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1 | The GBF Gaijins Tier List is getting discontinued. It will not receive any new update. Please refer to this thread if you'd like more details | |||||||||||||
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16 | https://discordapp.com/invite/0wavQVWUQtpXnkVZ | |||||||||||||
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19 | 編集者: 海外エアプ勢 Contributors: Meshocku, Diamonit, Eej, Kryto, gaijincord | |||||||||||||
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22 | Changelog | |||||||||||||
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24 | Notes | Date | General | Advanced | End Game | |||||||||
25 | 19/05/2018 Re-organized Early Game tier list for more clarity Added Balance Patch rating change + general character ranking update Character write-ups will be updated and added gradually | 19/05/2018 | Fire : Moved Aliza (SSR) to S (from A1) Moved Ghanda (SSR) to S (from B) Moved Summer Io (SSR) to S (from C) Moved Summer Percy (SSR) to S (from A2) Moved Zeta (SSR) to B (from A) Moved Teena (SR) to B (from C) Water : Added Cucouroux (SSR) to S Added Ejaali (SR) to A Moved Chat Noir (SSR) to B (from C) Moved Vajra (SSR) to A (from A2) Moved Lancelot (SSR) to S (from A) Earth: Added Halloween Mimlemel (SR) to B Moved Catherine (SSR) to SS (from A1) Moved Eustace (SSR) to S (from A2) Wind : Moved Arriet (SSR) to SS (from A2) Moved Petra (SSR) to S (from B) Moved Tiamat (SSR) to A (from A2) Moved Mirin (SR) to B (from C) Light : Moved Amira (SSR) to SS (from S) Moved Seruel (SSR) to S (from A) Moved Sarunan (SSR) to A (from A2) Moved Summer Zeta (SSR) to S (from A2) Moved Summer DLF (SSR) to A (from B) Moved Funf (4*) to A (from B) Dark : Moved Narmaya (SSR) to SS (from S) Moved Olivia (SSR) to SS (from S) Moved Black Knight (SSR) to S (from A1) | Fire : Moved Aliza (SSR) to S (from A) Moved Ghanda (SSR) to S- (from B) Moved Summer Io (SSR) to S (from C) Moved Summer Percy (SSR) to S+ (from B) Moved Zeta (SSR) to B (from A) Moved Aoidos (SSR) to A (from S-) Moved Teena (SR) to B (from C) Moved Metera (SSR) to S- (from S) Moved Rackam (SSR) to A (from S-) Water : Added Cucouroux (SSR) to S Added Ejaali (SR) to A Moved Chat Noir (SSR) to A (from C) Moved Vajra (SSR) to S- (from A2) Earth: Added Halloween Mimlemel (SR) to B Moved Catherine (SSR) to S (from A) Moved Eustace (SSR) to S- (from B) Wind : Moved Arriet (SSR) to S- (from A2) Moved Petra (SSR) to S (from B) Moved Mirin (SR) to A (from C) Moved Lancelot (SSR) to S+ (from S-) Moved Melissabelle (SSR) to S+ (from S) Moved Gawain to A (from S-) Light : Moved Amira (SSR) to S+ (from S) Moved Lucio (SSR) to SS (from S+) Moved Sarunan (SSR) to S- (from A) Moved Summer Zeta (SSR) to S- (from A) Moved Summer DLF (SSR) to S (from B) Moved Zooey (Gacha) to A (from S-) Moved Funf (4*) to S- (from B) Moved Sophia (SSR) to B (from A) Moved Song (4*) to A (from S) Moved Juliet to S (from SS) Dark : Moved Narmaya (SSR) to SS (from S) | (Tentative, will be adjusted later on) Fire : Moved Aliza (SSR) to S (from B) Moved Ghanda (SSR) to B (from C) Moved Summer Io (SSR) to A (from C) Moved Summer Percy (SSR) to SS (from C) Water : Added Cucouroux (SSR) to S Moved Chat Noir (SSR) to B (from C) Moved Vajra (SSR) to S (from A) Moved Yngwie to A (from B) Moved Silva to A (from S) Earth: Moved Catherine (SSR) to S (from C) Moved Eustace (SSR) to B (from C) Wind : Moved Arriet (SSR) to A (from C) Moved Petra (SSR) to A (from C) Added Mirin (SR) to S Light : Moved Amira (SSR) to SS (from B) Moved Lucio (SSR) to SS (from A) Moved Sarunan (SSR) to A (from C) Moved Summer Zeta (SSR) to A (from B) Moved Summer DLF (SSR) to S (from B) Moved Funf (5*) to Core (from SS) Dark : Moved Narmaya (SSR) to SS (from S) Moved Dark Jeanne (SSR) to SS (from Core) Moved Six (5*) to Core (from S) | |||||||||
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27 | 20/04/2018 Alexiel write-up added | 20/04/2018 | Added Alexiel (SSR) to SS | Added Alexiel (SSR) to SS Moved Lucio to S+ (from SS) Moved Seruel to SS (from S+) Moved Percival to S (from S+) Moved Therese to S+ (from S) Moved Yuel to S+ (from S) | Added Alexiel (SSR) to SS Moved Yaia to S (from SS) Moved Beatrix to A (from S) | |||||||||
28 | 17/04/2018 A new "End Game" Tier list has been added following the addition of Magna II grids. Please refer and read carefully the explanations on both of the dedicated pages before anything else. Summer Jeanne, Conan, Robomi, Nicholas writeups have been added Yaia, Six, Six 5*, Siete, Funf 5* writeups have been updated Short End game writeups have been added on a separate page Character synergies with Magna II weapons will be added gradually | 17/04/2018 | Added Robomi (SSR) to SS Added Conan (SSR) to A2 Added Nichloas (SSR) to A2 Moved Rosetta to QoL Moved Korwa to SS Moved Yaia to S | Added Robomi (SSR) to S Added Conan (SSR) to A Added Nichloas (SSR) to A Moved Yaia to S+ (from A) | Consult the "End game" tier list page | |||||||||
29 | 16/03/2018 | Added Jeanne (Themed) to SS | Added Jeanne (Themed) to SS Moved Rosetta (Grand) to S | |||||||||||
30 | 28/02/2018 Added writeups for Tiamat, Valentine Medusa, Sandalphon, SR Birdman, Shao, Lunalu, Ippatsu Updated writeups for Arulumaya, Herja, Olivia CCW synergies will be gradually updated in the future | 28/02/2018 | Added Tiamat (SSR) to A2 Added Valentine Medusa (SSR) to A1 Added Sandalphon (SSR) to S Added Birdman (Earth SR) to A Added Shao (SR) to B Added Lunalu (R) to B Moved Arulumaya (Earth SSR) to S (from B) Moved Cagliostro (SSR) to S (from SS) Moved Ayer (SSR) to SS (from S) Moved Herja (SR) to S (from B) Moved Okto (SSR) to S (from A1) Moved Petra (SSR) to B (from A2) | Added Tiamat (SSR) to A Added Valentine Medusa (SSR) to S- Added Sandalphon (SSR) to S Added Birdman (Earth SR) to A Added Shao (SR) to B Added Lunalu (R) to B Moved Arulumaya (Earth SSR) to S (from B) Moved Yuguyugu (SSR) to S- (from S) Moved Summer Siegfried (SSR) to S- (from A) Moved Herja (SR) to S- (from C) Moved Razia (SSR) to B (from A) Moved Olivia (SSR) to S (from S-) Moved Vira (Dark SSR) to S- (from S) Moved Zeta (Dark SSR) to A (from S-) | ||||||||||
31 | 09/02/2018 Fire Zooey, Light Zooey, Anila 5* writeups added Added distinction between F2P and whale Primal grids in element assessments | 09/02/2018 | Added Fire Zooey (SR - Event) to B Added Light Zooey (Gacha) to A1 Added Ippatsu (SR) to C Moved Anila from A2 to SS | Added Fire Zooey (SR - Event) to A Added Light Zooey (Gacha) to S- Added Ippatsu (SR) to C Moved Anila from A to S+ Moved Yuel from S+ to S Moved Azazel from S- to S Moved De La Fille from C to A Moved Rosamia from A to S- | ||||||||||
32 | 17/01/2017 Therese writeup added Advanced tier list changed with a new S+ tier intermediate between S and SS. Descriptions have been updated. Various ratings change have been done to take into account this new tier | 17/01/2018 | Added Therese (SSR) to S | Added Therese (SSR) to S | ||||||||||
33 | 05/01/2017. Writeups have been added | 31/12/2017 | Added Olivia (SSR) to S Added Vajra (SSR) to A2 Added Ilsa (SSR) to S Added Earth Vaseraga (SSR) to SS Added Zeta (SR event) to A | Added Olivia (SSR) to S- Added Vajra (SSR) to A Added Earth Vaseraga (SSR) to S Added Ilsa (SSR) to S- Added Zeta (SR event) to A | ||||||||||
34 | 26/12/2017 Advanced tiers have been rearranged to make it more consistent with the General list since there was no need anymore for the old "Don't" and C tiers SS+ => SS SS => S SS- =>S- S => A A => B B => C C => Merged into B Updated writeups: - Anthuria - Fire Sochie - Fire Heles - SR Carren - Lily - Lancelot - Vane - Izmir - Aletheia - Nemone - Melleau - Xmas Dokkan - Birdman - Metera - Yuisis - Song - Juliet - Io - Light Sarunan - Light Dokkan - Forte - Veight - Dsaru - Marquiares - Forte | 26/12/2017 | Moved Anthuria to A1 (from B) Moved Fire Societte to S (from A1) Moved Fire Heles to A2 (from B) Moved Fire Zeta to A2 (from A1) Moved Rackam to A1 (from S) Moved SSR Lily to A1 (from C) Moved Uno to A2 (from A1) Moved Anne to A2 (from A1) Moved Water Lancelot to A1 (from A2) Moved Izmir to S (from B) Moved Vane to SS (from B) Moved Naru to B (from A2) Moved Aletheia to A2 (from B) Moved Nemone to A1 (from A2) Moved Melleau to A1 (from C) Moved Xmas Dokkan to A1 (from B) Moved Birdman to S (from A2) Moved Metera to A2 (from B) Yuisis not moved Moved Io to S (from A1) Moved Light Clarisse to S (from A2) Light Sarunan moved to A2 (from C) Moved Xmas Rosetta to B (from C) Moved Vaserage to A2 (from A1) Forte not moved Moved Veight to S (from A2) Moved Marquiares to A1 (from A2) Moved DSaru to A1 (from U) | Moved Anthuria to A (from B) Moved Fire Societte to S- (from A) Moved Fire Heles to B (from C) Moved SSR Lily to S- (from B) Moved Water Lancelot to S- (from A) Moved Uno to A (from S-) Moved Izmir to S (from B) Moved Vane to S (from B) Moved S.Izmir to S (from S-) Moved Katalina to S- (from S) Moved Yngwie to S- (from S) Moved Aletheia to A (from B) Moved Nemone to A (from B) Moved Melleau to A (from C) Moved Xmas Dokkan to S- (from A) Moved Sara to B (from A) Moved Eustace to B (from A) Moved S.Vira to B (from A) Moved Birdman to S (from A) Moved Metera to B (from C) Moved Yuisis to A (from B) Moved Io to S (from S-) Moved Song to S (from S-) Moved Light Clarisse to S- (from A) Light Sarunan moved to A (from C) Moved Baotorda to B (from C) Moved Forte to A (from B) Moved Veight to S (from S-) Moved DSaru to S- (from D) Moved Marquiares to S- (from B) Moved Beatrix to S- (from A) Moved Black Knight to S (from S-) | ||||||||||
35 | 18/12/2017 Slightly updated writeup for Ferry. Added writeups for Levi, Xmas Mary, Xmas Feena The December 21st patchnote change will not be included in the tier list until the patch hits live (and even then it'll take a bit of time to gather all the data and update everything) | 18/12/2017 | Added Levi (SSR) to A2 Added Xmas Mary (SSR) to A1 Added Xmas Feena (SR) to A Moved Ferry from A2 to S (due to Mechanic release, Vira and Xmas Mary combo) | Added Levi (SSR) to A Added Xmas Mary (SSR) to SS- Added Xmas Feena (SR) to S | ||||||||||
36 | 11/12/2017 General content tier list system has been changed and updated accordingly. Write-ups for Mikasa and various SR added. Some SR have been removed to reduce clutter. Write-ups reorganized to follow the new general layout (Lyria's writeup has been added in the fire section) | 11/12/2017 | Added Mikasa (SR) to A Added Lowain (SR) to A Added Eugen (Story SR) to C Added Vermeil (SR) to B Added Vampy (SR) to A Added Deliford (SR) to B Added Minigobu (SR) to C Added Mina (SR) to B Added Penguy (SR) to B Added Sevastien (SR) to B Added Chloe (SR) to C Added Lyria (SR) to A Added Arthur (SR) to C Added Jeanne (Light - SR) to A | Added Mikasa (SR) to S Added Lowain (SR) to A Added Eugen (Story SR) to B Added Vermeil (SR) to A Added Vampy (SR) to A Added Deliford (SR) to B Added Minigobu (SR) to C Added Mina (SR) to B Added Penguy (SR) to C Added Sevastien (SR) to B Added Chloe (SR) to B Added Lyria (SR) to A Added Arthur (SR) to C Added Jeanne (Light - SR) to S | ||||||||||
37 | 03/12/2017 Updated write-up for Meteon Added wrie-ups for Vira (Grand), Mirin, Will, Sophia (SR), Lancelot (Wind SSR) I'm planning to change the Element intro summaries on the model of what I've done on the light page. Other elements will come shortly. | 03/12/2017 | Added Vira (Grand Series) to SS Added Lancelot (Wind SSR) to SS Added Mirin (SR) to B Added Will (SR) to S Added Sophia (SR) to S Moved Andira (SSR) from SS to S Moved Meteon (SR) from B to SS | Added Vira (Grand Series) to SS Added Lancelot (Wind SSR) to SS- Added Mirin (SR) to B Added Will (SR) to S Added Sophia (SR) to SS- Moved Andira (SSR) from SS- to S Moved Gawain from SS to SS- Moved Meteon from B to SS- Moved Siete from SS- to SS | ||||||||||
38 | 31/10/2017 Updated write-up for Yuisis Added write-up for Sakura, H. Danua, Water Yuel and Azazel Added newest EMP support skill notes when relevant | 31/10/2017 | Added Sakura Kinomoto (SSR) to C Added Azazel (SSR) to S Added Halloween Danua (SSR) to S Added Water Yuel (SSR) to SS Moved Summer Siegfried (SSR) from A to S Moved Petra (SSR) from S to A Moved Yuisis (SSR) from S to A | Added Sakura Kinomoto (SSR) to B
Added Azazel (SSR) to SS- Added Halloween Danua (SSR) to S Added Water Yuel (SSR) to SS | ||||||||||
39 | 07/10/2017 Updated write-up for Lennah, added write-up for Claudia and Dorothy | 07/10/2017 | Added Dorothy and Claudia (SSR) to S Moved Lennah (SSR) from A to S | Added Dorothy and Claudia (SSR) to S Moved Lennah (SSR) from A to S | ||||||||||
40 | 17/08/2017 Added write-ups for Anne, Owen, Mikazuki and Izuminokami Added writeup for Medusa | 17/09/2017 | Added Medusa (SSR) to A Added Mikazuki Munechika (SSR) to B Added Izuminokami Kanesada (SR) to B Added Anne (SSR) to S Added Owen (SR) to S | Added Medusa (SSR) to B Added Mikazuki Munechika (SSR) to B Added Izuminokami Kanesada (SR) to C Added Anne (SSR) to S Added Owen (SR) to SS- | ||||||||||
41 | 03/09/2017 Added write-ups for Grea (SSR and event) and Summer Ayer Updated write-ups for Seruel, Ferry, Io, Light Clarisse Added Support EMP for Grand Series characters | 03/09/2017 | Added Grea (SR) to B Added Grea (SSR) to S Added Summer Ayer (SR) to S | Added Grea (SR) to C Added Grea (SSR) to SS- Added Summer Ayer (SR) to S | ||||||||||
42 | 01/09/2017 Reassessed Nio due to how she was having anti synergy with Rosetta Lowered Mahira ranking due to slow start time. | 01/09/2017 | Moved Light Clarisse to S (from A) Moved Seruel to S (from A) Moved Sophia to A (from S) | A new SS- tier has been added to further differentiate characters strength. It will be used for Strong situational characters who can perform as well or better than top tier characters if the right conditions are met. The tier list has been reorganized to take into account this new tier. Moved Mahira to SS (from SS+) Moved Cagliostro to SS (from SS+) Moved Nio to SS (from SS+) Moved Korwa to SS+ (from HRT) | ||||||||||
43 | 26/8 We have reviewed the Advanced content list and rearranged the rankings accordingly. | 26/8/2017 | Moved Predator to B (from A) Moved Summer Korwa to SS (from S) Moved Naoise (event) to B (from C) | Moved Gawain to SS (from SS+) Moved Hallessena to SS (from SS+) Moved Juliet to SS (from SS+) Moved Cagliostro to SS+ (from S) Moved Yggdrasil to SS (from S) Moved Siete to SS (from S) Moved Seruel to SS (from A) Moved Sarasa to S (from SS) Moved Eugen to SS (from S) Moved SS Vira to S (from A) Moved Sara to S (from A) Moved Izmir to A (from S) Moved Lancelot to A (from S) Moved Diantha to SS+ (from SS) Moved Light Clarisse to S (from A) Moved Nemone to A (from S) Moved Arulu to A (from S) Moved Xmas Clarisse to A (from S) Moved Aletheia to A (from B) Moved Uno to S (from SS) Moved Vampy to A (from S) Moved Cerberus to S (from A) Moved Yaia to S (from A) Moved Rosamia to S (from A) Moved Catherine to S (from SS) Moved Arriet to A (from S) Moved Yuisis to A (from S) Moved Six to SS (from SS+) Moved Nio to SS+ (from SS) | ||||||||||
44 | 18/8 Tier list updated, 5* GW Characters ranking and writeups updated 15/8 Currently adding Summer characters, and updating write-ups with the new ougi caps | 15/8/2017 | Added Summer Izmir to S Added Summer Korwa to S Added Summer Sieg to A Added Summer Diantha to SS Moved Charlotta to SS (from S) | Added Summer Izmir to S Added Summer Korwa to S Added Summer Sieg to S Added Summer Diantha to SS (Preliminary) Moved Ferry to SS (from SS+) | ||||||||||
45 | 16/7/2017 | Moved Fire Socie to S (from A) | ||||||||||||
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48 | Older changelog | |||||||||||||
49 | 16/7/2017 - Moved Sochie (Fire) to SS (Advanced, up from A) 12/7/2017 - Moved Hallessena (Earth) to SS+ (Advanced, up from SS) 07/7/2017 - Balance patch change added 21/6/2017 - Moved Xmas Clarisse (Earth) to A (General) and S (Advanced) (up from B) 21/6/2017 - Moved Eustace (Earth) to A (up from B) - Advanced list 21/6/2017 - Moved Nemone (Earth) (SSR) to S (up from A/B) - Both lists 21/6/2017 - Moved Melissabelle (Wind) (SSR) to B (up from C) - Both lists 21/6/2017 - Moved Feena (Wind) (SSR) to S (up from A) - Both lists 21/6/2017 - Moved Izmir (Water) (SSR) to S (up from A) - Both lists 16/6/2017 - Added Shiki (Wind) (SR) and Minami (Water) (SR) 16/6/2017 - Added Naoise (Fire) (SR) 01/6/2017 - Added Scathacha (Wind) (SSR) 30/5/2017 - Added Cain (Earth) (SR) 29/5/2017 - EMP and passive updated, a few ranking change made to reflect those 29/5/2017 - Moved Clarisse (Fire) (SSR) to A (down from S) - Both lists 27/5/2017 - Moved Zeta (Fire) (SSR) to A (up from B) - General content 22/5/2017 - Moved Nio (SSR) to SS (up from S) - General content 20/5/2017 - Added Predator (Dark) (SR) 20/5/2017 - Added Clarisse (Light) (SSR) 10/5/2017 - 5*GW Characters writeups added 08/5/2017 - EMP Suggestions added 05/5/2017 - Added Katalina (Dark) (SSR) 05/5/2017 - Added Drang (Water) (SSR) 05/5/2017 - Added Cagliostro (Dark) (SSR) 23/4/2017 - Moved Silva (SSR) to SS tier (up from S) - Both categories 23/4/2017 - Added Vane (SSR) 03/4/2017 - Added Katapillar (SSR) and Sturm (SSR) 03/4/2017 - Moved Izmir (SSR) to A tier (down from S) - Advanced 31/3/2017 - Added a new SS+ tier for Advanced Content, change made accordingly. 23/3/2017 - Moved Xmas Arulu (SSR) to S tier (down from SS) - Advanced 23/3/2017 - Moved Feower (SSR) to SS tier (up from S) - General 23/3/2017 - Moved Cagliostro (SSR) to B Tier (down from A) - Advanced 23/3/2017 - Moved SS Vira (SSR) to A Tier (down from S) - Advanced 23/3/2017 - Added De La Fille (Earth) (SSR) 15/3/2017 - Moved SS Io (SSR) to C Tier (up from M) 06/3/2017 - Added Orchid (SSR) and Zeta (SSR) 23/2/2017 - Added Marquiares (SSR) 22/2/2017 - Balance patch change added 21/2/2017 - Moved Vaseraga (SSR) to B tier (Up from C) 18/2/2017 - Moved Lily (SSR) to A Tier (Up from B) 13/2/2017 - Added Beatrix (Swimsuit Version) (SSR). 04/2/2017 - Added Razia (SSR). 28/1/2017 - Moved Arriet (SSR) to S Tier. (Up from A) 21/1/2017 - Added Herja (SR). 18/1/2017 - Added Chun-Li (SR) and Vane (SR). 16/1/2017 - Added Lucius (SR) and Jessica (SR). 13/1/2017 - Added Dark section. 11/1/2017 - Added Light and Earth section. 10/1/2017 - Added Carren (SR). | |||||||||||||
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A | B | C | D | E | F | G | H | I | |
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1 | Tier | Criteria | This tier list is more generally aimed toward Beginners / Pre-HL players | ||||||
2 | Rarity | SSR | SR | It applies to content such as : - Story and events - Magna raids - Very Hard / Extreme raids - Trial and Showdow rotations - Rise of the beasts event Having access to White Damage, Nukes and Ougi bursts are great assets to kill enemies more reliably | It considers in your setup : - Any grid between nothing at all and MLB magna grid - 5* Characters at their level 100 - 4* GW characters - No Atma weapon - Possible Bahamut weapon synergy | ||||
3 | QoL | Brings utility (not necessarily battle oriented) that can transcends elements | |||||||
4 | SS | Powerful characters will carry you hard early on and increase your performances greatly | |||||||
5 | S | Great characters that perform well and can serve as great complementary team slots | Best SR for each element when starting out | ||||||
6 | A | Decent characters, generally with special or unique abilities that are non essential | Great SR characters with good damage or nice utility | ||||||
7 | B | Mediocre characters with unnecessary drawbacks or with a clunky / lacking kit | Good SR characters, sometimes with unique niches | ||||||
8 | C | Bad characters who are better off replaced by a SR | Decent SR characters who can be used when nothing else is available | Being able to survive either through damage burst to break incapacitate the enemy, or either through shields and sustain takes the priority here | |||||
9 | If images are broken, use this link to download the pdf version! | (last pdf upload: 17/04/2018) | |||||||
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12 | Tier | Fire | Water | Earth | Wind | Light | Dark | ||
13 | QoL | ||||||||
14 | SS | ||||||||
15 | S | ||||||||
16 | A | ||||||||
17 | B | ||||||||
18 | C | ||||||||
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20 | Note: There is no character order within a rank | ||||||||
21 | GW characters are considered in their 4* form here |
A | B | C | D | E | F | G | H | I | |
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1 | Tier | Criteria | This tier list is more generally aimed toward Early / Mid HL players. It should be the relevant list for most of the playerbase. | ||||||
2 | Rarity | SSR | SR | It applies to content such as : - Maniac and Nightmare battles - Xeno clash - High level raids - Solo-mvping raids with potentially 100m or more HP Using the superior element for the fight becomes much more important here due to neutral element resistance and survivability issues. | It considers in your setup : - GW Characters 4* - Regular FLB magna I grids (excepted AES fire grid and full chev sword grid) - F2P Primal grids - Atma sword synergy | ||||
3 | HRT | Insert Summer Zooey here | |||||||
4 | SS | Must-have characters who are crucial for their respective elements. You can consider most GW 5* to be there too | |||||||
5 | S+ | Excessively strong or versatile characters. Or both at the same time. You can't go wrong with having one of those in your team. | Those characters compete with the strongest SSR | ||||||
6 | S | Great all-rounder in any fight They can have some small inconvenients or lack a little something that prevent them to be top tier. | Can have a permanent spot in your front line | ||||||
7 | S- | Reliable characters that can situationally become more desirable than the higher tier characters | Can perform as well or better than most SSR units | ||||||
8 | A | Decent characters with special functions and mechanics, but not as irreplacable as higher tier char | Geat SR characters with staced kits or good numbers | Speed starts to become a factor in order to lessen and optimize your grind amount. | |||||
9 | B | Can be useful in some niche fights but overall not extremely desirable characters | Good SR characters oftentimes with unique abilities | If images are broken, use this link to download the pdf version! | (last pdf upload: 17/04/2018) | ||||
10 | C | Powercrept, very niche uses, or complex mechanics that are not rewarding enough. | Decent placeholders for SSR / Very particular niches | ||||||
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12 | Tier | Fire | Water | Earth | Wind | Light | Dark | ||
13 | HRT | ||||||||
14 | SS | ||||||||
15 | S+ | ||||||||
16 | S | ||||||||
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18 | S- | ||||||||
19 | A | ||||||||
20 | B | ||||||||
21 | C | ||||||||
22 | Special | ||||||||
23 | Note: There is no character order within a rank | ||||||||
24 | Switch between tabs if some images are missing / out of alignment! | GW characters are considered in their 4* form here | |||||||
25 | If you're stuck in HTML mode and images/text looks weird | Click Here |
A | B | C | D | E | F | G | H | I | |
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1 | Tier | Criteria | This tier list is more generally aimed toward Late HL players who own most of the characters and several GW 5* | Please note that this tier list is subject to bias (moreso than the previous lists), and as a result we strongly recommend you to think for yourself about what the best team would be for you, as this list should technically not be needed once you've progressed that much. | |||||
2 | Rarity | SSR | It applies to content such as : - Baha HL racing - Ultimate Bahamut (normal and HL) - Magna II raids racing - Guild War Nightmare speedclear - Racing and solo speedclear in general This list should be interpreted as a "How often in average are those characters picked by end game players in the above content?", going from "Always" (Core) to "Never" (C) | It considers in your setup : - You have the 5* GW Char for the elements you consider - You have most of the relevant characters of the element you consider - Magna II grids (Alexiel, Grimnir, Metatron) - Magna I 5LB grids (or AES fire grid) - Whale Primal grids - Multiple Ultima synergies (Sword, Staff and Spear) | |||||
3 | Core | You will nearly always want one or two of those characters in your front line at all times, no matter which fight | |||||||
4 | SS | Best in slot characters to accompany the core characters most of the time. | |||||||
5 | S | Good replacements if you're missing some of the higher tier characters. They also make excellent backliners. | |||||||
6 | A | Niche characters who might be decent attackers, used for specific combos, or brought in specific fights where they shine | |||||||
7 | B | You won't use those characters unless exceptional circumstances, for example one turn kill raid spam | |||||||
8 | C | There won't generally be a reason to use those characters outside of pure personal preference | |||||||
9 | Characters are placed depending on their performance with the grid they synergize the most with, it is not an average rating between Magna and Primal. | You should always be using the superior element at this point no matter the fight (safe for Null element / Baha HL). Speed becomes the most important factor as your main goal is to grab MVP chests in various raids, or to clear GW raids as fast as possible to win difficult rounds | |||||||
10 | If images are broken, use this link to download the pdf version! | (last pdf upload: 17/04/2018) | |||||||
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12 | Tier | Fire | Water | Earth | Wind | Light | Dark | ||
13 | Core | ||||||||
14 | SS | ||||||||
15 | S | ||||||||
16 | A | ||||||||
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18 | B | ||||||||
19 | C | ||||||||
20 | Note: There is no character order within a rank | ||||||||
21 | Switch between tabs if some images are missing / out of alignment! | ||||||||
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1 | Portrait | Name | Role / TL;DR | Pros / Cons | Synergies (Grid / Characters) | Comment | Suggested EMP | Suggeted Ring bonus | ||||
2 | FIRE - Element overview | Click on the character names to see their wiki page with more accurate skill descriptions | ||||||||||
3 | Magna grid* (Canes / AES) | Primal grid** (F2P / Whale) | (Note: Order is based on their ranking on the Intermediate Tier List) | Notes about EMP suggestions: - Only the more interesting masteries are listed, the rest depends on your playstyle - Assumes you're playing on element for crit - First point in attack is roughly similar to third point in element up. - DA and TA value decreases if you have MA buffs - One point in Def is always a good default investment For more explanations about EMP value, refer to https://gbf.wiki/Character_Extended_Mastery_Perks | ||||||||
4 | Color code | Characters | Offense | Utility | Defense | Solo content | ||||||
5 | SSR - Limited | S | S | S | B | A | C / A | B / SS | ||||
6 | SSR | * Relatively to other Magna setup | ||||||||||
7 | SR - Limited | * Relatively to other Primal setup | ||||||||||
8 | SR | Pros | Cons | |||||||||
9 | - A good selection of characters, with great 5* - One of the best sword lineup in the game for Atma sword - A good mix of offense and utility (Fear, Flare) - Shiva's call is broken (team assassin) - Colossus Canes are eventually replaced by Ecke Sachs once you become rainbow - Has characters who can enable their self enmity (Bea, Magisa) - Anila 5* makes magna grids more powerful than primal grid | - Few options for Sustain and Defense - Their P2W primal grid feels like a lesser Hades, and their F2P primal is not worth the effort compared to Magna - Colossus is one of the hardest magna boss among the 4 main ones - Still has a few outdated characters waiting for a rebalance - 3 of their best units are limited characters | ||||||||||
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11 | SS | |||||||||||
12 | Beatrix (Swimsuit Version) | Burster / Prime fire attacker (ATK - Sword) Also your local bully target, now in a swimsuit! | + Extremely high burst through ODA + Can practically guarantee TA + Self enmity buff that helps to reach auto-cap + Has guts in case an accident happens + High dodge rate at low HP + Sword proficiency + Loves all the fire enmity weapons | • Ecke Sachs (both magna and normal) • Crimson Finger • Ultima Sword • Xeno Axe • Defensive summons (Alexiel, Grimnir, Prometheus) • Sun Arcarum summon | For whatever reason, Cygames decided in Feb 2017 that people who were upset that Halloween Beato was an SR should be thrown a bone and they gave us another limited Beatrix except with SSR stats and skills. That's right, they chopped off 130 HP and gave her 4420 ATK and called it a day. Her first skill gives her DA/TA Up, Defense Down and Hostility Up just like her Halloween version but the difference with the SSR version is that she also has the option to click the skill again, increasing the values on all of the above for when you really wanna take it to the danger zone (100%/95% DA/TA with -75% Def). A third click will disable all the buffs/debuffs instantly and set the skill on a 5 turn cooldown. The only times you'll really want to use the second stage of her buff are when you can do it safely (boss is Paralyzed) or you're willing to take the risk to maximize the damage on your ODA turn. Since her buff is purely DA/TA, an Agni grid can safely ignore using this skill most of the time because of its ability to give DA/TA via the weapon grid through Athena Spears. You can also use Socie or Korwa to provide DA/TA to avoid the risk of getting splattered. Her second skill is an Overdrive Assassin skill, or ODA, that basically lets her do tons of damage whenever a boss is in Overdrive. You want to triple attack as much as possible during an ODA turn so that's where her 1 skill comes in. Finally, her third skill chops off 40% of her max HP and gives her the Jammed buff which is a seperate enmity multiplier from your weapons that stacks multiplicatively. The ability to reduce her HP at any time is what makes her amazing in enmity builds. The only problem is that she chops off 40% HP at a time with this skill so it's very hard to both maintain the Jammed buff over time and to fine tune her HP totals unless you have a lot of heals in your party or raid. One of the main drawbacks of her SR self is that she can randomly die from a stray hit when using her first skill but with her new passive, you can make one super risky turn and generally turn out ok as she will withstand a lethal hit. Aside from that, she's very similar to Halloween Beato in use except the numbers are bigger and you've get one get out of jail card. | 1x Crit Up ★★★ 1x Support skill ★★★ 1x Fire Attack Up ★★☆ 2x Defense ★★☆ 1x HP ★★☆ 2x Overdrive Attack ★☆☆ The Attack Up/Def Down nodes are traps as they offer minimal benefit for significantly increased squishiness. Her EMP support skill grants 10% addtional dodge chance. | Must-have : • Highest HP roll as possible • Dodge • Enmity • TA up Good alternatives : • Ougi cap up • DEF up • Crit | |||||
