is on average. The higher the number, the lower% of failing.
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This is influenced by wave clear potential and built-in sustain.
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4 = Risky and prone to failing
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7 = Clear IF adds are one-shotted (does not apply to sustain farmers such as Ravi)
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10 = Almost never fails
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Lifesteal/Sigurd's Scythe is only noted on units that use it as their primary set/artifact respectively.
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ScalingScores how well the unit performs with high investment (skill enhances and end-game gear).
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This is typically measured by DPS potential. The lower the number, the lower the potential, and vice-versa.
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The score is increased if the unit has built-in scaling such as great skill enhances, self-buffs and extra modifiers.
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4 = Scales poorly
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7 = Scales decently (average/mediocre)
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10 = Scale very well
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Optimal ScoreThe score given to the unit in their most optimal/ideal state.
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The optimal state is a state in which the unit is skill enhanced, has good gear and the recommended artifact.
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All Light/Dark units have +0.5 to their Optimal Score for Elemental Neutrality.
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