13 | • Overdrive Assassin with easily guaranteed TA • Good sustained damage through her self buffs • True glasscanon that will get herself quickly killed if not managed properly She shines the most in short fights that get into OD quicly, but can be used as a good sustained attacker if provided enough DA/TA | - Very, very, very squishy (takes up to 3x more damage) - Has some of the highest aggro once her first skill is activated twice - If you want to make her last, you need to supply her DA/TA through your grid / buffs - Cannot break cap outside of her ODA | • Zerker with Xeno Axe • Sword proficiency teams in general • Anila for the sustain • Therese who can draw some aggro • Yuel for the echo • SS Io for the mono target buff • Any of the Percivals to avoid ougis | |||||||||
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15 | S+ | |||||||||||
16 | Sturm (Limited) | Drang's lover / Sustained attacker (ATK - Sword) Sturm's weapon, Ixaba, is part of the grand series weapon so don't reduce it, it is a crucial piece for Agni grids | + Immediate 50% ATK up (spe mod) + DA/TA up as well + Chances of stackable ATK up upon multi-attacking for even more dps + High minimum damage thanks to her echo on SA and DA + Good dodge rate + Can apply stackable DEF down + Sword proficiency + Can easily proc burn for Xeno axe bonus damage | • Stamina Agni grid • Ultima Sword • Xeno Axe ougi • Defensive summons (Alexiel, Grimnir, Prometheus) • Sun Arcarum summon | Sturm is one of the most consistent Fire attackers out there, her only drawback being a lack of any utility whatsoever. Her first skill is similar to Percy's nuke, capping at 640k and hitting twice after an ougi. The nuke applies Burn to the enemy and has an increased 10% damage cap against Burned enemies pushing it to 700k. This Burn is one of the few ways you can reliably apply it outside of summoning Agni which is very useful for triggering the passive echo when mainhanding a Xeno Ifrit Scythe. Her passive is controlled by her second skill. Sturm swaps stances granting her either a chance to apply a 5% Def Down on auto attacks or a chance gain 10% Attack Up on herself. Both effects are stackable with a 25% Def Down and 50% Attack Up cap. The Attack Up is a special modifier which lasts for 10 turns which makes her more of a long haul attacker like Lucio/Six/Hallessena while the Defense Down takes a long time to hit cap which is not exactly ideal for well, any character you want to rely on for hitting Defense cap. For her third skill she has a pretty straightforward self buff that gives her 50% Attack Up, 55% DA, 20% TA and 30% Dodge at the cost of 20% meter. With a 5/9 turn uptime, it's available a lot more often than other self buffs like Percy's and again the Attack Up is a special multiplier so if you have everything stacked together she has a 125% damage increase. Finally, Sturm's other passive essentially normalizes her auto attack damage relative to a TA. On single attacks she has an 80% echo and on double attacks she has a 30% echo so she effectively does 180%/260%/300% damage on SA/DA/TA. Think of it as Triple Attack insurance. Sturm excels and is quite possibly the best attacker in Magna grids where you don't worry that much about enmity, unless you're Twiggin' it hard, and the lack of Trium means she can get the most mileage out of her multiattack normalizing passive. Conversely, thanks to all the DA/TA buffs flying around in an Agni grid her passive doesn't get as much value and the characters that can self-activate enmity like SS Bea and Magisa can match or exceed her damage. | 3x Crit Up ★★★ 1x Fire attack up ★★☆ 1x Ougi damage ★☆☆ Sturm's EMP passive grants a 20% additional debuff success rate on her stackable def down (for a total of 80% base success chance) | Must-have : • Ougi cap up • TA up Good alternatives : • Crit • Stamina • Skill cap up | |||||
17 | • One of the most self sufficient fire attacker • Very consistent attacker with powerful self steroids on a great uptime • Powerful double nuke on ougi that can burn the enemy She fits pretty much any type of fight, as she has no ramp up time, and no particular drawback as an attacker (which is quite rare) | - Extremely vulnerable to dispel - Doesn't have any mean to break auto cap by herself - Doesn't require help, but doesn't have any particular strong synergy with other characters (don't say Drang please) | • Zerker with Xeno Axe for the burn • Sword proficiency teams in general • Yuel for the echo | |||||||||
18 | Anila (Zodiac 2015 - 5★) | Support / Prime fire buffer (SPE - Fist / Spear) Voiced by Aoi Yūki Also her boobs jiggle on her sprite victory animation at 5* (I'm not kidding) | + Packs an extreleky high amount of utility all in one character, between powerful team buffs, enemy debuffs and team sustain + Still has herself some very decent damage thanks to her self on element echo + Gains fist proficiency at 5* and fire has some great fist characters for ultima fist + Her stamina buff helps you to get your damage not be too low at the start if you're using enmity | • Magna grids (esp. Shiva weapons) • FLB Ixaba main hand • Stamina Agni grid • Ultima Fist | Anila is the first of the Zodiac Limited Series and was first released in 2015. While getting heavily caught up by powercreep despite a rebalance, Anila came back with the first ever 5* version of a limited character, and it shows in her specs : she instantly became one of the must-have units of fire, and that despite not being a sword user (!). Her first skill is a weak AoE 6-hit nuke that deals all element damage. While the damage is forgettable, the additional effects the skill provide are ather powerful, not only will Anila gain 40% superior element echo on a 3/6 uptime, she will also inflict 10% all element ATK down and DEF down, except for Wind ATK down and Fire DEF down which both get 20%. The fire def down is more than welcome in an element that was cruelly lacking in terms of fire def down up until that point, and the 20% wind ATK down is a rather huge asset especially against hard hitting boss. The echo makes Anila become a more than decent attacker, although as usual with superior echo be careful if you're using Agni to not use them off element as they will become much weaker. Her second skill is left untouched by her 5* uncap, and is an AoE delay with a weak nuke. Much like her first skill, AoE debuffs generally have low accuracy, so it would have probably preferable to have a single target but more accurate delay. Still useful against low resistance enemies. Her third skill is extremely powerful in Magna teams, and still pretty relevant in Agni, as it provides one of the strongest "click & play" team buffs in the game : for 5 turns, and on a 7 turns CD, Anila will grant 50% ATK up (normal mod), 30% DA up, 30% Crit chance (x1.3 multiplier), 50% meter generation up, 50% debuffs resist up. It's a great mix of offense and utility, with a very consequent uptime, allowing your team to reach high numbers while also dealing ougi after ougi. The debuff resist can also be potentially more useful than a clear on low success rate but plentiful enemy debuffs. Her 4th skill grants Anila the ability to sustain your team, with a 2015 HP heal on a 6 turns CD, while also granting a Stamina buff to your team for two turns. The buff is not that powerful, 15% ATK up at full HP, but since it's a separate multiplier you will still feel the effect. It's also perfect for enmity comps with Prom staff who generally have a slow start and could use the extra damage at the start of the fight. To further push Sheep as a sustainer for your team, her ougi at 5* will also grant a 1k HP shield to your team. Her passive is again a good illustration of Anila's role of strenghtening and toughening your team, as it will grant 10% ATK up (normal mod) and 10% Wind damage reduction to your team. The Sheep Zodiac will be of great use no matter what you play and no matter which characters you own, only to be benched in very specific situations when you need extremely focused characters to do stuff that will outclass her. Which is pretty much what you could expect for a 5* limited character. | 1x Support Skill ★★★ 1x Crit ★★★ Her EMPs are pretty bad | Must-have : • TA up • Debuff success up Good alternatives : • Crit up • Ougi cap up • Stamina • Heal cap up • DA up | |||||
19 | • Buffs your team DA / ATK / Crit / Ougi generation / Debuff resist on a high uptime. Also has a short duration stamina team buff • Brings all element DEF down and ATK down debuffs • One of the only sustainer in fire through her heal and shields She can be used anywhere at any time, but performs especially well in difficult raids or long solo fights.Will also fit sword teams despite not being sword prof character. | - Has some of the worst EMP set ever - In agni teams, her ATK up buff is extremely diluted - No sword proficiency - Cannot cap def down with only Mist + her Fire def down | • Kengo (with Ixaba FLB MH) • Fist proficiency team • Summer Bea for the sustain • Therese for the offensive buffs • SS Io for the meter generation • Grea for the buffs • Anthuria for the buffs • Aoidos to sustain his hype buff | |||||||||
20 | Percival (Summer Version) | Hot Fire Knight / Debuffer (BAL - Sword) | + He can allow to cap Def down exclusively with mist, and allow MC to be more flexible for the Class / Ex skill choice + Local adoration has an extremely high land rate and a very high proc rate + Sword proficiency + With strong grids, he'll be able to overcap frequently thanks to his echos. + High sustained dps in the long run with his EMP passive | • Stamina Agni grid • Ultima Sword skill cap up • Thor summon • TA / Crit / Ougi cap up / Debuff success ring • Fire buncle / Prometheus • Any fire ultima ougi • Xeno axe ougi | Summer Percy has been for a long time considered as an inferior Trophy husbando version compared to his regular 5* self. But a consequent rebalance made him not only good, but arguably quite the godlike character with a very balanced kit between offense and unique utility, as well as a sword proficiency that is extremely important to have in Fire. His first skill is your run of the mill double nuke upon ougi, similarly to his regular version. The skill has no added effect however, which might not necessarily be a bad thing since the heal effect his regular version has tends to be counter productive with enmity weapons. His second skill is now a 3/6 turns uptime self buff : while active Percy will gain guaranteed DA and 20% Echo. While it might seem a bit disappointing compared to the god-mode buff he has on his regular version, Summer Percival gets the advantage of having a higher uptime and guaranteed multi attacks during it. On strong grids where he can reach closer to auto attack cap through the sole strength of the grid, having a higher echo uptime becomes more important. The lord of flames third skill is one of the highest utility value in the game, not only will it cast -25% Fire DEF down on the enemy, with a great 100% base accuracy (so 110% with his EMP), he will also cast Adoration, a local super charm. Adoration will last two to three turns, and will have a 70% chance to proc; it's also stackable with charm, which offers you some very high protection against enemy ougi and auto attacks. The def down allows you to reach cap with mist, and will free up a slot for your MC so that he can bring a different skill. Percival's passive is the same as his regular version, he will an additional 30% bonus whenever under the effect of a Fire ATK up buff. Unfortunately, unlike regular Percy, he will not be able to activate this passive by himself, which will require you to support him with that. Fortunately, elemental ATK up buffers are aplenty in fire, even with sword characters, so the passive is far from being wasted. With fire sword characters being rather selfish attackers most of the time, Percival is a great complementary character to bring as he will take care of crucial debuffs, all the while keeping a very respectable sustained DPS through his buff and EMP Passive. In difficult raids like UBH / UBHL, he becomes outright essential as he provides the highest Fire DEF down in the game. | 1x Support Skill ★★★ 1x Debuff success ★★★ 2x Crit up ★★★ 1x Fire attack up ★★☆ | Must-have : • Debuff success up • TA up Good alternatives : • Ougi cap up • Crit • Stamina | |||||
21 | • 25% Fire DEF down debuff + Adoration (= local super charm) • Double nuke on ougi • Decent self buff with a better uptime than his regular version • Highly benefits from Fire ATK up buffs This summer version of Percival shines through the debuffs he brings, mainly his fire def down and adoration, all the while remaining a pretty competent attacker, making him a great addition for any sword lineup. | - Unlike his regular version, he is not able to activate his passive by himself - His burst damage isn't as high if your grid isn't stacked - Doesn't have a way to proc enmity easily | • Elysian for the Fire ATK up, debuff success and TA buff • Summer Io for the permanent targeted Fire ATK up buff • Yuel and Flaretato for Fire ATK up buff • Clarisse for the debuff success • SS Bea to avoid dangerous ougis • Carren, Teena for Fire ATK up buff • Ultima Sword teams | |||||||||
22 | ; | Therese (SSR) | Overcap attacker / Dodge tank (ATK - Sword) | + Has the highest potential damage out of all fire sword characters thanks to her high uptime 80% echo coupled with TA + Can last for a relatively long time until her HP starts to run out + Sword proficiency + One of the best character to combo with Shiva call (up to 7m damage on a capped TA) | • Ixaba FLB • Ultima Sword • Freyr summon • The Sun Arcarum call • Crit / Stamina / Ougi cap up ring | In a world where Atma/Ultima sword reign supreme, being or not being a sword proficiency character is very often a deal breaker. Fortunately enough, Therese is a sword holding duelist, which automatically qualifies her for fire sword comps and as a result propulses her to the higher tiersof the list. The fact that she becomes another tixable alternative to Aoidos for a non limited sword comp consisting of Zerker / Yuel / Percival make her even more desirable, especially since as a human she won't mess with baha synergy. Her first skill is a 3 turns duration stance that will grant Therese 100% DA chance, 80% dodge chance and +50 hostility (66% chance to get targeted), on a 9 turns cooldown. The DA buff is great for beginners who can't supply their characters with multi attacks buffs easily, but more experienced players will find it less impressive. The dodge + aggro up combo actually helps quite a bit to negate team damage, but the high dodge rate makes it difficult for Therese to use this skill to lower her own HP for enmity schemes; it is however extremely precious for Stamina grids Therese's second skill is pretty much a stronger version of Grea's skill : for two turns, she will deal guaranteed TA with an additional 80% echo. This skill is usable every 5 turns, which seems like a godsend, but the price to pay is steep : an indefinite and undispellable 10% cut to your max HP every time you use it (see Dancer's skill). Spamming it will inexorably lead to Therese's premature's death, making her not very well suited for very long fights. Should you be able to hit close to auto cap though, the gain in damage her echo+TA will provide will be far from negligible, and will be even more impressive when coupled with Shiva's call. Unfortunately, the echo will not stack with Yuel (whichever is applied last will take effect). Finally, her third skill combines very well with the rest of her kit, as it will consumme all your current meter in exchange for a reset of your other abilities cooldown. Which means you can potentially get 6 turns of dodge + DA in a row or TA with 80% echo for 6 out of 10 turns. Although, resetting your skill means reducing further your max HP, it's still extremely potent against raids you can safely kill in 10 turns or so. This ability also comes with a 700k base cap nuke. Her passive is a bit underwhelming (up to 9% dodge chance at low HP) and her ougi is a forgettable +10% meter on herself (which sole use is to make you able to use your third skill right after an ougi), but she still remain a great tixable attacker for Atma sword lineups should you not have Bea or Sturm.; | 1x Support Skill ★★★ 3x Crit up ★★★ 1x Enmity ★★★; Therese EMP support will grant her 10% ATK up (normal modifier) each time she dodges an enemy attack, up to 30% (?) | Must-have : • Ougi cap up • TA up Good alternatives : • Crit up • Stamina • Dodge | ||||
23 | • 80% Echo + guaranteed TA for two turns, but will cut her max HP each time she activates it • Guranteed DA for three turns while high aggro and high dodge rate • Can reset all her skills (on a rather short CD) at the cost of all her current meter One of the best, if not the best non limited fire sword character, she will excel at bursting down wind enemies with Shiva call for fast kill, and can relieve your team from a lot of damage through her dodge + hostility.. | - Doesn't have any good attack steroid outside of her EMP passive - Will eventually run out of HP if the fight lasts too long - Requires a powerful grid to make her cap naturally, and using enmity with her can be difficult to manage - Her own echo will not stack with Yuel / Summer Io (whichever is applied last remains) | • Anila for the offensive buffs she provides • Ultima Sword Comps • Esser 5* for the turn 10 wombo combo • Summer Zoi for the conjunction + Shiva combo with an enmity grid | |||||||||
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25 | S | |||||||||||
26 | Percival (5★) | Attacker / Fearmonger (ATK - Sword) | + You will become his vassal + Sword proficiency + Will cap auto attacks easily during the turns his third skill buff is active + Fear can help you to stall dangerous ougis | • Ixaba FLB • Ultima Sword skill cap up • Thor summon • TA / Crit / Ougi cap up / Debuff success ring • Fire buncle / Prometheus • Xeno Axe ougi | Hailed for a long time as a fearbot, Percival came out on top as he received a 5* and became much more than a simple one button wonder character. High burst damage, coupled with very noob friendly utility (Fear), as well as some great passives granting him additional stats made Percy remain a top pick character for a long time, with the Ultima sword meta fixing his lack of self DA/TA issue he had previously. His first skill hits very hard (up to 640k) and will heal Percy for up to 800 HP. While it might not seem much, using his ougi will allow the next activation of the skill to strike twice, effectively doubling his damage but also his heal. His second skill has long been his signature ability and can make many boss fights way easier than they should be. As a reminder, Fear will prevent the enemy from gaining any diamond charge for a set amount of time (it will however not prevent already ready enemy ougis and triggers) It does have trouble landing sometimes though, so make sure to invest on debuff success in his EMP or Ring, or couple him with classes and characters who can increase his accuracy. His third skill is where he gets most of his damage from. It provides him with 30% Fire Attack Up (triggering his passive), 20% Echo and 20%-60% stamina damage boost (at 1-100% HP). Basically, whenever you press this button, the lord of flames will leave destruction in his path, but only for a short 3 turns duration while the cooldown is 8 turns, which is quite the low uptime. Important also to note that the echo on this skill is a special one and will stack with Yuel / Io's one. Finally, his passive has been reworked recently so that he gains a flat +30% Fire Attack Up whenever he has a Fire Attack Up buff from any source. Note that this gets activated by his third skill. Make sure to pair him with characters with such buffs to give him some permanent high base damage. At 5*, Percy also gains a new passive that grants him bonus stats depending on the number of vassals he has next to him, cumulating up to 15% ATK up (nomal mod), 10% DA and 6% TA for each ally remaining in the front row, which means it's pretty much effective permanently. While he remains a great asset for a long time, Percival eventually becomes less sought after, as fear becomes less relevant due to boss resisting it or throwing triggers at you regardless, and his low uptime self buff becomes a liability for fights becoming shorter and shorter. | x1 Debuff success ★★★ x2 Crit up ★★★ x1 Fire attack ★★☆ x1 C.A Damage ★☆☆ If you don't have a way to reliably apply burn, you can take 3 points in his support skill (10% chance to burn the enemy on auto) | Must-have : • Debuff success up • TA up Good alternatives : • Ougi cap up • Crit up • Stamina • DA up • Skill cap up | |||||
27 | • 60 seconds team wide fear • Double nuke on ougi that self heals • 3 turns god-mode where he will hit auto cap with echo • Highly benefits from fire ATK up buffs A long time staple of fire teams, although now a bit forgotten due to fear not being as good. He has some extremely powerful three turn buff thanks to his self buff still, and is a great backline character. | - His self buff has low uptime, making him a sitting duck once he's used it - Fear becomes less relevant the more you progress - His damage potential is low outside of his initial burst compared to other fire sword powerhouses - Healing himself doesn't mesh well with Enmity grids | • Elysian for the Fire ATK up, debuff success and TA buff • Summer Io for the permanent targeted Fire ATK up buff • Yuel, Flaretato, Carren, Teena for Fire ATK up buff • Clarisse for the debuff success • Ultima Sword teams | |||||||||
28 | Yuel (5★) | Buffer / Healer (BAL - Sword / Katana) | + The banter dialogue with her wife Societte + Sword proficiency + Team echo is generally quite useful in the Shiva element and with powerful attackers + Clear is valuable + High DA rate | • Ixaba FLB • Ultima Sword skill cap up • TA / Crit / Stamina ring • Xeno Axe ougi • Shiva call • Stamina / TA / Crit ring | Yuel is one of the oldest and also most iconic fire character, alongside Percival. Her kit consists mainly in buffing the team and sustaining it, while also having some very good innate DA/TA herself through her typing (BAL Erune), EMP and sword proficiency. Yuel's first skill is a 630k base cap nuke that will grant her 75% DA chance for three turns. It's an okay skill, although DA up becomes less impressive the more your grid tends to progress, and the damage of the nuke being not so high, players tend to forget this skill and not always use it. Her second skill is a 20% team echo for 3 turns, on a 6 turns cooldown, which is quite possibly be her main selling point : Fire generally has characters who hit hard but can't always overcap, and that 20% echo can become a godsend. It's even more impressive when combined with Shiva call, allowing people with a stacked grid to easily go over 1.5m damage per auto during it thanks to the additional damage. While that echo will generally stack on most characters, Therese is the sole exception and will not be able to cumulate it with her own echo. Our fluffy fox third skill is a 1500 HP heal that will also clear your team, (3000 HP heal if 4th skill is in effect). The heal is not actually always worth it knowing that fire uses mostly Enmity weapons, but the clear is quite valuable in general, especially since fire has no strong veiler outside of Magisa. Finally, her fourth skill will grat Yuel a 100% heal cap increase that will affect her third skill, and will grant a 20% team fire attack up for 3 turns, on a 6 turns cooldown. Truth be told, this is probably one of the most frustrating skill of Yuel, as it has a long animation, is required to press to improve your heal, but the buff component is actually pretty weak (and will not stack with most similar buffs) Her ougi effect and passive are quite outdated, especially for a 5*, as they only grant 5% passive DA to Yuel, and 15% Cap up to herself on ougi that she will never be able to exploit, as her own damage remains painfully low most of the time. Yuel is one of those characters who is slowly getting caught off by powercreep, and especially as new shiny characters or well focused rebalances are put into the spotlight, and who end up having more loaded kits in a similar utilitarian role (Anila, Summer Io, Summer Percy). Her main saving grace is her compatibility with Ultima sword teams. | 1x Fire Attack Up ★★☆ 2x TA Up ★★☆ 4x DA Up ★★☆ Her passive skill is kind of garbage and its value depends on how much DA/TA you're already stacking. It also has a short animation if it triggers which can slow you down if you're racing and aren't refreshing every turn/dualboxing. Heal is additive to her own heal cap up skill, making it a less attractive choice (+30% of 1500, not 3000) | Must-have : • Stamina • TA up Good alternatives : • Crit up • Ougi cap up • Heal cap up | |||||
29 | • 3000 HP Team heal + clear • 20% Team echo • 20% Fire ATK up • High DA rate One of the longest fire staple character alongside Percival, who brings team buffs and sustain mostly. Despite being sword profeciency, her damage is low which quickly becomes a turn off at higher levels. | - Her damage sucks very hard, especially on enmity grids - Her kit as a whole is great, but requires lots of button pressing and animations when more recent characters get an "all-in-one" button. - His damage potential is low outside of his initial burst compared to other fire sword powerhouses - Ougi effect and passive are really weak | • Both Percivals for the fire ATK up • Summer Beatrix for the echo • Societte for the waifu • Sturm for the echo • Ultima Sword teams • Esser 5* for her ultimate combo | |||||||||
30 | Grea | Lesser Therese / Attacker (ATK - Fist) | + Caps her autos pretty easily + Extremely powerful for 3 turns fights + Combo well with Tag Team + Good uptime on her buffs generally + Prime choice for Ultima fist teams | • Stamina agni grid • Shiva fist MH • Ultima fist ougi / auto cap up • Shiva call • TA / Ougi cap up ring | A similar but slightly inferior version of Therese, Grea's kit is pretty straightforward. She buffs herself and hits hard, very hard. Most of her kit revolves around landing a local debuff called Dracoforce, which empowers her damage as long as the debuff is present. Dracoforce is applied by Grea's first skill which has a very high hit rate (unknown if it can even ever miss). When Grea attacks a target under the effect of Dracoforce, she gains a 50% Special Attack Up which is on its own modifier and her autoattacks will gain a 20% echo. The debuff lasts for 4 turns and the skill has a 6 turn cooldown, meaning Grea has a pretty good uptime on her damage buff. Additionally, Grea's second skill, a dispel with a nuke attached to it, will gain a 10% damage cap increase which is nice but not something to worry about if you're saving it for dispelling things. Finally, when she uses her ougi on a target affected by Dracoforce, she gains an additional 50% Ougi Damage and 20% Ougi Damage Cap. Her third skill is a 2 turn guaranteed TA buff with Crit up (40% chance for 20% more damage) at the cost of 30% meter is perfect for short battles. You can combo it with Luchador's tag team for an extra amoutn of burst and one turn kill enemies with a Shiva call-in. Grea's main weakness, however, lies in the fact that she has no sustainable DA/TA self buff. This is further aggravated by the fact that she doesn't have Sword proficiency in an element where all of its best characters are Sword proficiency so she doesn't benefit from Atma Sword's Trium effect that she desperately needs, although now with the advent of Ultima Fist teams around Anila, this issue is mitigated. To compensate, Grea brings some of the highest ougi damage in Fire with the minor bonus of ignoring any Defense buffs an enemy may have, a dispel on a character that actually does damage (sorry Clarisse) and is one of best fire character (only second to Therese) that can regularly get around the auto cap and does it quite easily as that. She does have something special going for her and it's that her damage buff is immune to a boss clearing debuffs off itself or being removed off Grea herself (unlike Sturm, Percy, etc. who are vulnerable to dispels). Since the debuff can't be cleared even by boss triggers, it means that she can maintain her damage in fights like Ultimate Baha or Ultimate Baha Hard. | 1x Crit ★★★ 1x Support skill ★★★ 1x Ougi cap up ★★★ 2x Fire attack up ★★☆ 1x TA up ★★☆ 2x C.A Damage ★☆☆ Her support skill grants Grea 10% DA / 5% TA against unbuffed enemies | Must-have : • Ougi cap up • TA up Good alternatives : • Crit up • Stamina • DA up | |||||
31 | • Two turns of guaranteed TA with self ATK up buff and echo • Her self buffs are dependant on a debuff she cast on the enemy • Dispels and high ougi damage A great attacker that has some of the highest burst damage in the first three turns of battle, her kit is a great fit for less developed grids, and shows some good potential in fire Ultima fist teams alongside Anila or Aliza | - Without a fist team, she falls off after the first 3 turns - Can be difficult to manage her guaranteed TA as it costs 30% meter - Lacks DA/TA outside of her guaranteed TA skill | • Ultima fist comp • Anila for the offensive buffs • Societte for the DA/TA buff • Luchador with Tag Team | |||||||||
32 | Aliza | Crit master / Attacker (ATK - Fist) | + Two turns cover is actually extremely rare, and can be used to trigger her enmity + Her stackable self buffs are undispellable and make her a real powerhouse in lengthy fights + Damage cap up can lead to some crazy burst with Shiva + Excellent choice for Ultima fist teams | • Shiva fist MH • Ultima fist ougi / auto cap up • Shiva call • TA / Ougi cap up ring | Aliza's primary role as a fire unit is to punch things hard, very hard. She shines the most on element, as she cumulates lots of crit buffs from her EMP and skills, but isn't completely devoid of team utility since her rebalance, making her quite the desirable attacker. Her first skill is a 2 turns substitute + 3-hits counter for 2 turns, at the cost of 25% meter. Having a substitute skill is already quite unusual for an attacker, and having a two turns one is something that most def charas could only dream of. That skill has to be put into perspective with Aliza's passive, which will grant her one stack of "Everstrong Spirit" per turn when targeted by an enemy (she does not need to receive damage for it to proc), so using her substitute will guarantee Aliza at least two stacks. Each stack grants 10% DA, up to 100%, and is infinite and undispellable, making it possible for Aliza to have guaranteed DA in long fights. Her second skill is a 50% proc chance / 80% multiplier crit self buff that lasts for three turns, coupled with a 50% damage cap up effect. This cap up effect is huge, and should you be lucky with her crits they can net you some extremely impressive high autos. Try to use that skill while your counter is active too to deal sky high counter damage as well! Aliza's third skill is an AoE nuke that grants her a 10% ATK up (spe mod) stackable, up to 50%, and on a 4 turns cooldown. While it takes a bit to ramp up, the stacks are undispellable and infinite, which once again makes her a beast for long fights. Her ougi effect is yet another crit buff, with the exact same values as her second skill (50%/80%), but it will also stack with her second skill buff because why not? All those offensive buffs make Aliza extremely deadly in sustained fights, and possibly the strongest fire attacker once her self buffs are stacked. Pair her in Ultima fist comp and with charas who can buff her at the start of battles to compensate for her ramp up time for best results. | 3x Crit up ★★★ 1x Hostility up ★★★ 1x Fire up ★★☆ | Must-have : • Ougi cap up • TA up Good alternatives : • Crit up • Stamina | |||||
33 | • Two turns cover + counter • Permanently gains DA whenever she gets hit, up to 100% • Stackable ATK up (spe mod), up to 50% • Lots of crit self buffs, and can temporarily get a 50% cap up bonus Unlike Grea, Aliza is much more of a long battle fighter, as she needs time to ramp up but can become potentially one of the most deadly attacker once she gets going | - Takes time to get going and to stack all her buffs - No self TA buff which needs to be provided from somewhere else - Her crit is powerful but not the most reliable | • Ultima fist comp • Anila for the offensive buffs • Ghanda for the fist passive buff • SS Io and Yuel for the echo | |||||||||
34 | Io (summer) | Lolibait / Offense and Defense Buffer (ATK - Staff) | + Skill set centered around burn, which she can herself proc and that fire has plenty of + Her damage reduction + heal is valuable in an element where you need to manage some character HP (hello Bea) + Can have some great synergy in staff teams alongside Magisa + Can give close to permanent echo to one other character | • Ultima staff • Ixaba FLB • TA / Ougi cap up ring • Xeno scythe MH | After being long labeled as the trash queen among limited characters, Summer Io finally got justice and got a complete revamp of her kit, and she is now a very good team support with offensive and defensive buffs that are generally valuable. Io's first skill remains the same, a 30% Wind damage cut for 3 turns, with a 530k cap AoE nuke. This can be comboed with Phalanx for a full cut, but outside of that it remains one of her most boring skill. Her second skill is a 5-hit nuke (capping at around 750k) that will inflict burn on all foes. This would be also a mediocre skill if she didn't have both of her passives : against burned enemies, Io will have her own ougi specs increased by 30% ougi damage and 10% ougi cap up, and the entire team will receive 20% less damage. The damage reduction is important, and reminds of 5* Nio similar buff. Her third skill is a targeted 2500 HP heal that will also grant 30% echo and 30% Fire ATK up to an ally for 4 turns, on a 5 turns cooldown. As a lot of fire attackers are DA/TA self sufficient and also have self ATK buffs, the echo is complementary as it allows you to further emphasize on their damage by giving them a near permanent overcap. The fire ATK up however feels a bit weak in an element where Shiva is always slotted, and a crit buff or normal buff might have been more appraciated outside of special characters like Percival. Finally, her ougi will grant to the team a 3 turns (ougi turn included) 60% proc chance / 20% multiplier crit buff, which is quite noticeable on element and will help some the not heavy hitters character to reach cap more easily. While her skillset is in theory great, her lack of sword proficiency really hurts in an element where Fist and Sword teams are the go to. If your grid is not completely stacked yet still, the offensive power she grants to your team might outweight her own DPS deficiency. And in any case, her defensive kit will be appreciated as well. | 1x Support skill ★★★ 3x Crit Up ★★★ 1x CA Damage ★☆☆ | Must-have : • Ougi cap up • TA up Good alternatives : • DA up • Crit up • Stamina • Skill Cap up | |||||
35 | • Ougi team crit buff • Wind damage cut and team damage reduction • Single target buff a la DLF • High ougi damage Summer Io is quite possibly fire's best buffer outside of Anila, as she offers a great mix of offensive and defensive buffs which are all very valuable, but is held back by her staff proficiency | - No sword proficiency means that outside of staff teams, she will struggle with her own DA/TA rate - Her own damage is passable only - None of her buffs grant DA/TA - The defensive part of her skillset is more situationally useful | • Stafff teams • Nekomancer • Magisa for the sustain + echo • SS Beatrix for the sustain + echo • SS Percy for the fire ATK up • Aliza for the echo • Sturm for the echo • Anthuria for the uplift | |||||||||
36 | Beatrix (Halloween) | Glasscanon Attacker (SPE - Sword) Adv. rating : S | + Extremely high burst through ODA + Self enmity buff that helps to reach auto-cap + Sword proficiency + Loves all the fire enmity weapons | • Ecke Sachs (both magna and normal) • Crimson Finger • Ultima Sword • Xeno Axe • Defensive summons (Alexiel, Grimnir, Prometheus) • Sun Arcarum summon • HP / Def / Dodge ring | This version of Beatrix is basically an SSR in disguise. Her skillset is simple but very effective, making her the best enmity attacker in Fire. Despite being hobbled by SR stats, she can hit extremely hard thanks to the combination of her high DA/TA rate, Extra enmity and Overdrive Assassin which allows her auto attacks to hit up for up to 1.16 million. Halloween Beatrix's main drawback is her extreme fragility. Her 1 gives her a big boost to DA/TA which is great but comes with the penalty of a strong Hostility Up effect which pulls enemy attacks towards her like a magnet and -50% Defense which ensures those attacks really, really hurt. Since her 3 skill requires her to be at low HP to be effective, using her 1 can become very risky. She does get a bonus chance to Dodge at low health but it's only around 20-25% so you're playing with fire (no pun intended) if you rely on it to keep her alive. Any form of AOE attack from a boss will still hit her extra hard, and multi hit skills are generally quite dangerous while her buff is active . One obvious solution, since her drawbacks are mostly tied to her first skill, is to improve her survivability by simply not pressing 1 and using external sources of DA/TA to keep her damage going, Ultima sword generally being the safest option. Halloween Bea will of course love any enmity weapon you throw in your grid, from Ecke Sachs to Crimson Finger. | 1x Crit up ★★★ 2x OD attack ★★☆ 1x Fire attack up ★★☆ 1x Def up ★★☆ 1x HP up ★★☆ | Must-have : • Highest HP roll as possible • Dodge • Enmity • TA up Good alternatives : • Ougi cap up • DEF up • Crit | |||||
37 | • Overdrive Assassin with high multi attack chance • True glasscanon that will get herself quickly killed if not managed properly She shines the most in short fights that get into OD quicly, but unlike her SSR version she will die extremely quickly | - SR rarity HP stats + very low defense = she will die in the blink of an eye - High aggro once her first skill is activated twice - If you want to make her last, you need to supply her DA/TA through your grid / buffs - Cannot break cap outside of her ODA | • Zerker with Xeno Axe • Sword proficiency teams in general • Anila for the sustain • Therese who can draw some aggro • Yuel for the echo • SS Io for the mono target buff • Any of the Percivals to avoid ougis | |||||||||
38 | Click Here | |||||||||||
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40 | Magisa (5★) | Gorilla with Veil (SPE - Staff) Also known as Boobisa And yes she's human, not a draph | + She is the only fire Veiler + Actually has both a source of ATK down and DEF down + Performs great with enmity grid as she can lower her own HP easily + Extremely tanky while Morax is on + Great in staff ultima teams | • Ultima staff • Trium (Athena spear, Shiva sword, Shiva spear) • Ecke Sachs (normal or magna) • Crimson Finger • Xeno scythe MH or GW dagger effect | Before she gets her 5* upgrade, the only reason to use Magisa over other Fire SSRs is her Veil. Once she hits level 90, though, she becomes one of the hardest hitting auto-attackers in terms of raw damage when using her Morax Stance. To go with her permanent +50% (+75% at level 100) Fire Attack boost on her third skill (this skill will only be effective while Morax is active), Morax Stance also gives her +200% Defense (about a 50% Damage Cut) and the ability to do up to 1.16m AOE damage when deactivated. The main drawback of the stance is a maintenance fee of 7% of Magisa's health, capping at 800, each turn. However, with an enmity grid and a sufficiently large health pool you can turn this drawback into an advantage, and her EMP skill will prevent you from accidentally dying from her DoT. Magisa is a character that hits very hard but lacks any form of multiattack buffs, so if you can supply her with some DA/TA from the MC, Trium from your grid, or characters like Societte, you can find her a very serviceable attacker, although she will eventually get gated by the auto attack cap. The rest of her kit is still pretty useful, 15% attack down against boss with her first skill, and a 10% fire resistance down that can allow to reach def cap with mist + colossus call. She's overall a pretty correct character, mixing utility and offense, but her kit unfortunately starts to show her age (and I'm talking about her in game release age, not real age), with most of her non morax related effects crippled with low numbers. | 1x Crit Up ★★★ 1x Support ability ★★★ 1x Skill cap ★★☆ 2x Overdrive Attack ★★☆ 1x DA Up ★★☆ Her support ability basically saves her from dying to Morax (99% chance to survive any DoT at the end of the turn with 1 HP) so it can be useful if you find that happening to you frequently/ you want to maximize her damage against an incapacitated boss | Must-have : • Ougi cap up • TA up Good alternatives : • DA up • Crit up • Enmity | |||||
41 | • Veil, ATK down, Fire def down on ougi • Can summon Morax, use her third skill self buff, and hit very hard • Loses HP each turn Morax is on to trigger enmity Magisa is a Gorilla veilbot, that can easily reach cap with her autos, but is hampered by a complete lack of DA/TA buffs | - Complete lack of DA/TA whatsoever, so she needs to be supplied with it - Her debuffs have low numbers value - Her self buff has needless restrictions, requiring to have Morax on to be truly useful - Morax nuke damage isn't anything impressive nowadays - Her EMP set is pretty bad | • Stafff teams • Nekomancer • Summer Io for the sustain + echo • Societte for the DA/TA buff | |||||||||
42 | Metera (Fire) | Lewd moans / Overcap Attacker (ATK - Bow) Do not turn your volume on in public when doing anything Metera related in game | + Best overcap attacker... + High turn 1 damage if you can proc her enmity and guarantee her MA + Some decent utility with a charm and a slow + You can use her Aggro up + Def down on third skill to lower her HP | • Trium (Athena spear, Shiva sword, Shiva spear) • Xeno scythe MH • Shiva call • Ixaba FLB stamina grid | Metera is one of Fire's hardest scaling attacker, which makes her in theory quite valuable, but unlike most of the other charas she has very little tools to reach that potential by herself, requiring a lot of support from your grid and other characters. Her only self buff comes from her first ability, which gives her 5 stacks of Ethereal Seal. Her two other abilities gain bonuses by using up an Ethereal Seal but the important part is that she gets an 80-85% damage echo on her regular attacks for the cost of one seal and her ougi does an extra 50% attack for one seal. Only one ethereal seal is used per auto attack round, so she will be able to keep that echo for 5 / 6 turns in the best case scenario. The extra instances of damage on her regular attacks and ougi allow her to avoid getting limited by the game's damage cap on an individual hit, the only trick is getting her there in the first place! Her second ability is a charm with a rather low accuracy and moderate proc rate.. You can try the Superstar/Clarisse combo to make it land more often but it's really not worth that much effort to build around unless you have nothing better anyway. With Seal, the Delay can actually be quite useful to keep yourself alive but just be aware it directly reduces your damage output. Her third skill hits really hard with a cap of 700k so it's not a bad idea to use a Seal on this ability if you can't push 700k in echoes in one turn anyway. Without the seal, she gains a Defense Down and Hostility Up debuff, which can be used to your advantage if you want her to draw attention away from other members of your party or activate enmity from your Crimson Fingers/Ecke Sachs' but it also can kill her really fast so be careful. At the end of the day, what really penalizes Metera the most is her utter lack of self DA/TA, which prevents her from becoming the strongest fire attcker outside of really niche setups made to maximize her dps, but even those setups require a hefty amount of limited weapons and whale power to work well. | x1 Crit up ★★★ x1 Skill cap up ★★★ x2 Fire attack up ★★☆ x1 TA up ★★☆ | Must-have : • Ougi cap up • TA up Good alternatives : • DA up • Crit up • Skill cap up • Stamina or Enmity | |||||
43 | • 80% near permanent echo • High damage nukes, can charm and slow the enemy Similar to Therese, for most players she will just be an inferior version, but some others might find some interest in the fact that her echo is near permanent unlike Therese. | - ... to the condition you can both grant her DA/TA and increase her damage - Bow proficiency is trash for Ultima unless extremely specific cases | • Anila for the offensive buff • Societte for the DA/TA buff • Esser 5* for the wombo combo • Clarisse for the extra debuff accuracy | |||||||||
44 | Sochie (Fire Version) | Yuel's wife / Tank + DA-TA buffer (DEF - Fist) | + A kit well suited to beginners who generally lack DA/TA and can make good use of the defensive parts of her kit + Only TA buffer in fire + Doens't really care for proficiencies (but she performs better in fist teams) + Her echo buff has low value but high uptime and stacks with most other echos + Has adorable banter in game with Yuel | • Ultima fist • Athena and damage cuts • HP weapons (Shiva sword, Ecke) | Sochie's fire version is typcically the kind of character that didn't shine much (or even at all) when she was first released, as her kit was rather confusing and she felt a lot like a weaker Korwa. But eventually, as fire received numerous new toys to play with and increased its strength (new summon, new weapons, new characters), Yuel's Yuri friend potential got revealed, and even expanded to other elements a few months after. It eventually got out of hand though, as most of the racing heavy comp were completely relying on Societte's buffs and inability to attack to maximize their dps even when off element, and her buffs eventually ceased to affect non fire allies. Sochie's signature ability is her third skill granting a DA/TA buff, which is the strongest one in the game (80%/30% DA/TA), that you attain after 6 turns spent dancing. But in exchange for that, Socie will be unable to attack and will have a huge aggro up and noticeable def down penalty. You can decide to disable the dance at any time, and in exchange the current DA/TA effect will remain for 4 turns, which exactly fits with her 4 turns CD once you disable the dance. As a result, you'd have Socie dancing around half the time and attacking half the time, in exchange for a near permanent DA/TA team buff. That's not what Sochie only brings, her 60% cut on a 6t CD is the only one you can find in fire, and is pretty handy against dangerous triggers. Too bad that it isn't a 70% cut, or that it isn't on a 5 turns CD like other cuts. While Sochie attracts a lot of aggro, she thankfully has her first skill which grants her two counters lasting two turns, on a spammable 4 turns CD. All those defensive skills allow her to function as a true Tank, taking the aggro and soaking damage for the team. Her ougi will grant to the team a 10% echo for 6 turns, and with a bit of timing it's possible to have a near permanent uptime on this buff, which always great to have. Sochie is a force to be reckoned with in Fire, as various QoL upgrades and buffs have really made her a serious consideration for fire MA buffing. People starting out with fire will be delighted at the prospect of having a Tank that also boosts your MA, allowing you to solo your magna pretty early and with relative ease. And she pairs extremely well with strong attackers who lack generally DA/TA buffs, which fire have. Finally, her buffing animations have been rendered much more fluid and smoother, and you're not losing as much time as before watching her buffs animation appear each turn. For more advanced players, she might see less use, especially if you get to own a Xeno Axe with an Ultima sword and a sword proficiency team, or an Agni grid, as the MA part will already be covered, making Socie's buff less desirable. | 1x Support Skill ★★★ 1x Crit up ★★★ 1x Fire attack ★★★ 3x Def up ★★☆ 1x TA up ★★☆ | Must-have : • Def up • Dodge rate up Good alternatives : • Crit up • Stamina or Enmity | |||||
45 | • 60% cut damage • Stops attacking and dances half of the time in order to boost your team DA/TA • High aggro and low def while dancing • 10% team echo on ougi | - She is very squishy when dancing, and her aggro gets extremely high - Eventually, having a fourth character that is only attacking half the time becomes not worth it with a strong enough grid or good enough characters | • Yuel of course • Most attackers that lack DA/TA buffs (hello percy) • Summer Io to have her ougi more often • Beatrix to share some of the aggro | |||||||||
46 | Zahlhamelina | Flarebot / Buffer (SPE - Staff) | + Your "insert raid" train gets 30% faster thanks to Flare which makes everyone hit very hard + Her permanent wind cut coupled with high uptime refresh offers some good sustain + Outside of flare, decent buffing abilities with her ougi, passive and third skill + Can be used in a staff ultima team | • Ultima staff • Enmity grids • Trium sources (Shiva weapons) • Xeno Scythe MH or GW Dagger | Zahlhamelina, also known as the Flare Potato as she's the only SSR Fire Harvin, is situationally very useful. Her signature ability is her second skill, Flare, which casts a Field Effect on the battle. What it does is increase the damage that both players and monsters do based on its duration remaining (check Wiki for exact numbers). The attack bonus is locked in the moment you click Attack, so you can't be cute and hit Attack right before it switches from 100% damage to 30% damage so you do the full bonus and the boss does less. Outside of Flare, she does have some uses. Her first skill is a rather long duration and cooldown Barrier with Regen attached to it, which can be alright for maintaining low-ish HP to ensure you can continue to get bonus from enmity weapons and skills. Her third skill is actually her best skill, as it gives 20% Fire Attack Up/20% Wind Defense Up with only 1 turn of downtime. This allows Percival to have his passive damage increase going on almost all the time and it stacks with Fire Attack Up from summons as well! Unfortunately, it clashes with Yuel's 4 and will overwrite it so the two characters have minimal synergy. Her passive gives Large enmity to the entire team based on her own HP. This lets you put her in the second party slot with a Suzaku Harp in your grid, which will boost her own lacking damage while also eating away at her HP, granting your party more and more damage bonus over time. Just be careful if you use this tactic, though, as she naturally has lower defense and can easily die from AOE damage that the rest of your team could shrug off. Her ougi also gives Critical Rate up, which lets everyone do bonus damage versus Wind and is another compelling reason to place her in the second slot to maximize benefit from her ougi. | 1x Stamina ★★★ 1x Support Skill ★★★ 1x Fire attack up ★★☆ 1x DA up ★★☆ 1x C.A Damage ★☆☆ 1x OD Attack ★☆☆ | Must-have : • Stamina • TA up Good alternatives : • DA up • Crit up • Ougi cap up | |||||
47 | • Flare: field effect that buffs both you and your enemies damage for 180s , with a variable intensity depending on the time • Nearly permanent Fire ATK up and Wind damage cut buff to allies • Weak crit buff on ougi (stackable with Io) Flaretato is here mostly for flare, which is generally a double edged sword but can become very handy in some raid / train situations where you need to maximize dps of a whole raid. | - Flare will also make the boss kill you faster - Potato is a horrible race for baha synergy in Fire teams in general - Her own damage is terrible, as well as her own DA/TA rate | • Nekomancer • Staff characters • Both Percivals • Sochie | |||||||||
48 | Ghandagoza | Deadly old man / Polyvalent (ATK - Fist) | + Has some of the highest uptime team buff in fire + His ougi hit very hard + His blind can serve as moderate utility + Works extrmely well in Ultima fist teams | • Ultima fist • Shiva fist • Shiva spear / sword • Xeno Scythe or GW dagger ougi • GW fist | Ghanda is far from being a bad character with his shiny update, and he is arguably one of the best fire character to get early thanks to his easy to use kit and his high ougi numbers, but his kit later becomes less impressive, all the while keeping a decent niche with fist teams. His first skill is Solar Crown, which is basically a super blind that is local and stacks with regular blind. Super because whenever afficted by Solar Crown, it is extremely likely for the enemy to miss their auto attacks, which can prove extremely useful against enemies that have very hard hitting autos. His second skill is a 4-hit retaliation (counter upon taking damage), that will last for 3 turns and on a 7 turns cooldown. The counter has some very high multiplier and as such it's fairly easy to reach cap with it, but most people will regret that Ghanda lacks some fort of taunt or aggro up to make it easier to proc those counters, leaving mostly AoE and multi-hits to trigger them more reliably. Try to also avoid using that skill while the enemy is affected by Solar Crown. His third skill is a team 20% Fire ATK up + 30% DA up, on a 5/7 uptime, which is incredibly good since most team buffs tend to last 3 turns, and makes Ghanda a fairly good buffer. The buff aren't the most valuable, but for people who lack DA/TA options it can be a godsend. Ghanda's passive will grant him additional stats everytime he single attacks (this includes counters) : 3% ATK up (normal mod) / 10% Ougi damage / 2% Ougi cap up for each stack, up to 10 times that amount. This allows you to easily maximize your ougi damage, but for players who could already do that without help from his stacks, it might look like a weak passive, especially considering the stacks reset after each ougi. Fortunately, he partially makes up for it with his passive that grants 10% DA chance to every Fist characters in your team while on the front line. Finally, his ougi will grant a weak crit buff to ghanda, the only self buff he has which is surprising considering he's supposed to be one of the strongest martial artist in the world. All in all, a great beginner unit who ca, help you bypass tough fights, but who loses some of his luster as your roaster expands. | x1 Support skill ★★★ x1 Hostility up ★★★ x3 Crit up ★★★ x1 Fire attack up ★★☆ Support skill is 10% chance to gain 10% special mod attack up, caps at 30% | Must-have : • Ougi cap up • TA up Good alternatives : • DA up • Crit up • Stamina | |||||
49 | • Local super blind for two turns • High uptime fire ATK up + 30% DA buff, and a passive 10% DA buff to fist proficiencies characters • Gains stacks for each single attack, boosting his damage specs and reseting after each ougi This old man shines the most in fist proficiency teams where his passive will be useful, and is an very good character for beginners as his kit is very newbie friendly | - The fact that his eternal rage stacks reset on ougi sucks - His team buff doesn't bring any essential stats - His own dps is correct, but not astounding | • Aliza, Anila, Grea and other fist characters in general • Luchador • Both Percival | |||||||||
50 | Anthuria | Danchousexual Lewd Fox / Buffer (SPE - Fist) (But she gets embarassed very easily) | + You can win RNG and she actually gets targetted when she has her buffs up + Will buff your team like crazy against boss that attack often + You can read her fate episode in a loop because you like to have a sexy fire fox girl fawn over you + Fist profiency is cool + Can serve as a great ougi battery for the team | • Ultima fist • Stamina Agni grid • Ixaba FLB ougi effect for more frequent assassin with the uplift • Setekh call • Xeno scythe ougi effect | Anthuria is a character with a lot of potential that is however heavily restricted behind RNG. Much like SSR Rosetta, she needs to get targeted in order to buff her teammates. But unlike Rosetta, Anthuria is subject to a double RNG gate, not only does she need to get targeted, but she will also need to dodge in order to activate her buffs. Anthuria's first skill increase her Dodge rate by 50% and her hostility significantly for two turns, on a four turns CD. Her chances to get target while under the effect of this skill are close to 73% barring no one else has increase hostility in the party. This skill is important as it enable all the rest of Anthuria's kit. Her second skill is a 15% team uplift buff for 3 turns, with an added effect if you happen to dodge while it's active : your team will gain a random number of Hype stacks for 3 turns. Dodging again while the buff is already in effect will increase the Hype amount by 1, and reset the duration to 3 turns. So if you're extremely lucky, it's possible to have up to 5 turns of Hype. It's still subject to RNG unfortunately, so in practive you won't get near permanent Hype. Her third skill works the same way, except it will grant a 500 HP shield instead of meter, and will heal by 1500 HP for each successful dodge of Anthuria. It will also cast a weak DA/TA down, which is a bit of a nonsense since Anthuria benefits from having enemies attack more often. The potential 4500 Healing is quite handy for content with a lot of AoE, such as ultimate bahamut where Anthuria is sure to often get targeted. Note that you can't have your second and third skills active simultaneously, activating one will disable the other. So most of the time you'll have to choose between the two. Her ougi and first passive are also increased dodge rate, in order to secure a dodge whenever Anthuria gets targeted. Finally, her EMP support passive will increase her ATK for each turn where she succeeded at least a dodge, without a limit cap, which can be pretty interesting in longer fights where Anthuria can increases her damage potential (especially in Magna grids). Ultimately, Anthuria is a decent buffer that is plagued by the RNG nature of her kit, with buffs that generally are not worth the trouble except for certain niche fights. Solo fights is where she'll shine the most, and where she can be worth using. | 1x Hostility up ★★★ 1x Dodge up ★★★ 2x Fire attack up ★★☆ 1x Crit up ★★★ 1x Support Skill ★★★ Her 3* support skill grants her a 5% stackable attack up per dodge, normal mod, indefinite duration | Must-have : • Dodge rate up • TA up Good alternatives : • DA up • Crit up • Ougi cap up • Stamina | |||||
51 | • High dodge + aggro up skill • 15% team uplift for three turns • Can either heal the team upon dodging or grant Hype buff for three turns (can happen more than once) A character that has some niche use especially against AoE autos enemy (such as Grimnir), where she can more often and more reliably proc her dodge to buff your team | - Can get miserably owned by RNG twice - Useless in setups where the boss is paralyzed / charmed - Her own damage is pretty low - You can't activate both of her dances together, so you have to choose between each effect - Chances of dodging without your first skill on is close to inexistant | • Anila to make your team become an ougi machine • Aoidos to make your team become a hype machine • Aliza to have her ougi effect up often • Summer Io for the ougi effect as well • Fist characters in general Try to avoid characters with high aggro however | |||||||||
52 | Click Here | |||||||||||
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54 | Rackam (Limited) | Living meme (SPE - Gun) Rackam's weapon, Benedia, is part of the grand series weapon so don't reduce it, it can be useful for Agni grids | + The "RACKAAAAAAAAAAAAM" memes will never die + Very high damage with some spitfire stacks on + Duration can be useful at lower level when breaking an enemy is crucial | • Memes • Benedia...? • Xeno scythe ougi effect Not really any worthy synergy really... | One of the weakest legfest limited characters, he received a buff back in June 2016 and... wasn't really saved by it. Then he got a buff in February 2017 that made him good. His Spitfire went from 15% to 20% and now to 40% Attack Up on a unique modifier. Fully stacked, that means he went from 45% to 60% to 120% bonus damage so now his damage has lept from "okay" to "great". In December 2017 he recieved another buff! ... except he didn't actually really get anything from it. His first skill, Spitfire, is a moderate damage nuke that gives him a 40% Attack up buff that stacks up to 3 times for a total of 120% more damage on a unique multiplier and costs 10% meter to use (which is a good thing, because it lets you get more buffed attacks in). It now has its buff length increased to 4 turns and the cooldown to 2 turns so you no longer have to click his nuke every turn which means you can mash Attack faster! He uses up his Spitfire stacks when he uses his ougi (and you are pretty much forced to do so since its spitfire stack can no longer be refreshed once it reaches 3 stacks), but that's okay because it now also pushes his ougi cap to 1.7m damage and increases your party's chain burst cap to 1.86m. His second skill, Duration, has been the focus of many memes but now it has been significantly amped up. It's now an immediate 35% cut to Overdrive bar, decreasing on further uses in the fight and it still increases his mode bar reduction buff. This means that no matter how large a boss' Overdrive bar, Rackam is going to take a huge chunk out of their Overdrive bar the first few times he uses Duration. For fights where it's basically "break or die" (many Magna fights when you're still working on solo MVPing them) this is super useful. His third skill got changed from being on a 3/8 uptime to a 1/5 for 100% DA, except now it also gives him a buff called "double tap". While he has this buff, after every attack round he will fire a nuke (630k cap) and gain a spitfire stack, which is.. rather lackluster. While this does allow him to stack his spitfire up faster that isn't generally always a good thing as once you get to 3 stacks, you're forced to either use them or lose them, and the nuke value is also underwhelming. But hey, Rackam is good usable now! ...Actually you might be happier getting his gacha weap-... Nevermind. | 2x Crit ★★★ x1 Support skill ★★★ 1x Mode Bar Cut ★★★ 1x OD Attack ★★★ Rackam support skill extends his spitfire duration for 3 turns at max level. | Must-have : • Ougi cap up • TA up Good alternatives : • DA up • Crit up • Skill cap up • Stamina | |||||
55 | • D U R A T I O N : Not as memetastic as before, can have some niche uses • Gets spitfire stacks that grant him high spe mod ATK up, Ougi cap up and Chain burst cap up, but consummes them on ougi A really disappointing unit for a limited character, his kit has needless restrictions, and duration is really too niche to be of good use most of the time. | - Having to stack his Spitfire after each ougi is a royal pain in the ass - His thid skill is really weak, and guaranteed DA is really unimpressive - Doesn't even benefit that much from an ultima gun team with Esser - No other ougi centric character that could make a good pair with him in fire | • Noa because... you know. • Sochie for the DA/TA | |||||||||
56 | Danua (Halloween) | Percy wannabe - Doujin fodder (SPE - Dagger) | + Fear and sleep will let you take turns safely without the risk of eating an unwanted trigger + High nuke damage is very newbie friendly to break an enemy faster | • Ultima skill cap up for higher nuke burst • Xeno scythe ougi effect | While a bit more useful than her dark versions, Halloween reminds at first sight of Percy. Except without the raid-wide fear part. And without the stupidly strong self buffs. Yeah actually she's not that similar to Percy... Danua's first skill is an AoE fear. This fear is local, which means it will only affect your party in a raid, which tremendously reduces its relevance. The fact that it's AoE is useless in 99% of the raids you'll be in (basically only Tiamat HL and maybe Grande). So you can probably consider it as a 3 turns charge attack delay on the enemy, which is good for players who play slowly, but bad for people who could have managed more turns with a regular fear. The resistance to this fear builds up pretty fast, despite not being as strong as a regular fear... Her second skill is the usual nuke consumming 10% of Danua's HP at the end of the turn. If you use it on an enemy asleep, the cap damage will go from 700k to 1.3m, which is pretty high for a nuke. Too bad the HP loss and the cooldown of this skill (4 turns) don't make it possible to enable enmity quickly enough on Danua. Her third skill is a local sleep. Unlike fear, sleep being local is a huge advantage in raids because it means that no one except yourself can disrupt it. It also has a certain number of stacks on it, although it seems that the sleep still disappears once you auto even if you have multiple stacks, so it feels at the moment rather pointless... There are two things to note, first Danua's nukes will not consumme sleep, and second if an enemy that has been petrified by Danua is put to sleep, you'll be able to recast her second skill nuke again, which is part of why Danua is at least a great nuker. Finally, Danua's ougi inflicts a stackable debuff resistance down, which is pretty useful against raids when you want to apply key debuffs more reliably (Song para, Fear, Charm), but the fact that it only applies on ougi means you'll only be able to make good use of it in longer fights (especially since it seems to take quite a few ougis until reaching the maximum debuff value). If you need her nukes and various debuffs in order to cheese enemies easily, Danua will be a useful character to bring in your front lines, but as you get stronger and become able to simply brute force lower HP raids, she will simply remain where she was always meant to be: in doujinshis in your inventory. | 1x Crit ★★★ 1x Skill cap up ★★★ 1x Debuff success ★★★ | Must-have : • Skill cap up • TA up Good alternatives : • DA up • Crit up • Ougi cap up • Stamina | |||||
57 | • Local Fear and Local Sleep • Lots of nukes • Stackable debuff resist down on ougi • Reduces incoming damage when the enemy is feared Good defensive debuffs coupled to high power nukes that will make any newbie appreciate her kit, but not very useful later on. | - Most of her kit is useless later in the game outside of her fear, and even the fear is not that useful - No good weapon proficiency - Her sustained damage is very low | • Clarisse for the debuff success • Percy for the fear • Elysian for the pilfer | |||||||||
58 | Clarisse | Support (SPE - Staff) | + Will help your team to land key debuffs (mist, fear) + Can cap def down with only mist or even only colossus call + Can be used for ultima staff teams | • Atma staff trium • Xeno ougi effect | That version of Clarisse is quite underwhelming, as she only proposes some needlessly large def down (40% total) that allows you to reach def cap easily, a 10% debuff resist down on ougi which is not as useful as it might seem since you generally want to cast your debuffs before Clarisse gets to ougi, and a dispel with white damage that is useful for sliming, but rarely sees use in real fights condition. At the very least, her passive will grant your whole team 5% debuff success rate (doesn't work from the back row) so that your mist will not fail as often. But that's simply not enough a reason to slot her in your team. | x1 Debuff success ★★★ x1 Crit up ★★★ x1 Break ATK ★☆☆ | Must-have : • Debuff success up • TA up Good alternatives : • DA up • Crit up • Ougi cap up • Stamina | |||||
59 | • 40% fire def down by herself • Helps you and your team to land your debuffs • Dispel + white damage skills so you can slime Dokkan is your personal def breacher, which she is great at, but it's the only thing she does. | - She has very low DPS on her own - Her utility isn't worth the slot once you find other cap def down options (Zerk, SS Percy, Anila) - That doujin will scar you for life | • Percival (both) • Halloween Danua | |||||||||
60 | Aoidos | Attacker / Buffer (ATK - Sword) | - Sword proficiency - Can reach very high damage with enough meter sustain thanks to his Hype on ougi | • Ultima sword • Shiva sword • Xeno scythe ougi effect | Aoidos is an attacker with a somewhat unique mechanic called Hype. A quick rundown of Hype is as follows: - The first application of Hype gives you a random stack from 1-4, with 4 being the least likely at 5% chance - Any subsequent application of Hype increases the stack by 1 - If you reach Hype 4, reapplying Hype will refresh your buff if the current duration is lower than the buff you're applying - Hype gives you 10%, 30%, 60% or 100% Attack Up based on number of Hype stacks - Hype is on a unique multiplier so Hype 4 is quite literally double damage His first skill applies Hype to himself for 3 turns as will his ougi. His third skill is a Party Hype that lasts for one turn, which you can use to increase Aoidos' own Hype level or just roll the dice and maybe amplify your entire party's damage for one glorious turn. His second ability lets him multiply all that damage by giving him a large increase to DA/TA at the cost of having Hostility Up because I guess we can't have nice things and the flame that burns twice as bright burns half as long. You can try to get around this by protecting him with other Hostility Up characters, Cover (either from an Agielba 2.0 or HS/Sparta), Mirror Image from Garuda summon or Counter from GW Fist. You can combine him with Anthuria to reach party-wide Hype 4 but you're layering RNG on top of RNG so you're putting your fate in the hands of RNGesus at that point. With the addition of the Xeno Ifrit Scythe, things are a little different. With the combination of the Ifrit Scythe ougi (30% DA/TA), DI3 and Asparas' Thunder on the Water with a mainhand axe, you can provide Aoidos with enough multiattack and ougi generation to maintain Hype 4 almost indefinitely making him quite a potent attacker. Other optional addons to this would be either having an Agni grid for more multiattack or Anila for her ougi generation increase, as well as an atma sword (because for some reason Aiodos also has sword proficiency) | x2 Crit up ★★★ x1 TA up ★★☆ x1 OD attack ★☆☆ It's worth taking def points if you use his second skill often Aoidos support skill is a 3% chance to get one hype stack on auto, so only take it you thin RNJesus is on your side... | Must-have : • Ougi cap up • TA up Good alternatives : • DA up • Crit up • Stamina or Enmity | |||||
61 | • Self hype buff on ougi • Team hype buff Aoidos niche is mostly Hype, which is generally too RNG for players to appreciate | - His team buff is very subect to bad RNG (aka Hype 1 roll) - Using his DA/TA buff will make him vulnerable and get targeted by enemies | • Anila for the meter generation • Anthuria for the team uplift | |||||||||
62 | Carren (Gacha) | Attacker (ATK - Sword) Adv. rating : A | 40% Self fire atk up 30% echo 3/5 CD 15% fire atk up team buff Sword proficiency 10% Fire def down on ougi | Great in Atma sword team comp | Her self DoT isnt strong enough to allow her to get into enmity levels Her echo can be removed if you receive an untimely clear | Percy, Xeno Scythe, Atma sword trium comps | Carren is a surprisngly good fire attacker despite being only a SR. Her sword proficiency automatically qualifies her for Atma sword teams, which is great if you're looking for a non limited member for your sword comp. Her first skill is a ~40% self fire attack up, on an excellent 3/5 cooldown, granting her a weak self DoT as well. With her EMP passive, you'll also get a 30% echo as long as Carren has her DoT on, which grants her overall some pretty good damage. Her second skill is a weak nuke that will also inflict burn on an enemy. It's pretty handy if you want another chance at activating the Xeno Scythe additional damage, but don't expect it to land very often. Her third skill is a 15% Fire attack up that lasts for 3 turns, on a 5 turns CD once again. It's surprisingly effective with Percival as he will be able to activate his passive bonus when under the effect of a fire attack up. Unfortunately, this will not stack with Yuel's fire attack up. Her ougi inflicts 10% Fire def down, which is okay if you're not bringing Zerker with Mist + breach for some reason. Overall a good sword character that you can use in your atma sword teams if you don't happen to own the limited ones. | 2x Crit up ★★★ 1x Support Skill ★★★ 1x Fire Attack up ★★☆ 3x DA up ★☆☆ Carren's support skill grants her a 30% echo whenever she's under the effects of her first skill. | ||||
63 | Zooey (Event) | Fire Minami (SPE - Spear) | Various team buffs including a pretty good crit team buff on ougi Weak fire DEF dow + wind ATK down and the usual random stackable debuff Better free skin than the paid one | Good character to fill your fire lineup Performs well on element due to her ougi buff | Low stats, the fire def down is rather weak, her random debuff CD is longer than usual | Characters who can boost her meter like Anila and Anthuria | Fire gets once again a great budget free SR with fire Zooey, as she provides some nice debuffs, even though not necessarily vital. She also has some great team buffing abilities, with a 15% Fire ATK up + 15% DEF up team buff on a great uptime (3/5), and also the same ougi as SR Minami, with a 80% chance to deal 20% more damage to the team for three turns (ougi turn included). In order to benefit from this great ougi effect more often, Zooey's passive will allow her to generate 11% additional meter permanently (similarly to Altair). Feeding her Meter and multi attacks can allow you to get a very respectable uptime on her crit buff, and this buff in itself is quite valuable in an element that actually has very few "on ougi" buff types. Make sure to level her Support EMP to get a small chance to reset her third skill random debuff, since the cooldown is rather long. | 1x Debuff success ★★★ 1x Support Skill ★★★ 1x Fire ATK up ★★☆ 1x CA Damage ★★☆ 2x ATK ★☆☆ | ||||
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66 | Zeta | Anytime Assassin / Attacker (ATK - Spear) She is one of the 6 available SSR that you get for free on any new account. | + KanaHana + Anytime Assassin provides some nice burst + Her EMP passive will help to get a multi attack during assassin | • Stamina Agni Grid • Shiva spear / sword • Xeno Scythe ougi • Ultima... Spear? | Despite Zeta getting a rebalance granting her a precious Anytime Assassin move, it didn't take long for her to get powercrept again, due to an uninspired kit that is fairly generic (maybe due to the old age of the character). Zeta's gimmick rests upon her landing Arvess Fermare mark on the enemy, which will last for 90 seconds once landed. As long as the mark is present, casting Zeta second skill will provide an Anytime Assassin (with a slightly lower modifier than your usual assassin). Her third skill provides a break lock and... that's all she does. Well, not quite, her ougi will self buff her for a reasonable 70% chance / 20% damage crit buff for 4 turns (ougi turn included), and her EMP passive will help to guarantee a multi attack during her assassin. But still, she has quite the binary moveset, especially since Arvess mark can miss and not land, making Zeta a sitting duck until you get to try again. It would have been nice if she got to have some better bonus for landing the mark, like Echo, DA/TA, ATK up... But hey, at least she's better than how she was before the rebalance. Which should tell you how horrible a character she was at the time... | 1x Support Skill ★★★ 3x Crit Up ★★★ 1x Break attack ★★☆ 2x DA ★★☆ (if using Magna) Her support skill is really a game-changer for her and so it should be maxed as soon as possible. | Must-have : • Stamina • TA up Good alternatives : • DA up • Crit up • Ougi cap up | |||||
67 | • KanaHana as a grown woman • Anytime Assassin with a mark system • High ATK against enemies in break A mediocre attacker that only distinguish herself through an anytime assassin move | - Lack of good offensive buffs make her unable to cap her assassin most of the time, unless you have a stacked grid - Outside of her assassin, the rest of her skillset is mediocre at best - The mark can miss | • Anila for the offensive buffs • Sochie for the DA/TA • Elysian for the DA/TA buff and debuff success to land the mark | |||||||||
68 | Heles | Attacker / Christmas cake (ATK - Spear) | + Against OD enemies, she would nearly have decent damage... | • Ultima spear skill cap up • Stamina Agni grid • Shiva call | While she used to be one of the worst fire atackers, her rebalance gave her kit a respectable overhaul; even though respectable is still not enough: her skill 2 is now no longer useless while the boss is out of OD and now hits twice after she ougis, albeit with a lower damage cap. (630k) It also gives 10% team charge bar on cast, which isn't much but at least now if she casts it while she has her ougi buff up it's 20% free meter. Her skill 1 now also gives charge attack damage up (stackable) on cast, which is very forgetable once your grid becomes strong enough to cap ougis anyway, and it also has a low damage cap and multiplier (420k). Her skill 3 is still the same as before. 3 turns of guarunteed TA, with a 1 hit counter + dodge which costs 30% of her charge bar. Nothing really to say. If you have an ultima with skill cap up her nukes become very respectable, but she will still have trouble hitting the cap most of the time as the multipliers on her nukes are relatively low and she has no self damage steroids outside of her support skill. Heles also offers no real meaningful team buffs or any other utility outside of her small ougi charge up, meaning she is still rather mediocre as a character. | x2 Crit up ★★★ x2 OD attack ★★☆ x1 Fire attack ★★☆ x1 TA ★★☆ x1 C.A Damage ★☆☆ | Must-have : • Ougi cap up • Skill cap up Good alternatives : • DA up • Crit up • TA up | |||||
69 | • Can grant up to 20% team meter after an ougi • Self Ougi damage up stackable buff on a spammable nuke • Guaranteed TA for three turns • High damage against OD target | - ...Except most enemies tend to get into OD for less and less time nowadays - Her kit is very weak overall | • Anila | |||||||||
70 | Teena (5★) | Healer (HEAL- Staff) | Blind, burn, rage I, 1500 heal, additional skill effect on blinded and burned enemies, clarity | You don't have Yuel and need a healer with some utility | Staff proficiency, and her own damage is low with SR numbers in general | Warlock, Fire lucius | Like her brother Lucius, Teena got a 5* upgrade that improved her heals and gave her a Blind proc on ougi, allowing her to benefit from all the added effects of her kit against blinded enemies. It's still recommended to pair her with a character with Blind such as SR fire Lucius (who has good overall synergy with her), or just bring Blind yourself on your MC | 1x Crit Up ★★★ 2x Heal Up ★★☆ 1x Debuff Rate Up ★★☆ | ||||
71 | Naoise (5★ - event) | Defender (DEF - Spear) | Has a 5* uncap 20% def down Substitute + retaliation 40% team damage cut against wind | You need to tank dangerous wind ougis / You need someone to sacrifice against Nezha trigger | His cut isn't as strong off element (20% only) | Beako (Halloween or summer), Athena | Despite being labelled as a DEF character, event Naoise has a surprisingly good offensive potential. His first skill is a substitute coupled with a retaliation, allowing him to deal extra damage when hit by ougis. His second skill is a 10% def down that also grants Naoise an ougi damage buff that remains for three turns until consummed. And finally, his ougi also provides a fire def down debuff to allow your team to cap def down more easily. His third skill grants a 20% damage cut + 20% wind damage cut, for a total of 40% damage cut against wind. Used with Athena and/or carbuncles, it becomes pretty easy to reach a near full cut, allowing your team to remain unscathed against moth wind boss. But the most important thing is that his cut fully stacks with phalanx, allowing you to get a full damage cut against wind by combining Naoise with Holy Saber/Sparta. | 2x Crit up ★★★ 4x Def up ★★☆ | ||||
72 | Mary | TH Bot (BAL - Gun) | AoE TH2, Slow, Dodge | You are the TH bot who comes to leech raids after having applied as much TH as possible | She still doesn't have a SSR | Hawkeye/Gizoku, Esser, Lunalu | Esser's best friend and the second queen of TH farming. She is not specific to Fire, although having a Fire grid can allow you to use her to clear harder events/raids and still benefit from TH. Plus, you can still use her slow to help you extend your fight longer and she gives you SR pendants! | 2x Crit up ★★★ 1x Support Skill ★★★ | ||||
73 | Sen | Attacker (ATK - Fist) | Charge turns by doing nothing, and reaches damage cap for one turn High chance to passively counter autos Has one of the most broken set of EMP in the game | You need an easy carry that can instant break boss even when you have no grid | SR stats Can't break cap naturally | Socie / Yuel / Anthuria / Shiva | The first offender in the "SR character that is stronger than many SSRs" generation. Her charge will grant her extremely high damage multiplier bonus after a few turns, requiring less turns as your fire grid gets stronger. Once fully charged, you can use her first skill (around 400k damage cap) and either decide to ougi or multiattack (make sure to use her third buff a few turns prior the release). Note that dealing a fully charged TA will result in more damage than using her charge attack if you cap the auto damage, and as a result can synergize pretty well with characters able to buff her multi attack rate. Echo is also very powerful as it can allow you to break the damage cap artificially. Using Shiva call at the same time can also grant you a crazy 3m damage with her TA with only a decent grid (though that will require a lot of charge turns). With the EMP update, Sen can even be used as a regular attacker in fire teams as she gets some absurd boost from her EMP, with a set that is better than most SSR characters. | 3x Crit Up ★★★ 2x Fire Attack Up ★★☆ 1x TA Up ★★☆ | ||||
74 | Sutera (Fire Version) | Defender (DEF - Bow) | Fire echo, Cover + Invulnerability combo, Team DA +Def buff | You use her 2nd to cheese through multi-hit specials | Her seal generation skill has relatively long CD, SR stats | Vulnerable characters like Bea | Fire Sutera's seal mechanics work exactly the same as Fire Metera, except her echoes are weaker and her skillset is more defensive-oriented. Her main strength is her ability to neutralize single-target / multi-hit specials completely with her seal + 2nd skill combo. Her 3rd skill also provides a respectable amount of DA and Def boost to the team. Her main drawback is her long cooldown on her seal generation and dodge, which prevents her from being ranked higher. | 2x Crit Up ★★★ 1x Fire Attack Up ★★☆ 1x TA Up ★★☆ | ||||
75 | Lyria | Ougi burster / Buffer (SPE - FIst) | Has always the same element as MC Can ougi on turn 1 Ougi has a 2.2m damage cap (prior to cap up skills) and a x6 multiplier Provides various buffs to the team Has a life link with MC | You need to one turn kill your Hard raids / Magna raids / Ex+ Guild war raids | Doesn't attack at all outside of her ougi If she dies, MC dies as well | Berserker, any ignition team, Dark Flame Scion summon Use her in Hard raids, Strike Time, Magnas, Ex+ GW, Arcarum | (Note : this write-up is not element specific since Lyria will take the element of your MC) Released during the 3rd anniversary event "What makes the Sky blue?", Lyria is a surprisngly good budget character that still finds use even on veteran player teams thanks to her Ignition turn 1 niche. Lyria has 4 skills which will all buff your team, but the important point is that she will gain 30% meter every time she uses a skill, allowing her to get 100% meter on turn 1. While Lyria is completely unable to auto attack, her ougi in exchange has very high specs : 6x multiplier (most SSR have between x4.5 and x5 multiplier) and a 2.2m ougi cap (2.7m after primarch boost), while also casting a 10% def down on the enemy. This high ougi damage fits extremely well with other "one turn kill" ignition compositions that are useful to kill repeatedly and quickly raids. Other than that, Lyria can provide a team mirror image, 30% ATK up + 50% chance crit (1.3x multiplier) team buff, team heal + refresh, or def up + 30% debuff resist on each of her skills. Most of her defensive skills will rather help beginners over experienced players, but the offensive buff is pretty handy. Note that if you happen to own the Dark Flame Scion summon, casting it will randomly reset the cooldown of one of Lyria's skills. Her passive's, "Life Link" will link MC and Lyria together, if Lyria dies, MC will die too, and if Lyria is disabled (by a CC) or in the backrow, MC will be unable to use summons. In exchange, Lyria will allow you to use a second summon active every turn if you have the cooldowns for it. Make sure to max her C.A Damage EMP and C.A cap up in order to use Lyria at her full potential. | x1 Ougi cap up ★★★ x2 C.A Damage up ★★★ x1 Crit up ★★★ | Must-have : • Ougi cap up • Higest ATK roll possible | |||
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78 | Agielba | Tank (DEF - Sword) Adv. rating : C | Taunt, Retaliation, Enmity Attacker, 2000 Drain at Low Health, 600% def buff during his ougi turn | You use his extremely high self def buff after his ougi to tank a lethal multi-hit for the team | Nukes don't scale well past early game | Socie, H Bea, Aoidos, Ecke Sachs grid | Early Game bosses, Suicide taunt for Nezha/Nehza HL | Agielba is definitely in the running for worst Fire SSR. His kit is quite frankly antiquated and does not produce much damage for the effort you put into it. His first skill makes him take damage for other people on your team, which ideally allows you to pump up the damage on his second skill which is a nuke that does more damage the less HP he has. Unfortunately he often just takes damage that you didn't really care about redirecting to him and doesn't have his Taunt available for when you do need to protect someone on your team. His third skill boosts his Attack stat based on how low his HP is and also Drains for up to 2000 HP when he's at red health, the idea being that he can bounce up and down from near death by healing back to safety. The only problem is that his third skill lasts for 2 turns and has a 7 turn cooldown so you have a guy sitting near death for 5 turns out of 7. At least during the turn he ougis, Agielba will be close to invincible. Which can be yet another issue for you if you actually hoped to simply sacrifice him so that you can bring a backrow member... | 1x Support skill ★★★ 2x Crit Up ★★★ 2x HP up ★★☆ Def ? | Please do not waste a ring on him | ||
79 | Miria | Buffer (SPE - Staff) Adv. rating : C | She can cast Rage I on your party... from the backrow | You don't have any Rage type buff active on your team and Miria passive randomly procs It's March 2017 and Miria the Godslayer oneshots Bahamut HL with her 3rd skill thanks to a bug with the newly released Elysion class | It's October 2016 and Miria the terrorist comes to randomly bomb your party by swapping herself with one of your frontline character while you're trying to level her Loyalty | The backline | Any fight... so long as you're confident enough that your team won't die. | Another character that has her place in every team of any element. Ever since Cygames decided to remove her annoying passive which made her swap herself in for a frontline character randomly anyway. Rage I may seem weak, but every bit of DPS counts when you're racing, especially since you don't even need to press anything to get it. Just make sure you don't have anyone die cause then you're sending poor Miria up against an angry boss. | 2x Debuff success up ★★★ 1x Crit up ★★★ | |||
80 | Rika Jougasaki (5★) | Attacker (ATK - Spear) Adv. rating : C | Has a 5* uncap 4 EMP crit nodes Can burn enemies DA team buff on ougi | The enemy has a long Overdrive mode | Lack strong MA buffs Her nukes have low caps | Xeno ifrit scythe, Lucius, Anna , Blind in general | On element fights | As usual with the IM@S line collab characters, Rika is a surprisingly strong attacker. Not only does she get a 5* upgrade that allows her to get better stats and a stronger kit, but her EMP set is also stupidly strong. Her first skill is a simple nuke that also applies burn on one enemy, which is always useful with the Xeno Ifrit Scythe. Her second skill is a 50% self attack up, normal mod that is also coupled with a self def down. The def down part is removed once Rika reaches level 80. Her third skill is the ususal Overdrive Burst. After her 5* uncap, Rika's ougi provide the team a DA up buff for three turns (ougi turn included), which is pretty useful. But her real strong point lies in her EMP masteries: not only does she get 4 crit nodes, which provides some very high dps on element, but she also gets a 20% echo against enemy in overdrive with her Support Skill. Overall a very decent pick that can be used in your frontline for on element fights if you're lacking strong SSR attackers. | 4x Crit up ★★★ 1x Support Skill ★★★ 1x Fire attack up ★★☆ | |||
81 | Ippatsu (SR) | Anti-conjunction drain (SPE - Melee) Adv. rating : C | He makes your team do a Ramen indigestion and Conjunction drain stops working, allowing you to remain permanently at 1 HP. | You use him in your dark team with Summer Zooey in parabot raids | If you didn't wait turn 5 to do his combo, you won't be able to buff your characters anymore with any kind of buff | Summer Zooey, Prometheus Staff, Six 5*, Enmoty grids | Any fight that gets parabotted early on | Despite being a fire unit, Ippatsu might as well be dark given how he is mostly (and nearly exclusively) used there. The combo is simple : - Have a good enmity grid, with characters with a good innate DA/TA if possible - Add one prometheus staff in that grid - Wait until para happens - Use Ippatsu first skill to make all further incoming buffs non effective from now on - Use Conjunction - Take one turn, Ippatsu will die due to the prom staff and Six will come out from the backrow Congratulations! You now have a team fully capping your autos and you can now mash the enemy raid to death. Of course, this strategy will only work against paralyzed or incapacitated enemies. | ||||
82 | Dante | Attacker (ATK - Staff) Adv. rating : C | In Frozen blade mode: - Permanent DA - Loses HP every turn - 700k cap nuke His ougi caps very easily if his HP is low | You cut down his HP in order to get a SSR tier ougi damage | Loses stats when hit, can be difficult to sustain his HP | Any character that can draw aggro from him | Boss without too much AoE / multihits | Proof that cat related SRs are strong in Fire. Dante is a real powerhouse that deals extremely high damage, whether it is through his perma DA in his Frozen blade mode, or when he uses an ougi boosted by low HP in Fire mode. His nuke is extremely strong, even stronger than most SSR nukes. He even has staff proficiency for that extra bit of stats. He just takes a bit of time to ramp up as he needs to lose a bit of HP to get his peak power and also dislikes getting hit as it will make him lose his bonus stats from his "Happy Cats" stacks (though they are easily recovered through his 3rd skill). | 3x Crit up ★★★ 1x Enmity ★★★ 1x Fire attack up ★★☆ | |||
83 | Grea (Event) | Attacker (ATK - Fist) Adv. rating : C | 50% special mod attack buff with 20% echo, 120% normal attack buff for one turn, 10% fire def down | She caps her autos when her SSR version can't, thanks to her one turn huge attack buff | Her dps is inexistant after two turns | DA/TA buffs, echo buffs, Strike time, pendant teams | Short fights that you want to finish in one or two turns | SR grea is weaker than her SSR counterpart, but assumes a different role, her dracoforce has a much lower uptime (2/6) but she compensates by having a higher turn 1 peak damage, thanks to her 120% normal attack buff on her second skill. Coupled with the 50% special mod from Dracoforce, she's able to deal extremely high damage, and to have ougi damage similar to her SSR version. Bursting with auto attacks (and abilities like Luchador's tag team) is also a possibility, although she will require DA/TA support, which fire really lacks. | 2x Crit up ★★★ 1x Debuff success ★★★ 1x Fire attack up ★★☆ 2x C.A Damage ★★☆ | |||
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86 | Tien (Esser - GW Chara) | TH Bot (BAL - Gun) Adv. rating : Special | Guaranteed Treasure Hunt, passive drop rate increase, worshipped by the TH cult | You get TH stacked to 6 and then slam down her 1 skill for the guaranteed 9 stack | Doesn't do much to pump her own damage aside from Break Assassin | Thief Jobs (Hawkeye, Gizoku/Bandit Tycoon) , Nighthound (Tactics Command to switch her in) | Farming | Esser is a very simple character with a very simple usage. Her first skill does minor damage but more importantly applies 3 stacks of Treasure Hunt to the target with 100% hit rate. This makes her incredibly useful for farming as getting the maximum of 9 stacks increases your droprate by 50% (50% of 3% is still 1.5% though...) Regardless, when it comes to RNG in this game, every bit helps. As for the rest of her kit, her second skill is a standard Break Assassin ability. If you plan to bring her just for the extra damage on a boss in Break, just pick Zeta instead because at least she can extend the Break a little and does more damage than Esser would anyway. You can, however, bring both Esser and Zeta and pretend you're Wind for one brief shining moment as they both use BA. Her third skill is a nuke that hits an extra time for each stack of TH on the target but in the end is kind of forgettable. Her support ability has been confirmed by Cygames to work from the backline, so once you get her you can stick her in the last slot of every team you own for a free 5% increased drop rate, cementing her place as Placebo Queen. | 2x Break Attack ★★★ 1x Crit Up ★★★ 1x Fire Attack Up ★★☆ Boost the support skill only if you have Esser 5* | See 5* recommendation | ||
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A | B | C | D | E | F | G | H | I | J | K | |
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1 | Portrait | Name | Role | TL;DR | Peaks when... | Shortcomings | Synergises with... | Fight usage | Comment | Suggested EMP | Notes |
2 | WATER - Element overview | Click on the character names to see their wiki page with more accurate skill descriptions | |||||||||
3 | Magna setup* (I / II) | Primal setup** (F2P / Whale) | (Note: Order is based on their ranking on the General Content Tier List) | Notes about EMP suggestions: - Only the more interesting masteries are listed, the rest depends on your playstyle - Assumes you're playing on element for crit - First point in attack is roughly similar to third point in element up. - DA and TA value decreases if you have MA buffs - One point in Def is always a good default investment For more explanations about EMP value, refer to https://gbf.wiki/Character_Extended_Mastery_Perks | |||||||
4 | Characters | Offense | Utility | Defense | Solo content | ||||||
5 | SS | A | SS | SS | SS | C / C | SS / S | ||||
6 | * Relatively to other Magna setup | ||||||||||
7 | * Relatively to other Primal setup | ||||||||||
8 | Pros | Cons | |||||||||
9 | - The best selection of characters, whether it is for limited, non limited or GW characters. You will be able to find a character that answers your needs for nearly any situation - The strongest primal grid thanks to Fimbul and Murgleis, and with great returns even for F2P - Great jack of all trades characters that will make it easy to tackle solo content with, and offer you complete freedom of choice for MC class - Has Yoda and his 999,999 true damage at any stage of the game for easy early progression - Has access to nearly all the debuffs you'd ever want and also to a lot of unique raid effects (Blizzard, Corrosion, Forfeit, Paralyze, Fear...) | - It's hard to be satisfied with your water roster until you have every water character - Water's limited chara are nearly all great, but they are limited - Water's magna grid is very basic, and doesn't get any good Trium / Enmity / Stamina to work with. - Water end game grids don't work too well with Atma trium sword either - Their best MA buffers are either gated behind limited gatcha or gold bars - Leviathan is one of the harder magna raid among the 4 main element ones. - Wtf happened to Vajra?? - Europa weapons might as well not exist | |||||||||
10 | If you're stuck in HTML mode and images/text looks weird | Click Here | |||||||||
11 | QoL | ||||||||||
12 | Yodarha | Attacker / 999,999 (ATK) | 999,999 WHITE DAMAGE ON OUGI AT ANY STAGE OF THE GAME (only with 3 Shrouds) 100% TA with Shroud, Dodge + Substitute with Shroud, Half Attack and Defense with no Shroud stacks | You want to play the game in ez mode for the first 70 levels You want to break boss more easily thanks to his added white damage You want to snipe vice or MVP during assault/strike time | Extremely squishy with no Shroud on You're forced to use his shrouds during ougi even if you don't want to. | Riruru, Yngwie, anyone that can prevent him drom dying during the turns he has no shroud on | Any fight up to magna / Maniac boss level of HP Xeno Ifrit NM cheese | Yoda is a true Quality of Life character who is useful no matter what stage of the game you're at. When you're a new player, he's basically HRT tier as his ougi will allow you to destroy early to mid game fights with ease even when you don't have a real team or grid. Even off element he can still be used as you try to solo your own Magna as his first skill has very high damage which can allow you to break some bosses very easily. His Shroud system seems complicated at first glance but is actually pretty straight forward. He starts off the fight with 3 stacks of Shroud and automatically consumes a stack to empower abilities or his attacks. The only way to get Shroud back is either by waiting 4 turns (meaning even if you only use his shroud through attacking, he will still have 1 turn out of 4 where he is defenseless) or using his third skill which is on a rather long cooldown. Attacking with a Shroud stack will give him a guaranteed TA. His first skill will go off twice at the cost of one Shroud and his second skill is a Dodge that gains Substitute with Shroud (often used to tank Dimensional Cleave from Colossus Magna). Finally, his main gimmick is that his ougi will consume all available shrouds to do 333,333 bonus plain damage (ignores defenses and elements) per Shroud so at 3 stacks you get the 999,999 bonus damage he is known for. As your grid progresses he will become a smaller proportion of your team's damage but he will still remain a great QoL character that lets you do things like farm things like Hard Raids with your Pendant team or Extreme bosses while using a Bunny or Kaguya to increase drop chance. For Water players specifically he will be relevant for much longer and you will only stop using him when his 1 out of 4 turns of having no Shroud will get him killed by boss attacks, which usually occurs in HL raids. He's still extremely useful at killing bosses fast as his nuke caps out at 600k x2 and he is Triple Attacking with the full force of your Water grid. He's also still useful for cheesing bosses with dangerous multi-hit ougis or triggers with his Dodge + Substitute skill. He is a character that allows you to grind fast but reptitive content faster and time is definitely valuable in Grindblue Fantasy | x1 Water Attack up ★★☆ x1 Support skill ★★★ x1 C.A cap ★★★ x3 C.A Damage ★☆☆ x1 Crit up ★★★ x2 Def ★☆☆ Support skill is 10% chance to gain 10% special mod attack up, caps at 30% | Be careful in Coop, it's very easy to "accidentally" steal MVP or lock people out completely of any contribution with his ougi, try to only use it at 1 or less stacks | |
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16 | Altair | Ultimate Buffer (BAL) 5★ | 30% Atk/Def/Water Atk up in one button, 20% Atk Down + 30% Def Down Mist, 30% meter to party, Team crit buff on ougi, 5% Debuff Success Rate Up to the party | Hits 90 and his Mist actually has a decent hitrate He gets his zenith masteries unlocked and receives reliable mist + good damage against fire | No DA/TA team buff | Everyone in general but in particular Quatre, Riruru, Korwa, Diantha, Characters who can cap or nearly cap def down with his mist. Superstar, GW harp, Cosmos BAL Dagger | Everything | Water's third 5* and go-to character, one big advantage he has is that he's actually ticketable unlike the other top tier Water characters. He has always been a standard pick for Water despite being kinda boring, his 5* has made him into an absolute beast that has a place in any Water party. He's one of the most powerful buffers in the game with only Wind buffers giving him a run for his money. A small advantage he has over them is that his kit is super simple to use. Click for buffs and collect damage. What's more Altair's damage by himself is more than decent, having access to Bal cosmos dagger 20% DA bonus and two crits Zenith masteries. His first ability gives 30% Attack/Defense Up and at level 100 an additional 30% Water Attack Up. This ability counts as what the Japanese call "Dual Sided", a type of skill that usually means it has multiple buffs attached to it. Practically this means that his 1 will stack with any Rage-type buff, which are considered "Single Sided" because they only have one type of buff, in this case Attack Up. Mind you, there are a ton of exceptions to this everywhere so it's just a general rule but important to take into consideration when you are layering buffs from multiple sources like you will when using Altair. His second skill is another Dual Sided skill: 20% Attack Down/Defense Down and at level 90, an additional 10% Water Resist Down which functions effectively as another 10% Def Down but only for Water damage. Before level 90, this skill misses all the time and it gets better when you reach level 95 so until then, Superstar with Soul Pilfer (Soul Soloist in EN) is recommended. Hearkening back to what was said earlier about layering buffs and debuffs, Altair's 2 will not stack with Miserable Mist as they are both Dual Sided and for some reason, the Water Defense Down will not stack with any other Water Resist Down debuff (Ebisu Summon, Romeo, Christmas Arulu). Why? Who knows. Finally, his mastery set allows him to get 20% additional debuff precision, which finally allows him to have a reliable mist that you can bring without any fear of debuffs missing on-element. His third skill is super straightforward: party gains 30% meter. Altair himself will gain 33% meter due to his passive which gives him an edge on always having enough meter for chains and is part of the reason why Water is considered an ougi-centric element. When he gets his 5* uncap, his ougi will give the party a 3 turn, 1.20 multiplier Crit buff with a 70% chance to proc which is a very nice thing to have when fighting fire. He goes well with Quatre, who will extend his various buffs, and Korwa who will greatly appreciate free meter and she compensates Altair's weaknesses by providing the only thing he doesn't: DA/TA. | 2x Crit Up ★★★ 2x Debuff Success ★★☆ 2x DA Up ★★☆ | Like Kata, make sure to put him at the second (or third spot if you also have SSR Kat) of your team so that the first turn of his crit buff is not completely wasted. | |
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18 | Feower (Quatre - GW Chara) | Debuffer / Support (SPE) | 1.2m cap damage worth of nukes, Slow on ougi, AOE Gravity, Random debuff that can trigger 30s Paralyze, Extend buffs by 1 turn (excludes one turn buffs), 5% Chance to reset all his CD every turn Dagger proficiency and you get a max stat GW Dagger out of the deal too | Your MC and two other characters all have buffs that are worth extending. You luck out and proc both his passive and EMP passive in the same turn, resulting in 5-6 turns duration buffs You can't control your obsession for more Fukujun | Random debuff is random, which can be annoying if you need a specific debuff (or if you hit poison) His value is dependant on how many buffers you have Him and Altair being somewhat indissociable makes it harder to have good Baha synergy, especially with Potatoes | - Korwa (buff extension but she also grants debuff rate up) - Altair (first skill, ougi and passive) - Socie (echo and heal) - Kata (ougi and regen) - Riruru (first and second skill) - Xmas Arulu (second and third skill) - Lily (first skill) - GW dagger ougi - Superstar (first and third skill) / Elysian (Call of the Abyss and first skill) - Warlock chaser and choke - GW harp ougi - Carbuncles - Characters with strong self buffs | Any fight where having Gravity + Slow is useful / Any fight where Korwa is used | Quatre, the edgy Dark Fencer GW character, is a character that went from being niche, to good to extremely good after receiving successive buffs with the various patches. He's one of the two characters in the game that brings Gravity, can slow both on ougi and with his first skill, and is also a pretty good nuker. His dagger proficiency also allows him to have very high stats with a Magna grid. His kit overall seems to be somewhat reliant on RNG as he gets a random debuff skill, and a passive that gives him a 5% chance to reset all his CD at the start of a turn. His first skill is a decent nuke (600k cap) that applies a random debuff. The debuff can be: Delay, 30% Attack Down, 30% Defense Down, DA/TA Down, 180s Blind (as strong as MC Blind), 30 second Paralyze or Poison. The usefulness of these debuffs will vary depending on your MC job choice and which boss you're fighting unless you rolled Poison in which case tough luck. Much like Chaos Ruler's Unpredict, Quatre's paralyze has been changed to being a special debuff that will not build regular paralyze resistance of the boss (which means it won't prevent Song users to land their own paralysis later on), so use this skill to your heart content, it will even get a special icon to not confuse other players. Even the DA/TA down can be particularly useful against boss that punch hard with multiattacks. Poison still sucks until his 5* though. His second skill, an AOE Gravity that also comes with a free nuke with 600k cap. Be careful if you get a cooldown reset on this skill, using it as a nuke too much will build up gravity resistance which can make things difficult for long fights. He's the only character with AoE Gravity, making him particularly useful in multi-target raids (like Grande, Agni, Colo HL). More generally, having a character with Gravity is a great asset as it frees your characters from having to necessarily be Dark Fencer for solo content (or allows you to bring another skill if you're using Chaos Ruler). His third skill is his main gimmick: using it will extend all the buffs on your team for one turn (one turn duration buffs and "next hit" buffs are excluded). And guess what, Water has plenty of good buffers to work with! Whether it is his best bro Altair, Riruru, Katalina, Arulu.... His main synergy might still be that he can extend Korwa buffs almost indefinitely and she will be able to go for dozens of turns without having to refresh her buffs. She'll even be able to use her 3 to heal people (which by the way allows you to use her even in fire raids). Make sure your MC also has a class that has buffs worth extending as well (GW Dagger ougi, Elysian DA/TA buff, DT3...). You might even get more than one turn extend on your buffs if his passive triggers! Overall, a must-have GW chara for anyone who intends to play Water seriously. | 2x Debuff Success ★★☆ 2x Water Attack Up ★★☆ 1x TA Up ★★☆ 1x Support Skill ★★★ 1x Overdrive Attack ★☆☆ His EMP support skill works exactly the same as his passive (refresh all skills) but proc off of skill usage instead. While the proc rate is low, this can result in some hilarious strong DPS if you luck out and get multiple procs between the two support skills. | His buff extend actually copies the current state of the team buffs and replicates them the next turn meaning that using it sooner rather than later on Katalina's regen will grant you more heal | |
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20 | Silva | Sniper (ATK) 5★ | One of the highest ougi damage caps in the game (3.3m cap before any other cap up). Very strong self crit buff (75% chance / 75% modifier). Ignition with 20% ougi echo damage. Can swap with the first backrow member and provide artillery support for 3 turns with very high damage Her level 100 fate gives us a new Song x Silva Yuri ship | You reach her 4.2m + 800k damage ougi with primarch and celestial axe cap up. She reaches level 100 and you get to deal millions of damage on element per turn with her between her ougi, her crit and her artillery support | Not a good auto attacker if not on element Her artillery support skill is a one time use per fight only, and she doesn't gain it until level 100. | Elysian, Yoda, Romeo, Zerker, Altair, the backrow, Genbu fist Quatre, Yngwie, Uno, Luchador for her fourth skill combo. Summer Izmir to Blizzard during the swap | Excels in any fight that can be settled in ten turns or less Any on element fight | For some reason, Cygames decided in 2017 that Silva had to become meta again and, after buffing her to already relevant strength at the start of the year, they also ignored the usual element rotation for character FLB, making Silva the fourth regular 5* water character (before Earth, Light or Wind got their third 5*). While their aim was obviously to tempt players into drawing right before Fire GW, it was still a welcome addition to water as the element was struggling quite a bit in terms of strength. While she used to be a one trick pony quickly forgotten once you were able to reach ougi cap with your grid, Silva now becomes a surpisingly reliable and strong attacker that can carry you very effectively in most stages of your progression, from beginner to end game, which is the mark of great characters. Her first skill is her bread and butter skill, and will be the main reason for you to love Silva: for one turn she gets a 200% ougi damage coupled with a 90% ougi cap up, and a chain burst damage buff. In practice, it means that Silva base ougi will hit for a maximum of 3.3m damage (and up to 4.2m with the adequate cap up boost from grid and LB). It's an extremely powerful buff that will help you to destroy bosses early on and a very adequate one click MVP button during Strike Time for magna raids. The skill pairs extremely well with her third ability, which is an ignition that later on at level 90 will also grant you 20% additional echo damage on ougi when cast. Including her in an ougi damage centric team with characters like Yoda and Romeo allows for teamcomps that are not to be underestimated in short raids during ST as they can easily snipe MVP. Her second skill is a 3 turn duration crit self buff, with 75% proc chance and 75% multiplier. It's one of the strongest crit buffs in the game, allowing Silva to be a strong on element auto attacker and helping her to reach auto cap once your grid gets nicely developed. The Xuanwu/Genbu fist can also in that case be a great fit for her hard hitting autos, especially since her passive (20% additional meter generation) balances out the 30% meter generation loss. Her fourth skill is unlocked at level 100 and has a very interesting gimmick, for three turns Silva will swap with your first sub member and provide a support artillery shot every time the character auto. There are quite a few things to note about how this skill works: - The skill unlocks after 5 turns in battle and is usable only once per fight - It's a buff that is applied to the swapped in ally, meaning that it can be extended by Quatre. - The strength of the artillery shot is 500% of the ally's auto damage, capping to around 800k (prior to Seraphic buff). It is considered by the game as an additonal water nuke from the character swapped in: any buff on the swapped character that applies to nukes will apply on the shot. - It activates on auto, meaning that Luchador Tag Team and Yngwie's second skill will both provide a free shot. The damage this skill provides is as a result very important and can be used both offensively or defensively depending on who you want to slot in the backrow. You can even find more exotic combinations like using off element buffers! Her second passive (can't miss her ougi) and ougi buff (dodge rate up) are both unremarkable, but it's more of a bonus on an already extremely well rounded character that will have her place in many water parties. | 2x Crit Up ★★★ 1x Support skill ★★★ 1x C.A Cap ★★★ 2x C.A Damage ★☆☆ Her support skill is the same passive as song ans will provide up to 10% attack up against a single enemy | She has in battle voice lines with Kumuyu and Cucouroux | |
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22 | Vane (SSR) | Attacker (DEF) | Jammed self enmity buff with a 40% HP cut When in red HP: self-buff to slap enemies above the damage cap for 5+ turns; Fire Atk down (overcaps); Brings home the bacon | It's turn 3 and you hit red HP, allowing Vane to become god for 5 turns You use him in a magna grid and he reaches 800k auto attacks effortlessly | After the first 9 turns, Vanewill be nearly constantly under 60% HP which is a bit of a problem for Varuna and Fimbuls If Vane gets too much attacked or healed too much the first three turns, he won't be able to activate Soul Eruption on turn 3 | Elysion (need that DATA), Quatre (extends his 3), Summer Diantha, Yuel, Ultima Spear, MLB Qilin | For magna: Any For Varuna : Prefers fights under 9 turns | Daddy Vane finally gets his long needed update, and with it gets suddenly propulsed to the role of Premiere Attacker of water, which water also cruelly lacked up until now (other than Uno 5*). His main gimmick is to get to red HP so that he can get powerful buffs that will make him hit for way over the cap. Vane's first skill is a single side 15% ATK down accompanied with a 450k nuke, with an added 10% Fire ATK down effect. Reminder that Fire attack down is on a separate calculation and isn't affected by the usual 50% ATK down cap. Water doesn't have many characters who can cast ATK down, so it's always a welcome addition. Vane's second skill skill is a 40% self HP cut, granting the jammed self buff (enmity mod atk buff). The buff lasts for 8 turns, allowing you to keep a reasonable uptime on it without killing yourself too fast. Even if you get to low HP after a second use, it's important to note that Vane's EMP support skill and his ougi effect will grant him a lot of additional DEF, making him safer than what he might look like. With only this buff, Vane will already start to hit noticeably harder than other characters, unless you're playing Varuna with Fimbuls (in that case his jammed buff doesn't compensate the loss of Stamina through fimbuls, especially on double Varuna). Finally, his third skill is why Vane is so riddiculously strong : once in red HP, casting the skill will make Vane fully heal himself and grant him 200% ATK (spe mod), 100% DEF, 50% Cap up, 70% DA up, 30% TA up, 4m damage ougi cap (5.3m with seraph + xuanwu mace), and all of that for 5 turns. This buff is extendable by Quatre, so you can a potential 7 turns of uptime if you time well your extend. Hitting 800k damage autos on element becomes a piece of cake, and he will just obliterate any fire enemies while his buff is up. Setting up the conditions to activate Soul Eruption can be a bit difficult sometimes however, especially if you receive heals or too much damage which doesn't allow you to get to red HP on turn 3. Vane is a real beast that will be a notable boost for most magna grids, boasting damage that puts most of the attackers in the game to shame (and he's a DEF character). He shines best in fights that last between 4-5 and 8-9 turns, but he's certainly usable after that timeframe for Magna (or if you happen to have a MLB Qilin). Varuna will still make good use of it, but will however avoid Vane for longer fights as getting low HP really doesn't fare well with Fimbuls, but even despite that the Spear prof makes him quite godly for short fights in Varuna alongside Uno. | 1x Crit Up ★★★ 1x Support skill ★★★ 1x C.A Cap ★★★ 1x C.A Damage ★☆☆ 3x Def up ★★☆ His support skill grants him a 75% Def buff if Vane's HP gets below 50% | Despite its look, his weapon is actually a spear (and so is his weapon proficiency). | |
23 | Yuel (Water - SSR) | Debuffer + Buffer (BAL) Societte's wife | 25% Water def down + 15% def down + 10% Fire attack down 30%DA / 15%TA team buff (!) + team debuff success rate up Local debuff that blinds the enemy and inflicts a strong DoT. 10% echo to the team so long as this local debuff is present. | You get a fluffy Erune Waifu team made of Socie, Yuel and Quatre You need a third Tixable chara that goes well with an Altair / Quatre setup You don't play Elysian and you use her sweet DA/TA team buff | Her DA/TA buff doesn't stack with Elysian, her echo doesn't stack with Shellfist passive Water is already very crowded with great characters, so it's difficult to slot her in when you have better alternatives, even though she's already great You might need to wait until her ougi if you want to cap def down without mist | Quatre, Societte, Altair, Spear job with DT3, Atma sword trium | Any | Buffs, debuffs, team DA/TA, a new cute as fuck skin and a Yuri couple reunited in a new element, all of that in a TIXABLE character?! It all seems too good to be true, and yet that's what Water Yuel brings us, making her probably the best suptixable character released in 2017 (maybe tied with Earth DLF). Her first skill brings a 30%DA, 15%TA, 20% debuff success up team buff that lasts for 3 turns. It's an excellent skill, that finally fills the void of Water having no DA/TA suptixable buffers. The uptime of 3/6 turns is decent, and gets better if you couple her with Quatre's extend, like many other buffs. The debuff success rate up is actually pretty important for anyone who'd like to use water against off-element or null element enemies, as they allow Socie/Altair mists to land semi-reliably, but can also be used for parabots with Song 5*. Of course, it also allows her to land her own debuffs more reliably. The only downside of this buff is that it doesn't stack with Elysian. Her second skill will cast a 25% water def down, which is among the highest water def down possible (as strong as Xmas Arulu), extremely useful in content like Ubaha and Michael raid. She will also cast a 10% fire attack down, which will stacj separately from regular attack down, allowing you to effectively reduce fire damage for more than 50%. Both her second and third skill will apply "Foxfire", a local debuff, on the enemy. Foxfire will last 3 turns, and will apply a blind as well as a 50k damage DoT. Note that local debuff means that only your party will see the benefit of this debuff in the raid, and it will not be shared with other raid members. Combining her second and her third skill, you can get a nice 6/7 turns uptime (not extendable through Quatre this time though), which is important for Yuel's passive: she grants 10% echo to your team so long as Foxfire debuff is active (note that this echo doesn't stack with the celestials shellfist echo on 4th position for some reason). Finally, Yuel's ougi will inflict 15% def down on the enemy, which can be pretty handy to cap def down if her second skill wasn't enough. Although it might require you to ougi sooner rather than later, and it won't stack with summon calls def down. While it's increasingly difficult to find a place for Yuel the more you already have GW 5* and/or high tier limited water charas, people looking to build a good and flexible water lineup will be delighted at the prospect of being able to get best lesbian fox in their water teams to round up their compositions. | 1x Debuff Success ★★★ 2x Water Attack Up ★★☆ 2x TA Up ★★☆ | ||
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27 | Arulumaya (Xmas) | Support (SPE) | - Veil + Revitalize (regen or meter gain if full hp) - 25% water resist down with a very good hitrate - Random buff that can be water atk up, 2k shield, DA/TA or all at the same time | You get a Holy Sparkle and activate her three buffs simultaneously | Unticketable RNG buff Needs to press buttons often Part of her kit overlaps with Altair Baha synergy issues if you want to use Quatre | Everyone, but in particular Altair, Riruru and Korwa | Everything | Christmas Arulu is the main alternative for those who aren't lucky enough to have Katalina because she also has Veil and Regen. The only problem is, she's also a limited character and even less available since she's only around for Christmas! Her potato status isn't too big of a drawback since Water has plenty of potatoes so running Baha Gun is not a big issue. Her first skill is a 25% Water Defense Down debuff with a very high hitrate which allows you to hit Defense cap (for Water damage) in combination with Miserable Mist. Her second skill is a Veil and Revitalize effect (500HP Regen per turn or 10% meter per turn if at full HP) in one which is great cause Water loves to ougi. Her third skill can be activated twice and falls under a bit of RNG. The first cast will choose a random sparkle colour which determines the effects that are gained when the skill is cast again. The list of colours are: - Red Sparkle: 30% Water Attack Buff (does not stack with Altair's buff) - Green Sparkle: 2000 Barrier - White Sparkle: 20%/10% DA/TA - Holy Sparkle: ding ding ding you get all of the above Each buff lasts for 3 turns and if you're not happy with the colour that's available, you can choose to skip activating her 3 and wait for the next turn in order to try for another colour. After you do cast the buff, the five turn cooldown kicks in. Her ougi will instantly refresh the cooldown on her 3 and also pick a random spark colour for you. It's important to note that the sparkle triggered by the ougi has a higher chance to be a Holy Sparkle. If her 3 is ready to go right before an ougi, make sure to use it first to get the buff before the free reset from the ougi. The more you ougi with Arulu, the more frequent and consistent your buffs will be and having consistent ougi generation is an important consideration for team composition with her. | x1 Debuff success ★★★ x1 Water attack up ★★☆ x1 C.A Damage ★★☆ x1 OD attack ★★☆ | ||
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29 | Charlotta | Attacker / Damage cut (BAL) 5★ | Def Down 20%, 50% Damage cut on 5 turns CD, Overdrive Burst that transforms into unconditional nuke at lvl 100, hard hitting ougi, additional team starting meter Gets increased attack and DA/TA each turn she's not hit She gets a box when you uncap her to 5* | You use her second skill for full damage cuts with MLB carbuncles You manage to get another chara to draw the aggro and charlotta can benefit fully from her stacking stats passive | There isn't a lot of aggro control tools or characters to manage to keep Charlotta safe most of the time. Her EMP are pretty disappointing | Altair, Yoda, Yngwie, SSR Katalina, Uno, the backline, Cosmos BAL dagger, Trium Atma sword, Skill cap up Ultima skill | In the front row: Any fight where you need her damage cut or want to cap def down coupled with Altair In the back row: Any fight where the starting meter can be useful | Charlotta is the first 5* Water SSR by release and, thanks to various updates, became a fairly well rounded character that combines a 20% Def down, a 50% damage cut to the team, an overdrive burst, and a self buff passive that will allow Charlotta to be a respectable attacker as well. Her skillset is fairly simple, yet extremely effective: her first skill is a 20% def down accompanied with a nuke, with a decent hitrate (taking the debuff success EMP helps); her second skill is a 50% team damage cut on a 6 turns cooldown, and with a 10% def up team def up buff; and her third skill is an overdrive nuke that transforms in an unconditonal nuke at lvl 100, granting charlotta a one hit damage immunity for one turn. While her kit in itself is pretty defensive oriented, Charlotta compensates her lack of damage with her passive, which is pretty similar to Hallessena's passive: for each turn spent where she doesn't get hit, Charlotta will gain DA, TA and attack bonus. It scales to a maximum of 5 turns where she will receive 35% DA / 35% TA / 30% normal mod attack buff. If she ever gets hit, the number of stacks will get back to 0 and you'll have to cumulate it again. While the buff isn't that incredible for Varuna grids as the normal mod barely increases her damage, it's a very good buff for Magna grids since they will make the most out of those bonus. Should you happen to own a trium sword, Charlotta will boast a close to 60% base DA/TA rate, which is very remarkable in an element like water. Let's not forget finally that our potato box knight will also get addiitonal damage on her ougi, up to around 700k additional damage on ougi, which makes her a good fit in Strike Time teams to get this little bit of additional damage to steal MVP and vice in raids. Note that this echo on ougi will be increased by a skill cap up ultima skill, increasing the echo to a potential 1.2m. Charlotta's second passive is a utility one, she will grant 5% starting meter to your whole team if she is present in your party. This includes the backrow, which means that she will make also an excellent benchwarmer, especially if you need her starting meter to reach a chain burst or you can't reach turn 1 ougi with soul split. All in all, alongside Zeta she's one of the best starting unit you can get in the rigged 10-roll, and a very good all purpose unit that will allow you to tackle most content with ease, and yet remain useful in the late game. | 1x Support skill ★★★ 1x Debuff Success ★★★ 1x Water Attack ★★☆ 1x Overdrive Attack ★☆☆ 1x C.A Damage ★☆☆ | She's one of the 6 possible free SSR you can get on any new account, and she's definitely an extremely good pick if you somehow want to play water, her kit being extremely beginner friendly. | |
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31 | Katalina (Limited) | Ultimate Support (BAL) | Veil + 1.9k regen over 4 turns, 600k cap nuke with guaranteed TA, 25% damage cut on 3T CD, 25% water atk up buff for 4t Overpowered gacha weapon for Varuna | You can use her 25% damage cut and survive ougis | Jack of all trades, master of none, she can and sometimes will be replaced by more specialized units when the fight requires it. Her EMP are really disappointing | Everyone BAL Cosmos Dagger Socie, Sevastien (backrow), Athena MLB, Grande call for her EMP skill | Everything | The other go-to Water character par excellence, her kit is extremely flexible and you can argue your way into putting her in many Water party. Her first skill is a decent damaging nuke that more importantly grants her guaranteed TA, giving her a head start on building meter. Her second skill is a Veil that will also give a gradually decreasing Regen effect to your team over 4 turns (1000/500/250/150). Minor note, if you use Quatre to extend her Regen, it simply repeats the previous turn's effect so given the choice, try to extend earlier in the effect rather than later. Her third skill is a 25% Damage Cut on a 3 turn cooldown. It's not strong enough to save you from huge incoming damage but it's available frequently enough that you can basically have it up for every ougi to take the edge off a little. Her ougi buffs your party with 25% Water Attack Up for 4 turns and it's very common to pair her with Altair because his meter generation skill helps to maintain this buff and his Water Attack Up buff stacks with hers. To maximize her ougi buff, try to put her as close to the front of the team as possible, usually the second slot (where the first slot is your MC). She's a Balance character which lets her benefit from a BAL Cosmos Dagger giving her free DA and Defense. She's a great character in an annoying spot because she's Limited and good but not as good of a spark target as characters like Zooey or the Zodiacs. If you got her, you can throw her in everything but if you don't have her, it's hard to say "this is what you should drop 300 rolls on" when more ridiculous characters exist. If you happen to have Varuna and own or have the possibility to get some damascus bars, it's important to note that Murgleis, Katalina's gacha weapon, is the strongest weapon available for Varuna grids, superior to even moon weapons. It boasts a near 3400 final attack at level 150, gets Might III (22% attack mod), and the almighty Trium (3% at skl15), and as a result you'll want as many swords as possible in a varuna grid. Its ougi effect is also pretty strong (35% damage cut), and it's also one of the strongest Swordmaster main hand. Note that for some reason, her ougi buff is a special buff that will stack with mostly anything (that includes Ultima ougi effect, Lily's ougi). | x1 Crit up ★★★ x1 DA ★☆☆ x1 Support Skill ★★★ If you want to spec Katalina as a meat shield, you can take: x1 Hostility up ★★★ x3 Def up ★★☆ Katalina's support skill will increase any heal proc by 200 HP, effectively making her second skill heal for an additional 800 HP. This can be also combined with characters like Sevastien in the backrow, or other refresh effects (like Athena) | Her gacha weapon is one of the best Swordmaster mainhands | |
32 | Izmir | Attacker (ATK) | Stackable attack with Icy Blade, ougi damage and damage cap increases a lot the more Icy Blades she has stacked 50% chance Crit buff with 50% multiplier to the team for 3 turns, 5 turns CD 4x Crit EMP nodes | You play on element You get 5 stacks and she ougi for 5.2m damage Everyone hits cap with her crit buff | She needs a ramp up time to get her full ATK buff RIP Baha synergy for Magna users Not as good when you can't crit | Elysian, Yuel, Altair, Atma Sword Trium, Quatre, Shellfists, Summer Diantha | Any, though she prefers on-element fights | The second Draph in Water in terms of release, Izmir likes to play yo-yo with the water meta: good, then bad, then good again... Her role is mostly being a Buffer + Attacker, which is rather particular since not many characters in water have this attribute. Her long awaited update finally got rid of her needlessly punishing DEF down passive, making her much less of a glasscanon and overall much more comfortable to play with. Izmir first skill makes her stack Icy Blades, alongside with a 8% stackable ATK buff (special mod), up to 5 times. Both the blades and the stackable ATK buff last indefinitely, taking you 8 turns to reach 5 stacks, but the Icy Blades will get consummed on ougi to empower it. Your ougi will be able to reach 5.2m damage cap (With Seraphic + Xuanwu cap up) at max stacks. Her second skill is a 50% Crit damage with 50% proc chance to your whole team, for a 3/5 turns duration, at the cost of 20% charge bar. It's actually an incredibly strong team buff, effectively increasing your damage by 25% in total. The uptime is surprisingly good, with a 4/5 turns uptime if you have Quatre to increase the duration. Her third skill is a hostility down + ougi generation up self buff that is a bit less relevant in her new kit. In practice, it'll be rather unlikely that you manage to reach 5 stacks on Izmir as Water has a lot of meter batteries to make the team Chain Burst more often. Using the Celestials Shellfist can remediate to this issue, making Izmir charge her ougi much more slowly, and it pairs well with her Gorilla auto attacks. Overall, Izmir still functions very well as a simple auto attacker if you don't want to focus too much on her Icy Blades, with her 40% spe mode permanent attack and her 4x crit EMP. She will still take some time to reach that state however. Finally, for the people who don't own GW 5* characters yet, using an Atma sword focused comp real allow Izmir to shine in fights as it grants her the MA she really needs to be a great attacker. | 4x Crit up ★★★ 1x Hostility down ★★★ 1x Support skill ★★★ | ||
33 | Drang (Limited) | Better Lancelot (SPE) | Up to 35% Attack / Defense down debuff against fire enemies Stance system where he can gradually boost his offense or his defense Dispel and debuff resist down Sugita | You don't have Quatre, and you want to cap all the debuffs in solo play You need a solid attacker that can boost his own MA rate and attack | Role overlaps with Quatre and Lancelot His debuff oriented kit is somehow lackluster in raids LB masteries are pretty meh | Altair, Elysian, Socie, Miserable Mist | Solo fights where you want to cap def/attack down | RIP HRT (bis). Maybe it's a sign that Cygames learned their lesson and that limited shouldn't be the alpha and omega of each element: Drang is a good water limited character and yet is definitely not core to water. His kit will oddly remind of Lancelot's kit as they share a lot of similarities (atk/def down, self offensive buffs), although Drang gets the better numbers. His first skill is an AoE nuke (400k cap) that will also cast Debuff resistance down on the enemies, on a 5 turns CD. It will also heal for 1k the team. The heal is serviceable, and it will help newer players to sustain themselves during fights, but higher level players may find it a bit lacking, especially since the heal remain a 1k flat HP which is not much when your HP pool starts to reach 15-20k. His second skill is a stance system, much similar to Sturm. Drang will start the fight in the attack stance, and will gain 8% attack (special modifier), 7% DA, 3% TA every turn, capping to 40% attack, 35%DA; 15%TA after 5 turns. The defense stance will grant him 8% Def, 5% dodge every turn, capping to 40% def and 25% dodge. The duration of those buff is 4 turns, and it gets refreshed each turn you spend in the according stance. Since switching stance has a 3 turns CD, it's actually possible to cumulate both the offensive and defensive buffs and maintain them by switching as soon as the cooldown is available. It's a bit of a hassle though, and is arguably not worth the extra effort unless you're using Varuna and need to upkeep stamina. This skill overall makes Drang a great water attacker that will deal damage similar to Romeo, but with the benefit of multi attacks. His third skill is a dispel coupled with a 25% attack/defense down. It's a single sided debuff, meaning that it will stack with Miserable Mist and Altair's mist, but it won't stack with def breach-like debuffs. Extremely useful to reach def cap and reduce heavily any enemy damage, it obviously synergizes well with his first skill as well. To add on top of that, his ougi will also inflict a 10% water resist down and 10% fire attack down against the enemy. The water resistance down will often be obsolete as a lot of chracters already have a similar debuff in water and as they never stack with each other (the rest of the time, you'll most likely reach def cap without it). The fire attack down is more interesting, as it generally overcaps (i.e it's not restricted by the 50% attack down limit), further reducing incoming fire damage on your team. All in all, Drang is a very beginner friendly character that provides both offense, sustain and debuffs, which are all extremely needed to beat any element content with water. Unfortunately in the later game and as you progress, he gets overshadowed by other higher tier characters as his lack of team buffs or strong activable self buff prevents him from having a true synergy. He remains a good all around offensive option with reliable debuffs that are helpful for solo content. | 1x Debuff Rate Up ★★★ 1x Support Skill ★★★ 1x Water Attack ★★☆ 1x TA ★★☆ 2x Overdrive Attack ★☆☆ Drang support skill will heal him for 1k HP every time he uses his second skill Switcheroo | ||
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35 | Diantha (Summer) | Savior of Water Magna / Buffer (SPE) | Ougi doesn't deal damage, and grants up to 60% Normal attack up + 40-50% DA up to the team permanently Stackable team ougi damage up, nearly permanent as well 2 turns team hype buff on third skill, 1 turn guaranteed team TA buff on first skill Lower innate damage, needs some time to ramp up her main buffs. | You're using a magna water grid, you've spent a dozen of turns in battle and Diantha has used her ougi 4 times to get her max buffs You use Varuna, have Uno 5*, use Luchador's tag team and get to one turn kill any content with less than 15m HP thanks to her guaranteed TA turn. | Another water MA buffer that is a limited character, which can be very frustrating for magna users She doesn't shine that much in Double Varuna teams outside of 1 turn kill shenanigans because of her normal mod on her buff | Quatre 5*, Uno 5*, Luchador, Murgleis Swordmaster, SS Naru, Altair, Idols summon | Extremely short fights with Uno 5* and Luchador Medium to long fights otherwise | With Diantha, water finally gets its first good multi-attack buffer that isn't gated behind a few gold bars, even though she ends up being a limited character, which isn't necessarily better. Extremely similar to Korwa in her execution (Her ougi doesn't do damage and will buff your team instead), her multiple buffs fit very well with what Water does best, whether it is for Magna or Varuna, although she will only find a permanent spot in Magna teams. Her first skill is a guaranteed team TA which lasts one turn. This buff synergizes extremely well with assassin moves as a guaranteed TA will not leave anything to RNG in order to get your highest damage. Luchador's tag team or Yngwie auto reset will also heavily benefit from this skill, and with a strong enough Varuna grid and Uno 5*, one turn killing content that has less than 20m HP becomes a reality. Her second skill is a stackable team ougi damage up, around 9% damage per stack and can stack 3 times. The skill has a 4 turns cooldown and has a 7 turns duration, making it a pretty much permanent buff (unless you get dispelled). With the new increased base ougi caps, the buff is generally not wasted, and is also pretty useful against high defense content to reach cap more easily. However, it'll take a minimum of 8 turns to get its full effects. This buff is a great fit in an element like Water where a lot of characters have meter boosting ability and serve as ougi batteries. Her third skill is a 2 turns duration Hype boost. If you don't know what Hype is, I'd recommend taking a look at the explanation on Aoidos (fire SSR) write-up, but to summarize, it's a special mod team attack buff which value depends on the number of hype stacks you manage to proc. While you will rarely reach over Hype 2, the boost is extendable by Quatre and can be the amount you're missing to reach damage cap. You can also use the Xolotl summon to get one more Hype stack. Diantha's ougi is a team buff that gets stronger the more you ougi, up to 4 times. The buff values start at 40% normal attack up + 30% DA, and ramp up to 60% attack up + 40-50% DA after 4 successive ougis. The buff remains pretty powerful even at 1 stack, which allows Diantha to remain effective even in fights where you don't have the time to ougi that much. Note that this buff is unique and will stack with anything. Diantha's passives are increased chance to dodge while under Hype, and a decreased chance to be targeted. She also has 10% less innate damage, it's still unsure if this also affects her cap values. Overall, Diantha is for magna players a must-have. The fact that she's able to permanently buff DA for your team can free you from always playing Elysian to get good DA/TA, and if you happen to have Quatre 5* you can even compeltely forego playing a class that boost the MA in your team. She also has the good taste to not be a competitor to Altair, but rather a good complement to him as she actually welcomes the meter to ramp up her buffs faster. And finally, similarly to Zoi in dark, if you happen to have Uno 5* she allows you to one turn kill most of the "low" HP content in the game. Her only real downside is that her normal attack buff makes her ougi actually detrimental for Varuna because of diminishing returns, instead of having a proper damaging ougi. | 1x Crit up ★★★ 1x Charge bar up ★☆☆ 1x OD attack ★☆☆ | ||
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37 | Owen | Water Albert (ATK) | Permanent DA Permanent 20% echo Stamina self buff Increases his own buffs duration | You use him with Quatre buff extend and his stamian self buff gets a riddiculously high uptime He becomes the only water attacker that can permanently break cap with his echo | Low base stats 100% offensive unit, no team utility whatsoever | Quatre, water trium atma, Murgleis, Altair, Riruru | Any | Take Albert, remove all his nukes and utility, replace them with more damage buffs, and you get Owen. Surprisingly one of the strongest SR unit, that synergizes extrmely well with the water meta, making him not only strong for a SR, but even stronger than all of the water SSR attackers (safe for Drang and Uno 5*). First of all, Owen has a permanent DA passive, which is something only a few characters can boast having. Added to that, his first skill provides him a 5 turns duration 20% water echo, at the cost of 20% of his meter. Given that this skill has a 5 turns cooldown, it effectively ends up becoming a permanent buff, which would make Albert pretty jelly. But what makes him such a potent attacker is probably Owen's third skill, a self stamina buff that will inrease his damage by 15%~45% depending on how high his HP is. The buff lasts for 3 turns, on a 8 turns CD. Fortunately, Owen doesn't get any increased hostility or lower defense, and water generally has high HP / high sustain and protection to make sure he'll maintain his full strength stamina buff. What's more, Owen himself has a 3 turns 300 HP drain on a 6 turns CD, to keep himself healthy. But that's not even the best part of Owen. What really makes him such a great unit is that every time he ougis, all of his self buffs duration (the echo, the drain, the stamina) will get increased by two turns. Yes, you've heard it right. Which means that this stamina buff can easily become a 5 turns or 7 turns duration buff depending on the timing. Now, add the fact that water uses Quatre who can also extend his self buffs, and Altair who will provide meter for Owen to ougi more often, and you get a character that has permanent DA, permanent 20% echo, permanent drain and permanent 45% stamina buff. Oh, and he also has a sword proficiency in case you like to use Atma trium sword or lots of Murgleis. What more could you ask for from a SR character? | 2x Crit up ★★★ 1x TA up ★★☆ 1x Water attack ★★☆ 2x ATK ★★☆ | ||
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40 | Lily | Healer (HEAL) | 70% Fire Damage cut for two turns Heal + Clear 25% Water attack up buff to the team for 4 turns on ougi Deals more damage the more races on your team | You play double Varuna and you need her water attack up buff You play against Xeno Ifrit and you need this 70% fire cut | Her damage output is somehow low | Katalina (SR and SSR), Romeo, SS Naru, Izmir, Charlotta, Fire Carbuncles, Quatre, Erin Race diversity | Any fire fight | Lily's kit is oddly similar to SSR Katalina's one, they share the same ougi effect, a nuke, a damage cut, a heal + debuff protection... But Lily will offer much more protection against fire enemies, mostly thanks to her first skill, a 70% Fire cut for two turns. It's mostly useful for people fighting boss with dangerous fire ougi (and if you don't have Uno yet). Her second skill is a weak AoE nuke that will also cast the "Glaciate" local debuff on your enemies, which will deal a 9999 DoT and a DA/TA down reduciton on all enemies for 3 turns. Her third skill is a 1500 HP (2300 with her EMP) team heal as well as a clear. Overall pretty useful to mitigate HP loss, which Varuna players with Fimbuls and stamina will appreciate. Her ougi is a 4 turns 25% water attack up buff, which is an excellent buff with an excellent uptime, pretty easy to keep permanently in effect, and which will boost the damage of Double Varuna players by quite a lot. Lily's passive allow her to have decent damage, with a 10/20/30/50% ATK up buff depending on if there's 1/2/3/4 different races in the front line. Since MC and Lily are both unknown, you'll most of the time only benefit from a 30% buff max. In practice, this buff is more valuable for magna teams, since it has a normal mod, and will barely be noticeable in Varuna. If you don't have SSR Katalina, Lily can reveal herself to be be a pretty decent alternative that is actually suptixable. | 1x Support skill ★★★ 3x Healing Up ★★☆ 1x Water Attack ★★☆ 1x C.A Damage ★☆☆ | ||
41 | Societte | Support (SPE) | All-in-one package (10% Team echo + team heal and revitalize) on a 4 turn CD Mist + Delay | You play her with her fox wife Yuel You don't want to play DF You don't have Altair; or You cap damage with your Varuna grid and you need her echo buff to get past the cap. | Varuna and 5* GW character(s) are needed to fully realize her potentials Need to invest heavily on her debuff success EMP nodes for her debuffs to land semi-reliably Mist doesn't stack with most of Altair debuffs | SS/Elysian, Quatre, Drang, Uno 5*, Stamina, Varuna grids in general | Fights where you need her debuffs to keep yourself safe Fights where you cap auto attack damage very easily | Like a lot of other older characters who used to have an outdated kit, Socie was saved by the July 2017 update that granted her some much needed team buffs, allowing her to be somehow similar in terms of usefulness to her more recent fire version. Her second and third skills are same as Dark Fencer main skills, one is a 25% mist (dual sided ATK/DEF down) and the other is a slow. However, both skills have higher CD and lesser landrate than the DF versions, which can make put you in a bind if you're relying on Socie to debuff and she happens to miss (especially off element). Fortunately, this can be avoided by playing SS with Pilfer and investing in Socie's EMP masteries. Her first skill is what makes Socie interesting and worth keeping in the front line though. While it was before a mediocre single target heal, it now becomes a skill with time wide effects, granted you manage to ougi before applying the skill. Socie will grant 10% echo, a 2k HP team heal and revitalize for three turns. The buff has an extremely good uptime as it the skill only has a 4 turns cooldown. Pairing her with Quatre makes it even better as it makes it a near 100% uptime buff. The revitalize is pretty handy in an element where a lot of characters have team buffs on ougi, and even the heal is extremely potent (probably one of the best heal in the game) as it can heal you for a maximum of 4900 HP over the three turns. This is of course extremely important if you're using Fimbuls since you want to keep high HP for Stamina. While Socie is pretty reliant on meter and DA/TA so that she can make sure her first skill will have a team effect, being an erune, coupled with her two passive that will boost her base DA/TA rates allow her to keep some reasonable damage output and meter generation. At the end of the day, Socie's real niche happens to be end game Varuna grids where her kit becomes more important than similar characters like Altair, her permanent echo being the only way for Water to break cap, and her heal + slow allowing to keep your HP high with Stamina. | 1x Support skill ★★★ 2x Debuff Success ★★☆ 1x Water Attack ★★☆ 1x TA Up ★★☆ 1x Overdrive Attack ★☆☆ Her support skill is the equivalent of two DA nodes and one TA node | Using the water version as a skin for Fire Socie unfortunately won't remove the "Sociecopter" as Cygames also added a dance animation for the water skin... | |
42 | Lancelot | Attacker (ATK) 5★ | Double nuke after ougi, 15% Attack/Defense Down that stacks with Mist/Altair, High DA/TA rate + 30% echo, Small bonus DA to the team, Fujo bait #1 | You use him with Altair to get -35% atk / -45% def against a boss | He's a bit generic and his usefulness decreases in HL raids He lacks a good ATK buff to increase his numbers | Altair, Riruru, Diantha, Atma sword trium | Any fight where you want to approach Def Down cap | Lancelot has long been a staple Water Attacker with his 5* upgrade making him a solid and consistent choice for DPS with some additional utility with debuffs. He was the pioneer of a now common mechanic where after he uses his ougi, his nuke (first skill) hits twice which is cool cause it caps at 600k so you're looking at potentially 1.2m damage with one button press, which can approach close to 2m total damage if you add all the possible cap up he can get from EMP and grid. His second skill is useful after level 90 as it has its hitrate increased and strength raised to -15% Attack/Defense while being Single Sided, allowing you to stack his debuff on top of Miserable Mist or Altair's 1. It's also a decent AoE nuke with reasonable damage. His third skill gives him 100% DA rate and a noticeable TA, as well as a 30% echo buff which is great considering Water is known as an element lacking any party DA/TA buffs. His passive also gives a slight bump in DA but not really enough to qualify him as a buffer. In HL, however, he gets less useful as you're only bringing him for his DPS rather than his debuffs and meager party DA. While the echo and good duration of his self buff (5/8 turns) allows him to not lag behind too much in terms of damage, Lancelot definitely lacks some sort of ATK buff steroid and he's just gradually getting crept out of relevance by newer, more focused characters (especially compared to his boyfriend Vane). He will still find a place in Water Atma sword comps, in case you're missing a last sword proficiency character to go with. | 2x Crit Up ★★★ 1x Skill Cap ★★★ 2x C.A Damage ★☆☆ 1x TA Up ★★☆ | ||
43 | Romeo | Attacker/Support (BAL) | 20% water def down 80% fire damage reduction to team Hits as hard as MC and is very tanky when shrouded His ougi has an echo component to break cap He's a stand user | You can make use of his fire damage reduction / You have DA/TA buffs to benefit from his gorilla autos | His second skill has little utility against non-fire. His damage drops heavily when he has no shroud (-50% attack) | Cosmos bal dagger, DA/TA buffs in general, Altair, Miserable Mist, Erin, Atma sword trium, Skill cap up Ultima skill | Any on element fight, Xeno Ifrit Showdown., Ultimate Bahamut | One of the first victims of Trial Mode, Romeo used to have more than 2 million nuke damage on top on turn 1 but we learned the bitter lesson that Trial Mode can also harm us. Now he's just an alright character who gets bonus Attack and Defense as long as his Shroud is up (30% to both stats). Just like the much better Juliet, he starts with 5 Shroud stacks and uses them each round of attacks and ougi, as well as to empower his skills. Using his skills consumes one shroud while using an amplified skill consumes 2 shrouds (with bonus effects!) His third skill resets the cooldowns on his first and second skill and amplifies their effects. His first skill is a nuke that also has a decent accuracy -20% Water Def Down and when amplified you get another chance at landing it if it missed the first time around. His second skill is a Substitute and 80% Fire Resist Up on himself but if you Amplify it, the Fire Resist becomes party-wide which makes him excellent for tanking ougis from Fire bosses. His 3 can be toggled off to gain 5 Shroud so you can maintain his stacks after you've dumped all his skills onto the enemy. His ougi does get an additional echo of up to 630k if he has a stack of Shroud so he is a good candidate for a Strike Time team alongside Silva and Yoda. Much like Charlotta, this echo will get boosted by various cap up weapons and Ultima skill cap up weapon. He is one of the two MVP of the recent Xeno Ifrit Clash event as his second skill becomes extremely important and allows you to get several fire cuts in a row and laugh at all the multiple triggers and Ougi that the boss will throw at you. | 1x Stamina ★★★ 2x Crit up ★★★ 1x Support skill ★★★ 1x Water up ★★☆ His support skill offers Romeo a 50% chance to not use a shroud upon casting a skill, which makes him much easier to manage | ||
44 | Izmir (Summer) | Attacker + Buffer (ATK) | Has a Flare like field called Blizzard with reversed ramp up Passive team Stamina passive Low innate def and HP, high ougi damage thanks to her Icy blade stacks mechanic |
You're 1/3rd of the way into Blizzard and get that +100% damage bonus. You're facing low damage enemies or have the HP to shrug off the drawbacks of Blizzard | Low def and base HP makes her vulnerable to AoE. Water is an element of humans, eruns, and potatoes; coupled with her HP passive, can really hurt your max HP without Varuna or Baha / Atma / Auberons Her passive works best in Magna, but magna doesn't have as much Hp as Varuna | Atma sword, Magna grids, Uno | Any, 6-man HL if someone is parabotting | After getting shafted by multiple Silva buffs and being relegated to box cheerleader, Summer Izmir is Cygames' answer to buffing everyone's favorite DQ. Izmir's first skill's low cooldown and upper limit of 2 stacks means she will be consistently reaching her ougi cap, and dishing out ougis twice as strong as the rest of the team (without slowing your chain down, even with Altar feeding meter). But even more importantly, she can beef up an entire raid's damage output with her second skill, Blizzard (an icy spin on Zal's signature Flare skill). This is especially valuable for Magna water grids, where you otherwise can't reach damage caps. Unlike Flare, Blizzard will have its peak effect during the first half of the field, getting weaker as time passes. Her third skill is a weak nukes that won't see any use unless you get slapped with ougi debuffs... but it is more than compensated for with the rest of her kit. And finally, to top it off, her passive will give party-wide stamina at the cost of a 15% HP/20% Defense. It makes her sound a bit frail at first, until you realize you can completely negate the defense drawback with her Extended Mastery skills. Almost any other character would kill for a 15% team-wide stamina buff at the cost of 6 EMP stars.With all of this, Summer Izmir is undoubtedly a strong character, so why isn't she rated on par with the other top water SSRs? Like Flare, Blizzard has a drawback where the enemy hits back harder too. This can kill many of the riskier raids like 6-man HLs and Ultimate Baha, and it will actively hurt Varuna players who want to keep their HP high for stamina. And if you can hit the damage cap with Varuna build, Izmir's value shoots down tremendously. Not because she's bad, but simply because other Water characters (almost all of which are ticketable or farmable) can offer more. It becomes even more noticeable if you happen to have 5* GW characters. In magna grids, however, Izmir was practically water's savior before Summer Diantha snuck in (and still is to an extent). Blizzard can make life a little more dangerous for you, but in return make you hit significantly harder (which is what magna water needs most). In addition, the Stamina buff from her passive is not diluted by the presence of Fenrir bows, making it more worthwhile to slot her into your team. But without Ancient Auberons, Izmir's HP can still be a slight problem in Magna. Especially if you do not have Baha synergy with your other party members. If you do plan to run her, be sure to invest in a Baha Sword/Spear/Axe depending on the rest of your team. Or potentially a Sword Atma, should you not slot in 5* Quatre or Uno. | 2x Crit Up ★★★ 1x C.A cap up ★★★ 2x Def up ★★☆ 2x HP ★☆☆ | The english game client actually has a censored version of her second uncap art, which created quite the controversy in the eng community as it was the first time such a thing happened. | |
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46 | Yngwie | Defense (DEF) | Can get into tough guy mode where he gains 300% Def, 80% Atk (special mod), immunity to debuff, and a powerful Hostiliy Up at the cost of an increasing amount of meter each turn; even further increased defence the lower his HP gets ALL CUMMINGS | You can sustain his Tough Guy mode and he tanks HL enemy auto / non AoE triggers like a boss while dealing very good damage | Not very noob friendly and only really shines in HL, requires some characters who can feed him meter, no built-in DA/TA buff His self aggro up isn't fullproof and will sometime fail to redirect a trigger onto Yngwie | Altair, Riruru, Xmas Arulu, Korwa (don't use his first skill!), Izmir, GW dagger ougi, Superstar, | Any fight where the boss hits hard (HL content, NM GW) / Boss with multihit triggers, Xeno ifrit | Yngwie is a unique character as he is an extremely good tank that has no team or self damage cut but compensates by having extremely high defense. His ougi switches him in and out of Tough Guy mode, where he gains 300% Defense, 80% Attack (special mod), a significant Hostility boost and a raised Ougi damage cap (100% raise). In order to sustain Tough Guy he has to use an increasing amount of meter each turn (20%, 30%, 40%, 60%, 80%, 100%). Coupled with his passive that increases his Defense the lower his HP gets, his tankiness can get high enough that he can survive Colossus Magna's Dimensional Cleave without buffs. In order to keep his Tough Guy mode going, his first skill drains up to 50% meter from all his allies and transfers the amount taken directly into his own meter until he's fully charged. His second skill is a free auto attack so it can multiattack and benefit from echo etc. without taking a turn so it also functions as meter gain for him. His third skill is a Crit buff with an Echo that helps to increase his damage and works very well with his second skill (since you don't take a turn using his 2, it doesn't use up a turn of his echo), especially in Tough Guy mode. His main issue is that Water is an element that traditionally liked to chain burst a lot thanks to Altair and other characters being prevalent in most parties. However, his meter-hungry nature can become an advantage if you pair him with Izmir, who prefers to delay her ougi as long as possible to stack her Icy Blades. His second skill can provide him with a lot of meter provided he has DA/TA buffs on him at the time of use, which are fairly scarce in Water outside of the MC. Still, it's not so bad as Water has plenty of characters that can instantly provide meter so instead of focusing on mashing out ougis you can just fuel his Tough Guy mode for as long as possible. Try to avoid using his ougi in Tough Guy mode unless you're close to finishing a fight, as having to build ougi up again to enter Tough Guy mode is fairly annoying after you've spent all your skills maintaining it. If you don't have enough meter to pay for his Tough Guy upkeep, however, he will revert back to normal mode without draining the rest of his meter which helpfully gets you back into Tough Guy mode faster. | 1x Hostility up ★★★ 1x Crit up ★★★ 4x Def up ★★☆ | His "All cummings' nickname comes from a mistranslation of his skill when he was first released | |
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48 | Lowain | Katalina's suitor / Attacker (SPE) 5★ | Boost to ATK the more female members in the party Def up self buff, offensive self buffs at the cost of one weakened turn afterward Random buff to all allies on ougi (no damage) Gets some buffs when playing during the night (Japan time) | His harem is complete with Katalina as well It's between 11:00PM and 8:00 JST. | His ougi effect is RNG, and you'll miss not having damage on his ougi He has rather high cooldowns If only his night buff could be permanent Water generally uses males characters | Katalina, Female characters, Quatre for the buff extension, Slilva for the 3 turns swap, Riruru, Djeeta, Diantha | Any | WEII! The best bros of GBF are back again with a new shiny 5* ready for more adventures and more delusions. Mainly an attacker with strong offensive self buffs, Lowain also has some good utility as a tank and some useful buffs on ougi to the team, at the cost of not dealing damage during his ougi. Lowain's first skill is a self buff that will increase Lowain's attack by 10% (special mod) for each female member in the team, for a total of 50% if you have an all female team. The uptime on this skill is great (5/7 turns), too bad that water generally tends to use male characters most of the time, but still a very decent self buff. His second skill will grant him a 200% DEF self buff with added retaliation (counters whenever he gets hit), and will also serve as a substitute for Katalina (e.g he will tank any single target attacks aimed at Katalina for the duration). Note that this skill will also work on Katapillar. The third skill is an offensive buff that greatly increases Lowain stats for 3 turns, granting him 50% ATK (normal mod), 50% DEF, 30% DA, 50% Crit up, 50% meter generation up. After those three turns, Lowain will get a capped def down malus (even with his second skill) and will only single attack for one turn. The three turns duration makes it a perfect fit for Silva's swap as it also lasts 3 turns. Lowain's ougi will not deal damage, but similarly to Shiki / Chloe it will provide a random effect in exchange, which can be among : - 3 turns 25% ATK + 25% Crit team buff; - 1500HP heal + 300 refresh for 3 turns; a team clear + veil, - 25% DEF down with debuff resist down on the enemy - 25% ATK down and DA down on the enemy The veil is probably the best effect to have, although the debuffs are pretty good too. A high meter generating team will work well with Lowain so you can benefit from all the effects. Lowain's passives mainly boost his stats, his first passive will grant him 5% stackable DEF up as well as Hostility up, stackable 6 times, which makes him a pretty good damage soaker combined with his second skill. His second passive is a boost to stats when playing between 11:00PM and 8:00 JST (30% ATK (normal mod), 25% DEF, 15-20% DA, 300 HP refresh), and his EMP passive will grant him a MA boost when Katalina is in the party (works from the backrow). All in all a pretty loaded character, with buffs everywhere, so don't hesitate to use him if you can accomodate a full female team to bring out his full potential! | x1 Support skill ★★★ x1 TA up ★★☆ x1 Water attack up ★★☆ x3 Def up ★★☆ The DEF EMP will allow you to negate by a good amount the def down effect of his third skill when combined with his passive and his second skill | Lowain's FLB artwork has the most characters in any other game artwork (six in total) | |
49 | Minami Nitta | Mini-Altair (BAL) | 70-80% team Crit chance on ougi with 20% multiplier Charm Water attack up team buff, DT2 buff 15% Water resist down debuff | You don't have Altair yet You want to make a full water idol party with Rin, Anastasia, Minami, Mizuki and Riruru | Her water attack up and her water resist down don't stack with Altair | Quatre, Lancelot, Anastasia, Rin, Cosmos BAL Dagger, Elysian, GW Harp | Any, but prefers on element to use her crit and land her debuffs | Even by 2016/2017 SR powercreep standards, Minami has a completely overloaded kit. The fact that she is a freely available character that puts most water SSR characters to shame, and is only second to Altair in terms of utility provided is a blessing for f2p players or beginners as they will be able to slot Minami in most of their lineups with their eyes closed. Her first skill is a 15% Team water attack up coupled with a charm debuff on the enemy. The buff has an excellent 3/5 uptime, and will remain useful even if you use Elysian or Altair as you'll be able to alternate buffs to be constantly under a water attack up effect. The charm is a bit weak, but it's always welcomed when the only other alternative is Riruru to get a charm in water. Her second skill is a Double Trouble II skill, 15% DA up + 10% TA up to the team for three turns. The skill has unfortunately a long CD, but since water tends to lack DA/TA buffers, it's hard to complain. Finally, her third skill is a 15% water def down, which can be combined easily with Mist / Levi call / Any type of def breach in order to reach def cap. But Minami's selling point is actually her ougi effect: for three turns (ougi turn included), she will provide to the team a 70-80% chance of crit on a 20% multiplier. It has nearly the same numbers as Altair, but the trick is that this effect is actually cumulable with Altair crit, since his buff is unique! As a result, it's even possible to let Altair and Minami both be in the frontline despite their redundant abilities, as you'll be able to cumulate several team crit buffs allowing you to reach sky high damage on element. Oh and she's also a BAL character, in case you have a Cosmos BAL dagger. Couple her with Quatre, and you'll be able to totalize Blind, Charm, Para, Gravity, Crit buff, Water attack buff, Def down cap, DA/TA buff in the same team. And also extend those buffs. And that without spending a single dime. | x2 Debuff success ★★★ x1 Crit ★★★ x1 Water attack up ★★☆ Her support skill might not be worth it as the chance to proc the def down is fairly low | ||
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52 | Lilele (Riruru) | Buffer (SPE) | Atk + Def buff on special multiplier, Heal + Shield to team, Meter buff to team, Charm on ougi All her skills get higher numbers on male characters | You have a full male team and like to use Gran | Her charm hitrate isn't very reliable, you prefer using Djeeta Say no to gender discrimination | Male characters in general, but especially Altair, Quatre, Yoda and Yngwie GW harp ougi so that she can land her charm more easily during a chain burst. | Fights where you need sustain over Veil or if you just don't have a Veil character at all | This potato is pretty simple in usage. Her first skill gives +20% Attack/Defense Up to female characters which is increased to +35% Attack/Defense Up on male characters. This buff is on a unique multiplier so it stacks with everything, which is why she's a good fit with Altair. Her second skill gives the party 15% meter and increases ougi generation by 15% (20% for male characters) for the next 3 turns. Make sure to use this skill before you use Altair's third skill or you'll look pretty silly. She's another reason why Water has the reputation of being ougi-centric and she can get you a full chain burst on turn one or two if you build for it. Her third skill is a 2000HP Heal with a 1000 Shield (3000/1500 for males) which gives your team great sustain. Unfortunately, a lot of characters in water who actually need babysitting are females but it's still a great skill to have to keep, say, Yoda alive when he's unshrouded. Having a charm cast on ougi is pretty good as characters with a charm aren't so common and can be pretty clutch. Her main issue is that she's just an inferior Christmas Arulumaya as their skill sets are very similar but Arulu can provide DA/TA buffs as well as Veil. She's still a good pick if you need more sustain and her Charm on ougi can be clutch, even if it misses a lot. | This is what happens when cygames goes for the memes instead of useful EMP... x1 Support skill ★★★ x1 Water attack up ★★☆ x1 C.A Damage ★☆☆ x1 OD attack ★☆☆ And finally because members in the team have to sacrifice their body to keep everyone's favorite idol safe, x2 Hostility down ★★★ (No seriously, don't) At least her support skill grants 10% normal attack to male team members... | ||
53 | Katapillar | Attacker/Support (SPE) | 20% Water resistance down 20% Fire attack down on enemies that goes over the attack down cap DA down enemy debuff and self uplift on ougi 850k cap random target nuke 30% Self heal + reset all CD Boost to attack or def depending on team position | You get 3m damage worth of nukes during turn 1 Unknown race doesn't mess with your baha synergy You finally get to use all those Vira skins without having them ruined by Chevalier Merge. | Slightly less useful against non fire enemies No DA/TA buff, Varuna doesn't benefit from her ATK up Has to sacrifice offense or defense depending on her position in the team. | DA/TA buffs Quatre 5* Mist + Arrow Rain | Any, but on element fights are better | Katapillar is the proof that joke characters can be completely memetastic, but also... actually good! If you've paid attention, you've probably noticed that her skillset is oddly similar to Romeo, and they both fill the same niche. Except Katapillar still retains her 3m turn 1 nuke damage ability that Romeo only had during Trial mode. First of all, Katabot's first skill is a 16-hit random enemies nuke that will cap to around 850k damage (around 1m if you're using Gabriel wand on element). A very good nuke, but to the detriment of a very long animation that makes it rather subpar for racing. It has a rather long CD, but it's compensated by using her second skill. The third skill is, similarly to romeo, a 420k capped nuke that will inflict both 20% water resistance down to the enemy and 20% fire attack down. The fire attack down part is pretty interesting and unique, as it will actually go over the attack down cap. Basically, once the attack down debuffs have been applied (say, 1000 damage received after the application of attack down), the fire attack down debuff will be applied to the remaining damage (so you'll receive only 800 damage), for a total 60% attack down reduction against fire enemies. Note that this debuff can further be cumulated with quatre 5*, which would most likely bring the total attack down to 68% depending on the numbers... Her second ability is, much like Romeo once again, a CD reset on her two other skills, which will allow you to chain nukes on the same turn, which can be pretty handful and deadly when damage per turn is more important than damage per second. It'll also heal Katabot by 30% (without any upper limit), which is pretty handy with her passive. Kata's passive will change her stats depending on her position in the team. First (= MC spot) and third spot will grant her an increased Hostility boost and defense buff (40%/40%), as well as an immunity to charm, which can make her a pretty interesting aggro bot that is more or less similar to Yngwie if you have characters you want to protect. But the second and fourth spot bonus might be the more interesting one, Katapillar will gain a permanent 50% attack up buff (normal mod) at the cost of a reduced defense, and will also become immune to blind. This passive allows her to be a hard hitting gorilla (guess who has the same kind of passive?) who only needs to be supplied some DA/TA buffs in order to become extremely effective. Her ougi will grant Katabot a 10% uplift buff for three turn, and will also inflict DA down on the enemy; nothing exceptional but it can allow her to not lag behind in meter for chain bursts because of her lack of DA/TA buff Overall a great unit that can have her place in many water parties, and that gets an extremely high value if you further need the multiple defensive debuff she provides. | 1x Crit Up ★★★ 1x Debuff Success ★★☆ 1x Water Attack ★★☆ 1x Skill Damage ★★☆ 1x C.A Damage ★☆☆ 1x Overdrive Attack ★☆☆ | The system consider Katapillar to be Vira, which means that any Vira-related effect or passive will be triggered, and more importantly that you'll be able to use your plethora of Vira skins on her. | |
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55 | Anre (Uno - GW Chara) | Defense (DEF) | 100% Damage Cut on a 6T CD, Substitute + 3 Hit Counter (1T only) 1100% Overdrive Burst (but caps at 1m16) Magnificent mustache | The enemy boss has lethal triggers. You have characters you need to babysit You want to use a Bonito summon but still need a full damage cut You want to be one of the <600 proud owners of Uno | His counter + substitute only lasts 1 turn He's still not enough by himself to protect your team in fights where you require constant carbuncles protection (like Baha HL) | Yoda, Riruru, Full potato teams, protect the Draphs teams, Socie | Xeno Ifrit, Any raid with a lethal trigger, Any HL raid where you can survive with only his full cut and can use Bonito without Athena/carbs | After 3 subsequent buffs within a year, Cygames finally figured out what was wrong with Uno and made him not only usable, but even pretty good! Save for Zoi, he's the only character in the game able to provide by himself a 100% team damage cut, with a cooldown of 6 turns which finally makes it a good skill to tank lethal triggers or hard hitting ougis. His Overdrive Burst received countless buffs, and is now a nuke worth pressing as it has an absurdly high damage modifier (1100% damage) and is one of the strongest hitting nuke in the game (behind Lucio and Razia), capping at 1.16m damage. His cover + substitute is decent but still a bit lackluster as the skill will only last for one turn, but it can be useful to soak some damage and protect characters like Yoda, Izmir or Naru. Uno's main draw is that having him allows you to tackle most raids with a Bonito and not have to sacrifice damage by bringing Athena and carbuncles (which forces you to use Macula as an elemental summon). But for raids with very dangerous and hard hitting autos and where lethal ougis happen often, sacrificing damage will remain necessary as Uno won't be able to protect you enough by himself. | 1x Stamina ★★★ 1x Water Attack ★★☆ 1x C.A Damage ★☆☆ 1x Overdrive Attack ★☆☆ | ||
56 | Anne | Defense (DEF) | Gorilla with defensive team buffs STANDO user that uses stacks system (similar to Light Clarisse) | You need to mitigate incoming damage from a dangerous enemy You're fighting a long battle where you need sustain | Doesn't do anything other than defending and hitting slightly harder than average Water already has a plethora of units with defensive or sustain abilities, heavily reducing any need for Anne | Varuna stamina grids, Quatre, DA/TA buffs, Characters with hostility down, Atma Spear Trium, meter boosting characters | Any long fight where you need her to mitigate damage | Anne is a great defensive character in an element that doesn't need any more defensive options. She works on a similar stack mechanism as Light Clarisse : Anne starts the battle with 3 stacks, every skill can consumme one stack upon use for additional effects, and using her ougi will restore 2 stacks (to a maximum of 3 again). Her whole kit is geared toward tanking, with her first skill granting a 100% def up buff to your team for 3 turns (effectively reducing incoming damage by 50% for the duration), while using a spirit will grant this time a special buff that will give a 70-80% chance to further reduce incoming damage by 30% for 5 turns. Her second skill will increase her hostility and grant a two hit counter, while using a spirit will also grant a stackable self def up buff (20% per stack, 100% max) to Anne. Finally, her passive will increase Anne's nnate hostility. The rest of Anne's kit helps her to survive getting repeatedly attacked by ennemies : her third skill provides her a self heal (increased heal + full clear if using a spirit stack), and her first passive grants Anne more innate Attack and Defense while spirited (30% ATK special mod, 30% DEF). To add to her offensive capabilities, Anne will also get a stackable ougi damage up buff upon receiving damage (5 stacks max) for a maximum of 75% additional ougi damage, which is quite handy to reach ougi cap. Note that all of her self buffs are undispellable. While she would have definitely shined a lot in an element like wind or dark, the fact that water is an element with already extremely good characters makes it difficult to justify a spot for Anne in most line-ups, especially since any defensive need can be covered by specialized characters most of the time (Romeo, Lily, Yngwie, Uno, Charlotta) who will also provide other utility to the team. But for people starting out with water and who don't have better, she can be a very solid pick to solo strong enemies. | x1 Hostility up ★★★ x1 Crit ★★★ x3 Def ★★☆ x1 DA up ★★☆ | ||
57 | Vajra | Disappointment / Fear bot, burster (ATK) | A kit all over the place that combines niche debuffs, niche burst and badly designed team buffs | You still need Fear to kill boss safely | Tries (and fails) to be a debuffer, buffer and attacker simultaneously Her first skill might as well belong to a SR chara Her third skill is horribly designed and needs a lot of setup, despite being not really rewarding Her ougi buff is normal mod, making it automatically worthless for Varuna Has 200% gauge, but no way to increase her meter other than... doing an overburst with a 200% meter ougi?? Is the deity of WAR but deals less raw auto damage than Altair | Silva, Altair, DA/TA buffs, Meter buffs | Anything where Fear comes in handy Fights where you can be bothered to setuo the Silva combo | Disappointment might not be harsh enough of a word to describe the 2018 Water Zodiac reception by the players. While at first glance, she might not look like a horrible character especially compared to other Zodiac ratings, it's actually pretty alarming that a character released in 2018 actually gets to be so mediocre, especially for a limited Zodiac series character. It's as if she was purposely under-tuned for a possible upcmoming 5* later in 2018, but until then, you'll make a better use of the majority of other water charas than Doggo. Vajra first skill is an AoE10% debuff resist down, at a 90% base accuracy and stackable 3 times, and accompanied with a weak 440k cap nuke. The skill in itself feels extremely lackluster when characters like Drang and Yuel provide something similar but with additional effects. It's even worse that, despite being the only effect, the base hit rate isn't even 100%, meaning that you're more likely to miss it against high resistance enemies. The second skill is made to synergies with the first, as it is a standard 60 seconds fear (raid wide, not local). This is probably the only salvageable part of Vajra's kit as fear is precious when struggling against enemies with powerful special attacks. But even the fear starts to feel pointless when you consider that Water has a lot of (very) good defensive units that can easily help you tank special attacks, and when you consider that most new boss nowadays tend to have 3-4 different triggers and that fear doesn't help at all against them. Vajra's third skill is what is supposed to justify her ATK typing, but is both badly designed and crippled with low numbers. Upon activation, Vajra will perform double strike : similarly to Dancer she will attack twice within a turn. That allows her to attack up to 6 times within a turn (2x TA). Additionally, for each of her strike, her dog will come to attack for an additional 350k base cap nuke. This buff lasts for 2 turns, which allows you to totalize 4 x 350k nukes + up to 12 attacks (6x nukes and up to 18 attacks if extended with Quatre). Now, the main issues of this skill are that: - It requires 40% meter to be activated, which is not only an unpractical number but also has anti-synergy with her ougi buff system that requires her to overburst. - It's not accompanied by any ATK up buff, and only her EMP passive saves it from not single attacking during each strike (her EMP passive will guarantee at least a DA) - It has a horrible 12 turns cooldown, but given the high CD it's nowhere nearly as powerful as, say, Vane Soul Eruption Vajra is a Samurai themed character, and as such has 200% max meter, allowing her to overchain. However, unlike other characters that share the same mechanic like the Maids or Okto (or heck, even Mirin), Vajra gets no bonus damage for actually using a double ougi. Add to that that she doesn't have a double meter generation passive or an ignition button... Finally, as if it was not enough of a slap in the face, Vajra gets no on effect ougi (for a stupid and dated reason that says that Zodiac should not have added ougi effects and instead only slightly higher ougi damage). No, instead, she gets to buff your team with buffs depending on the size of your chain burst. And that's when you remember that her 3rd skill actually consummes her meter, and that she has no self DA/TA buff, and you facepalm hard. The buffs are pretty forgettable as well, 30% (3-chain and more) normal attack / 30% (3 -chain) def / 5% (4-chain) cap up / 20% meter up (overburst). The fact that the ATK up is normal mod disqualifies her automatically for Varuna, 5% cap up is laughable and the only somehow interesting buff is gated behind a 200% ougi from Vajra... Even though water has plenty of powerful characters and that making a character actually relevant to water's end game meta is difficult, this is not a sufficient explanation to justify why Vajra is so disappointing. She would have hardly done better in other elements, due to a very poorly designed skillset that tries to do too much, too niche and too scattered. Her only good use is with Silva as you'll get a free turn 5 Fear with some good burst thanks to her double strike activating Silva artillery shot twice. Otherwise, pray she'll get a buff or a 5* soon. | 1x Support skill ★★★ 1x Debuff success up ★★★ 1x Ougi cap up ★★★ 1x Crit up ★★★ 1x Water atk up ★★☆ 1x TA up ★★☆ 2x CA damage ★☆☆ | Vajra doesn't need to be part of your chain burst to activate her chain burst buffs Using Vajra uncap sprite in battle will change her lines to "Deity of War" mode, which will create an odd discrepancy when you see her in battle sprite having fun with her dogs... | |
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61 | Narmaya (Summer) | Attacker (ATK) | Permanent on element echo that increases with each cast up to 75% Stackable self def down DA/TA buff + dispel at the cost of HP Crit buff + Break assassin Ougi lowers one skill CD | You can make use of her on element echo efficiently through crit in your grid | Very squishy, her Def Down isn't clearable and can easily die if you use her second skill Water doesn't have any enmity weapons (yet) Inclusion of Bahamut Sword in an otherwise pure Dagger grid can trigger massive OCD | Altair, Yngwie, Diantha,Uno, Auberon, Crit weapons in general, DA/TA buffs/weapons so that she can avoid using her second skill, Celestial fist, Varuna grid, Water TKRB unknown katana | Any fight where she can get away with her incredibly low defense, Levi and Colo Magna for her dispel early on | Summer Naru is one of the few characters in the game with Crit as part of her kit and always benefits from it no matter which element you're fighting because her echos are on-element. On paper, she seems very strong as she has a self DA/TA buff, a Break Assassin skill and an ougi that lowers the CD on a randomly chosen skill by 3 turns. However, she's got a few downsides. Her first downside comes from the fact that she needs time to ramp-up her damage. Her first skill, which gives an echo that grows in strength with each usage (25%/40%/60%/70%/75%) and a Defense Down that grows as well (10%/20%/25%/30%/35%) takes 5 casts to reach maximum effect. Her DA/TA buff tops out at 35%/15% DA/TA after 3 uses and about 15% health chopped off per use is alright but arguably not worth hurting yourself so much for it when she's already stacking Defense Down. Especially if you're a dinosaur still running a Varuna grid with high HP! Her mediocre DA/TA buff plus the penalty for keeping it going means it's a lot safer to look for external buffs to compensate, either from a Varuna grid or just buffing with other characters and your MC. Her third skill is both a Crit Rate Up skill as well as Break Assassin move which also needs to be used three times for full effect. Mashing out ougis for the random turn reduction on skills can help with managing all of her skills that need stacking. In the end, she's better used in a Varuna grid where you can get full use of her on-element echo and crit from grid. Altair combos well witih her as his crit buff synergies well with her kit and the free meter helps her reset cooldown on skills so she can keep doing damage. She will compete with Izmir for a spot in Water teams as they're both very squishy and there's little synergy in having both, meaning the only person who will benefit from her 10% Draph Attack passive wil be the MC (or Lily) | 2x Crit up ★★★ 1x Water up ★★☆ 1x Break attack ★★☆ 2x Def up ★★☆ | Her 10% draph atk up passive will work on MC, much like her dark version. | |
62 | Katalina (story) | Defense (DEF) | 1000 HP heal, Veil, 40% Damage Cut on 5 turns CD The MVP of story mode | You need a Veil and a damage cut to tank a beefy ougi You have SSR Vira and you want the Attack Up and -1 Turn on Cooldowns | No offensive power | Lily, Carbuncles | Any fight where you need a Veil and a Damage Cut | The first character you get from story mode and also the most useful of the bunch. No one can complain about not having access to Veil because if you absolutely need it to clear content, she's your gal. She also has a 40% Damage Cut making her one of the most useful utility SRs you can have even for off element early on in the game.
Later on as a Water player if you don't have the luck to draw her SSR version she can still be a good option for bosses with nasty debuffs or ougi damage. Dark players can also benefit by sticking her in the backrow to buff Vira through her passive. | x2 Healing ★★★ x1 Support Skill ★★★ Attack | ||
63 | Morphe and Phoebe | Support (SPE) | With one rotation, can buff the whole team (except themselves) with: - Mirror Image - Guaranteed TA - Superior element echo Can cast Sleep on boss, but will also cast Sleep on the team on using skills | You use them to cheese Colo and no one dies to Cleave | From the Miscoloured Memories event They have a lot of animations and they require a lot button pressing Sleep on the team can make them highly unpractical | Yoda, Yngwie, SS Naru, any character with high DA/TA rates | Bosses with dangerous single target ougis or strong hitting autos | An event SR character pair that can allow for a lot of interesting gimmicks as switching between Morphe and Phoebe expands their skillset, albeit with shared CD. Their kit provides really strong buffs as long as you know the correct sequencing of their skill usage.
Their general rotation is: - Use skill 3 to switch to Phoebe - Wait two turns - Use Phoebe skill 3 and skill 4 (two Mirror Images + guaranteed TA for one turn + all allies put to sleep) - Switch to Morphe - Use skill 2 (superior element echo + wake up) Combined with characters who benefit from the guaranteed TA turn like Yngwie (who gets six guaranteed attacks, 3 from his second skill and another 3 from attacking) or Summer Naru with her Break Assassin, you can do some scary damage in solo play. However, the fact that they can't buff themselves and will put your team to Sleep with their ougi can make them very awkward to use. They are, however, excellent for new players or people who need a buffer for their Water team. | 2x Water attack up ★★★ 3x Attack ★★☆ | You can use different rotations to get different buffs for your team including defensive ones | |
64 | Anastasia | Attacker (ATK) | Echo, Self DA up, 15% Def down/Multi Attack down debuff that decreases in efficiency over time. Generate 10% meter each time she uses a skill | You don't have any other water characters with Def Down | From Idolmaster Collab Low stats, low ougi damage without charm | DA/TA buffs, Riruru, Minami, Charm in general | Pendant team, ghetto Guild War team | Anastasia is an IM@S collab character with a surprisingly good kit. She brings a 15% Def Down and a unique debuff that reduces a target's multi-attack rate that fades over time which can be pretty good in fights like Guild Wars Nightmare raids where the bosses can start multi-attacking frequently. Her echo and her DA buff synergize well together to give her some respectable damage and her passive lets her keep up with the rest of the team to participate in chain bursts. You can use Riruru or MC Superstar with Charm to clear the condition required to get the bonus damage on her ougi. Her EMP support skill also casts attack down on the enemy whenever Anya multi-attacks. | x2 Crit up ★★★ x1 Support skill ★★★ x1 TA ★★☆ x4 DA ★☆☆ x1 C.A Damage ★☆☆ | ||
65 | Pengy | Wanpanner (ATK) | RNG white damage upon pressing her third skill | You hit the lottery and deal 9.999.999m white damage | All those other times where she fails and hurts herself | Nothing | Pendant team, Leech teams | Press her third skill and pray for white damage. It can sometimes net you some Vice MVP or even MVP in magna raids. Note that the higher the level of the enemy, the more likely it is for the skill to fail. | Her EMP won't help her third skill so whatever you want is fine | ||
66 | Mina | Attacker (ATK) | Nearly permanent 30% echo, one turn guaranteed TA Will substitute any damage for an ally under 25% HP once Aoi Yuki | You combine her guaranteed TA + echo with luchador tag team | Her second skill has really low numbers | Atma sword trium, DA/TA buffers | Any | Mina is a pretty good attacker that gets both a 30% echo on her first skill for 3 turns, and a 3 turns echo on ougi. Unfortunately, those echos overwrite each other and won't stack, but you can still get a great uptime on this echo by combining the two.Her second skill is a mediocre 10% water attack up and 10% fire cut team buff, while her third skill will grant a guaranteed TA. Her passive will make Mina tank any damage once for a character that is below 25% HP (this includes AoE skills) | x1 Crit up ★★★ x1 TA up ★★☆ x2 DA up ★★☆ | ||
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69 | Chat Noir | Debuffer (SPE) | Can cast randomly a delayed Para, charm or super blind on ougi Slow + 20% ougi gain meter to the team if slow lands Dispel + 1-5% white damage | You're a beginner and just want to play a character with more complex, but possibly more rewarding mechanics You need a dispel and a slow, and the random ougi debuff isn't a demerit. You want to hear Yoshitsugu Matsuoka | His kit is relatively clunky to use for what it brings | Altair, Riruru, Xmas Arulu | Colo / Colo HL / Levi / Levi HL | Chat Noir is a pretty funny character, with nice fate episodes and seasonal lines, nice animations and voice acting, but unfortunately his kit doesn't live up to the rest. While he gets some nice bonus (atk/def 20% or DA/TA up) depending on the mode he is in (Forewarning or Riddle), the fact that his first skill doesn't do anything unless you're using his second skill as well is a bit counter-intuitive, and while he can cumulate up to: - Delay - 20% ougi gauge to the team - Dodge on the next auto - Passive DA / TA buff or Atk/Def buff - Additional damage 4 to 8 turns after your ougi (this one is pretty garbage) - 12s Para / Charm / Super blind a few turns after his ougi, (generally between 2 and 4) ...The way his kit works makes it extremely hard to choose a certain combination of effects you'd want over another. The random para is at least a purple para (i.e it doesn't build resistance toward normal para), but the fact that it's random and only 12sec makes it pretty unreliable overall.. His third skill is the same as Claris dispel, but is not enough white damage to slime since it deals only up to 5% of the max health of boss (though it can be pretty useful for beginners without a grid that want to do quick damage against enemies with very high HP). As a result Chat Noir becomes at best a character for beginners who want to play something with less "boring" mechanics (compared to, say, Altair), or an extremely niche character for higher level use (since he does have a slow, dispel and CC). Even the July 2017 update that tried to reduce his CD to make him more rewarding to play couldn't save him, the fault to an extremely clunky kit with too low numbers. | 2x Crit up ★★★ 2x TA up ★★☆ 2x DA up ★★☆ | ||
70 | Rin Shibuya | Attacker (ATK) 5★ | Blind, Rage II, 5*, surprisingly decent stats for a free character | You don't have any Water attackers, you need Blind | Relatively low strength Blind with an okay hitrate | Riruru, Charm | Pendant team, Guild war ghetto team | A pretty decent free character (from a collab though), Rin brings Blind which is hard to get in Water and is welcome early on even if her Blind's strength is low. Her Rage buff gives 25% Attack Up and the same duration and cooldown as a regular Rage which is good. Her third skill is a nuke that will give her 10% meter or 20% if the target is charmed which is always nice. The Friendship bonus to her stats as well as her 5* uncap means she has alright stats for a freebie SR. | x1 Support Skill ★★★ x2 Crit up ★★★ x2 Water attack up ★★☆ x1 Skill cap up ★★★ | ||
71 | Erin | Healer (HEAL) | Up to 1500 HP Team Heal, Veil, can transform all incoming damage in Fire damage for two turns and 30% reduced Fire damage Emilia-tan I'll save you | You cheese your way through non-Fire boss ougis by converting it to Fire and then cutting it with Fire damage cuts | SR stats, doesn't bring any offensive power, relatively high CD on her third skill, reduced utility if you don't have ways to provide Fire cuts other than herself | Lily (SR or SSR), Fire Carbuncles, Ca Ong, Romeo | Any non-Fire boss so long as you can find enough cuts | A nice, possibly a bit underrated character, Erin brings a unique ability called "Fire Switch", which transforms any incoming (non-plain) damage into Fire damage as well as a 25% Fire Resist to the party. Combining this with the right characters or summons allows you to mitigate all kinds of damage and lets you MVP or kill bosses despite not having a lot of damage. | 3x Heal ★★☆ 1x Water up ★★☆ | Fire Switch won't work on white damage. | |
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1 | Portrait | Name | Role | TL;DR | Peaks when... | Shortcomings | Synergises with... | Fight usage | Comment | Suggested EMP | Notes | |
2 | EARTH - Element overview | |||||||||||
3 | Primal setup** (F2P / Whale) | (Note: Order is based on their ranking on the General Content Tier List) | Notes about EMP suggestions: - Only the more interesting masteries are listed, the rest depends on your playstyle - Assumes you're playing on element for crit - First point in attack is roughly similar to third point in element up. - DA and TA value decreases if you have MA buffs - One point in Def is always a good default investment For more explanations about EMP value, refer to https://gbf.wiki/Character_Extended_Mastery_Perks | |||||||||
4 | Characters | Offense | Utility | Defense | Solo content | Magna setup* | ||||||
5 | S | SS | B | S | A | B / SS | S / SS | |||||
6 | * Relatively to other Magna setup | |||||||||||
7 | * Relatively to other Primal setup | |||||||||||
8 | Pros | Cons | ||||||||||
9 | - The element with the strongest offense thanks to their stupidly strong attackers (that includes both of their 5* GW) - One of the best primal grid thanks to having both a F2P grid and a whale grid, which synergize extremely well with Earth's signature attackers - A huge selection of weapons for Space Whales - Good defensive and healing options too - Decent magna grid thanks to Atma sword synergy, easy to start with thanks to Yggdrasil being rather weak as a main raid and thanks to having two usable magna weapons early on - Transitions into one of the most powerful magna grid with Alexiel weapons - Has GROUND ZERO | - Has mostly very specialized characters that you can't slot in every team for any fight - Earth really needs Sarasa 5* to shine - If you can't grab an Alexiel, Tezca will ruin your day forcing you to get 4 different races in your front line - Their main DA/TA buffer is a Zodiac that will be unavailable for the whole year of 2018 - Has a lot of outdated characters, and most of their limited aren't really impressive - Two of their 5* are great, but only once they reach lvl 100 | ||||||||||
10 | If you're stuck in HTML mode and images/text looks weird | Click Here | ||||||||||
11 | QoL | |||||||||||
12 | Threo (Sarasa - GW Char) | Ground Zero / Attacker (ATK) | Massive neutral dmg nuke, Self-hp reduction + Barrier, Enmity Atk Boost, 999,999 bonus Plain DMG on Sword Mode Ougi Cake? | You press Ground Zero and obliterate a (lesser) boss Cake! | No lasting self ATK buff, Sword Mode skills are situational at best compared to Axe Mode skills | Enmity, Team buffers, Aggro Up, Baihu Staff, Ygg Swords and Sausage Axes, That Unk Bow from the Racing event, Atma sword trium, Skill cap up ultima skill | Instant win button in short fights (Hard raids, Normal-Hard Coop), Solid DPS in HL, can Scum for points in boss fights with adds | Sarasa (Threo) is Earth's most recruited and iconic GW character. Anyone who decides to recruit her is rewarded with super convenient burst damage and a solid attacker for hard content. She is most well known for her signature ability, Ground Zero, which reduces her HP to 1% and deals the lost HP * 99 as plain damage capping at around 820k and also grant a 3000 damage Barrier. 820k plain damage lets you breeze through your daily Hard raids, Coop rooms (be careful doing this though, because people might kick you if you keep stealing MVP/preventing other people from getting any contribution) and quickly generate honour in raids, especially ones that have multiple targets. She's also a solid attacker owing to her Axe mode's first skill which grants her 30%/20% DA/TA for 5 turns. It also heals her for 1,500 HP or 3,000HP when near death. A usual starting skill order for Sarasa is to Ground Zero and then use her 1 to heal back to 3000-ish health and buff DA/TA. This allows her to benefit from any enmity weapons you have in your grid and also means that when her cooldowns are available in Axe mode, she can easily heal herself to 6000 effective health (3k HP + 3k Barrier). Alternatively, you can DA/TA buff first and dig alllll the way down for enmity and rely just on her Barrier to keep alive because you're crazy like that. Just be aware that if you're playing fast (F5ing through turns) you can't really tell if the boss took a swing at her and reduced the strength of her barrier so it might have like 1 damage left in it and she'll be pretty close to dead. To get even more survivability, her second skill gives her 3 turns and 3 hits worth of Counter. When she uses her ougi, the pokey part of her Axe sticks out and apparently this counts as a sword. In Sword mode her skills are much crappier and most of the time you're just trying to ougi again to switch back to Axe mode, which comes with a bonus 999,999 plain damage as you drop a meteor on some poor boss' head. Her first skill in Sword mode increases Ougi Damage and Chain Burst cap by 15% only if she is still buffed with Anger, the buff she gets from her Axe mode's first skill. You basically have no reason to ever click this skill as it's not worth putting it her 1 skill slot on cooldown for when you ougi back to Axe mode. Her second Sword mode skill is alright, giving you an Attack buff equal to 2.5% for each percent of HP missing (that's a 247.5% Attack buff if you are at 1% HP) for one turn, which can be alright for burst damage if she still has DA/TA buffs on her or can be used to just make sure her ougi damage caps out. One tip for Ground Zero usage is that if you are ever at 3k HP or less and Ground Zero comes up, you should use it as it basically heals you to 3k HP thanks to the handy barrier. | 1x Support Skill ★★★ 2x Crit Up ★★★ 1x C.A Cap ★★★ 2x C.A Damage ★☆☆ The support skill has a 10% chance to trigger, grants 10% special mod attack up up to 30% | Her dual proficiency in Swords and Axes means she gains +20% stats from Ygg Swords, Baal Axes and Sausage Axes which are all (to some extent) staples of any Earth grid | ||
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16 | Ayer | Ultimate Enmity Attacker (SPE) | 550k autos, 50% echos, high DA rate | He's at low HP and beating the crap out of the enemy with Enmity enhanced, damage cap breaking, echoing, auto attacks | He needs to be at low hp to unleash his full potential. This can be is dangerous Actually what's more dangerous is finding out that Jessica x Ayer is a thing | Buffers, Aggro redirecting mechanics, TA buffs, Atma fist trium Enmity grids (Titan) | Everything | Ayer is one of Earth's god tier attackers along with Hallessena, providing further evidence that to be really strong you need to (or pretend to) have brain problems. When Earth wants to do maximum damage it's hard to go wrong with the combination of both together. Ayer is an excellent character for racing as he buffs his Damage, Double Attack and Damage Cap with minimal button clicks. His first skill makes him punch himself in the face for 25% HP and gives him Guilty Break, an enmity buff that gives 40-120% more damage based on how low his HP is. It lasts for 8 turns and has no CD so you have to make the choice between giving him a light rap on the noggin just to turn it on or you can whallop him 2 or 3 times to really dig deep into enmity. While starting off a fight at 25% HP is amazing for damage it also means that any errant attack will probably kill him so please restrain yourself even though he's such a turd. You will have to refresh Guilty Break every 8 turns though, so you'll probably want to minimize how often you click his first skill in a long fight unless you have some sort of plan for keeping him at a sustainable HP level so he does require a bit of thought on how hard you can ride enmity. For players starting out and with low base HP, maintaining guilty break while remaining safe can become a real issue. Guilty Break feeds into his passive, which increases his Double Attack and Damage Cap based on how low his HP is. Finally, when he uses his ougi he gains a 50% echo for 5 turns which quite often means he has a permanent echo. At his peak, he's doing 550k damage per hit with 50% echo making him the second hardest hitting character in game not factoring in Assassin skills. While staying at low HP is risky, Ayer does have a few tricks up his sleeve. His third skill increases his aggro for two turns and gives him a Last Stand buff. If he has more than 10 HP when taking damage, he can take a lethal blow and survive with 1 HP instead of dying. While this buff lasts for two turns it's only good for one death blow so it won't save him from multi-hit attacks. It does work great on big AOE damage and powerful single hits like Colossus' Dimensional Cleave. As a last resort, Ayer can activate his second skill which allows him to counter up to 3 hits per turn. However, this skill prevents him from attacking, costs 10% meter per turn and prevents him from gaining any meter from any source. Early on it can be extremely great to destroy Yugu magna with devastating counters, but as you progress, not attacking also means Ayer doesn't get to actually do the damage he's known for so you'll very rarely ever use this unless you're desperate to keep him alive. The long 7 turn cooldown prevents you from just swapping in and out of it freely as well. You could try to build your gameplan around making him some kind of awesome counter tank like it seemed FKHR intended but in practice you're best just using him to punch things hard. | 1x Crit up ★★★ 1x Earth up ★★★ 2x Def up ★★☆ 3x DA up ★☆☆ | If you're using aggro redirection it's better to use it to reduce Ayer's aggro so he can stay at low hp more safely | ||
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18 | Siegfried | Attacker (SPE) 5★ | 20% Water Res up on 3/6, 60% ATK Up + 30% DEF Up on 5/7, and 20% DA Up on 6/8, Sword proficiency | He hits level 100 and transforms from a glass cannon into Earth's most reliable attacker | Not quite as much DPS as other Earth Attackers can output | DATA buffs, other sources of Water Res, Ygg Swords, Alexei, Atma sword/katana trium, Skill cap up ultima skill | Everything, shines in difficult water fights, Ygg Swords | Siegfried used to be pretty bad. His self Water Res was useless thanks to the Def Down on his second skill, his Attack Up wasn't too useful without any DATA buffs, and his 3rd skill was basically Duration with some meter drain. Then his 5* uncap came along, making him put on a new set of darker edgier armor while turning his back on his past. At max level this supposedly Batman of GBF finally gets rid of all his old weaknesses, becoming one of the most powerful and consistent attackers in Earth. Uwe++ Is a nuke that gives the entire team 20% Water Resistance. The 3/6 uptime on this move gives Siegfried a good niche as the go to attacker for tough water fights. Manigance++ Is Siegfried's signature skill. Instead of a crippling Def Down, he gets 30% Def Up to go with a 60% Atk Up on a unique modifier. 5/7uptime means he's only unbuffed for 2 turns, and only requires a button click every 7 turns. Delirum used to be pretty situational. Bosses with high HP would basically feel NOTHING from the Duration part, so the skill was just 25% Charge Bar gain every 8 turns. After level 95 it gives him 20% DA for 5 turns too. Last but not least, Siegfried's Ougi gets an impressive 90% damage echo that caps at around 620k. Like other similar characters with an ougi echo, this value can be further increased by using cap up weapons, and also a skill cap up Ultima weapon. He has a good ATK steroid, DA Up, good up time on his buffs, high defense, team utility, Sword proficiency, high ougi damage but that's still not enough to make it a top pick earth attacker, since his competition is EVEN better. In pure DPS/Damage terms Halle and Ayer both surpass him, as well as Sarasa and Okto 5*. If you need a good and easy to use attacker though, Siegfrid is your man. And if you happen to have a trium sword with fitting characters (Sarasa, DLF), Siegfried simply becomes a beast with high specs everywhere. | 2x Crit Up ★★★ 1x Earth Attack ★★☆ 1x TA Up ★★☆ 2x DA Up ★★☆ 1x Overdrive Attack ★☆☆ | Before his Manigance's ATK Up was moved to a unique modifier, Siegfired was pratically useless in Grande and Titan teams. The 60% normal ATK Up was heavily diluted. | ||
19 | Mahira (Zodiac 2017) | Buffer / Debuffer (SPE) | Buffs practically everything. (ATK, DEF, DATA, Ougi dmg, Ougi Cap, and echos), Can reach 40% Def Down just by herself Kaleid liner Prisma Illya | She gets her Drum Beats going and gives your whole team glorious buffs She reaches 100% Charge Bar and goes "CO CO DOO DERU DOO~!" | Unticketable Her first skill needs a few turns to warm up, and her buffs have a lot of normal Atk modifier making Rage-type buffs and Titan grid less effective. | Other DA/TA buffs (e.g. GW Dagger, DI 3, Korwa, HW Eustace), Ougi users, Everyone | Longer fights where her 1st skill can be used to maximum potential | For the new year, Cygames has finally given Earth players what they had been asking for: a dedicated Earth buffer. Bad news? It's the Zodiac character for 2017 meaning if you don't get her before the end of the year, she'll be gone for a year before you can get her again! That's the real cash cow right there. This adorable little girl has some of the best buffs Earth has ever seen. Her second skill is a nuke that applies 15% Defense Down and 25% Earth Resist Down giving an effective 40% Def Down for Earth damage. It has a success rate of 85% meaning it's not the most reliable debuff but it's better than nothing. Note that with just Mahira and turn 1 Tezcat summon from a friend you can hit the 50% Def Down cap without even using a single MC ability. Definitely something to consider if you have no need for Attack Down from Mist. Her third skill grants 25% Attack Up and 20% Echo for 3 turns out of 7, functioning as Rage 2 and Chaser in one package. Earth's two strongest attackers, Hallessena and Ayer, frequently run into the auto cap so the echo from this ability helps greatly in boosting their damage. Her first skill, Spirit Drums, buffs Attack, Defense, DA/TA, Ougi Damage and Ougi Cap for 5 turns out of 7. Earth's greatest weakness has been a lack of multiattack buffs so this single skill compensates for all of that. It does require some effort to start up however, as the mechanic behind Spirit Drums requires the entire party to hit an enemy to build up Drum Beats to get the full magnitude of buffs from Spirit Drums. Even with some starting DA/TA buffs, it takes a few turns for each member of the party to hit 10 stacks (from hitting an enemy 10 times) to enable the best buffs. Thus, her value in short fights is lowered significantly but in longer fights it's not a big deal, as the party will be buffed up with DA/TA and more likely to get 10 hits in 5 turns. The fact that she is a Harvin might cause some issues regarding Baha weapon Synergy, especially if you're already using a Draph + Human combo. Her 30% Ougi Cap buff means that other Earth characters who care more about ougi damage like Okto and Halloween Eustace are being experimented with more aside from the usual auto attack monsters of Ayer and Halle. While her DA/TA buff is great for Earth, it's not strong enough by itself to ignore other multiattack buffs. GW Dagger or Spear with DI3 are very helpful, both for building the initial stacks and maintaining them after you've performed your first drum solo. Titan grids can use AK for increased TA consistency as well. Also, Mahira's Attack buffs are Normal type so they are less effective when used with grids that have a lot of Normal Attack (Titan/Grande) or when paired with Korwa and her massive 145% Normal Attack Up buff. With the release of more synergistic buffers (DLF, Yaia) who benefit from sword proficiency, and Sarasa 5* who allows the team to cap Def Down easily, Mahira's value has dwindled quite a bit. Her lack of on ougi buff (much like other Zodiacs) makes her less desirable, but she remains a character to consider slotting for longer fights. | 2x Debuff success ★★★ 1x Support Skill ★★★ 1x Earth attack ★★☆ 1x C.A Damage ★★☆ 2x DA up ★☆☆ | |||
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21 | De La Fille (Earth) | Casino bot / Buffer + Healer (HEAL) | Gets you casino chips at the end of fights randomly (works from the backrow) 10/15 uptime for 300 refresh, barrier and 20% earth attack up Permanent single target 50% atk/def up, 80% DA; 30%TA 40% Team reflect Only ticketable earth buffer | She gets you 2m chips at the end of a fight You need sustain and utility more than the almighty damage from Ayer | Competes over a human spot in Tezca, which is already very crowded (issue that is solved if you happen to have Alexiel) Her earth attack up will not stack with other similar character buffs (H-Eust, Elysian) | Sarasa, Razia, H-eust, Halle, Eugen, Sieg, Phalanx, Alexiel (both for the aura and call), GW dagger MH, Atma sword trium (yes she actually has a sword prof) The backrow with her newfound friend Esser | Any fight where a buffer with sustain would be better than a Kamikaze attacker Any team of any element in the backrow if you want free chips | It only took three successive SSR versions for Cygames to finally transform De La Fail into Dirt La Fine. Not only did they bless her with a great kit, making her a good non limited buffer for earth, but also gave her a passive that Cygames knew it would grab the attention of many players sick of playing Casino. This passive allows DLF to randomly ransack your local Casino and give you chips at the end of any battle. It's probably better to get it straight despite several screenshots circuling around suggesting otherwise: DLF chips gain will not be enough to allow you to never touch casino again in your life (unless you're a lucksack). Most of the time, when the passive actually triggers, DLF will give you an amount of chips between 0 and 10k, which is serviceable as it's free and eventualy adds up. But it might take a lot of time until you get to hit the jackpot and get her to find you a huge amount of chips. Other than that, DLF kit doesn't stop to her passive, and she actually offers some great utility to your team. Her first skill provides a ten turns long 300 HP refresh, coupled with a 20% earth attack up and a 1k barrier. Probably one of the longest lasting team buff in the game, it's pretty much a "press and forget" button. Be careful though, most other character earth attack up effects will overwrite her buff, so try to time it well. Especially, avoid playing Elysian with DLF as the first Elysian skill will overwrite DLF buff. Her second skill is a mono target heal (25% HP, up to 2k5) on a 4 turns CD that will also grant a special buff to the ally: 50% atk / def up (normal mod), 80%DA, 30%TA. An extremely strong buff that can be used to improve the damage of characters that need have no self DA/TA buffs (Razia), and also allows an ally to build meter quickly to benefit from an ougi effect (H-eust, MC with GW dagger). The effect duration is 4 turns, which allows you to get the effect constantly on a character. Her last skill is a 40% team reflect that will serve as a damage cut to combine with Phalanx and carbs, which can be extremely handy to protect characters like Hallessena from taking damage and losing her stacks. She has natively a lower def coupled with a lower chance to get targeted by the enemy, but her ougi effect compensates by giving her a self Def buff. Overall, DLF is a very solid choice for any starting dirt lineup, and who can transition well even into the late game as her utility can be preferred over pure damage for difficult content. And she gives free casino chips. | 1x Crit Up ★★★ 2x Heal Up x2 ★★☆ 3x Def up ★☆☆ Note: you might not want to boost healing if your team is reliant on enmity to deal damage. | The amount of chips DLF can bring you seems to be completely random and not dependant on the type of fight, length, contribution or anything | ||
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23 | Vaseraga (Earth) | Tank Attacker (ATK) | 30% instant meter to the team at the press of a button 1.5m base cap nuke after ougi 30% ATK up, 100% Crit chance (x1.2 damage), 100% DA, 50% Damage reduction, AoE auto attacks, Hostility up, Debuff immunity, on a crazy 8/10 turns uptime (but costs 100% ougi to activate) | You manage to get 100% ougi charge within a few turn for Vase, and he goes into god mode for 8 turns | No Atma sword synergy (although Atma axe is pretty decent) Without the proper support or DA/TA boosts, making him reach 100% ougi fast can take more turns than you'd wish Can his dark version get the same kit? | Eugen SSR, Yggdrasil, Atma axe comps, Eustace (both versions), Okto, DA/TA buffs in general | Everything | Vaseraga is back, without his armor, but still with his face half covered, and stronger than ever (which makes you wonder what is the point of his armor since he is actually much stronger than his dark version). He is a true gorilla that combines powerful and low maintenance buffs, powerful nukes and good team utility, basically any element wet dream. Vase first skill is a self buff that will provude him 30% ATK up, 100% Crit chance (x1.2 damage), 100% DA, 50% Damage reduction, AoE auto attacks, Hostility up, Debuff immunity, on a crazy 8/10 turns uptime. The ATK up is special mod, so it will be helpful to Magna and Titan alike, and the guaranteed DA is a blessing, especially for lower rank players who might have troubles providing DA/TA buffs to their characters. The only downside is that the cost of activation is 100% meter, which means you'll have to wait 3 turns at least until activating it in normal conditions. If you can provide Vaseraga meter boost, DA/TA buffs, or use him during Strike Time, then he will be able to activate his god mode earlier. His second skill is an enmity nuke (understand: deals higher damage the lower your health) that hits twice as hard after an ougi, for a base cap of 1.5m damage. It's possible to reach close to 3m damage on his nuke with grid cap up skills (Primarch, Celestials, Ultima), making it the strongest hitting nuke in the game. The max damage on this skill will be reached at around 25% HP. Even though Vaseraga will not ougi before a while due to him wanting to activate his first skill asap, this skill has the good taste of providing him 10% meter so that he can reach 100% meter faster, and an excellent 5 turns CD (unlike other similar nukes like Scath) His third skill is a carbon copy of Altair's third skill and provides 30% instant meter boost to the team, which is a welcome addition, especially if you want to try your hand at turn 1 full chain burst shenanigans; or if you use characters such as Eustace or Okto who can make use of this additional meter. Between his Soul Forge buff and his EMP, Vase makes also for an excellent tank who will draw aggro from your more vulnerable attackers (hello Ayer and Chainsaw). No atma sword synergy is a bit of a downer, but earth has a great selection of Axe characters and for dedicated players, making an Ultima Axe consisting of Zerker / Vaseraga / Sarasa / Chainsaw can be an extremely potent choice as well. Definitely a great choice for your earth suptix as he is a great alternative to Sieg (and even sometimes outright better than him). | 2x Crit Up ★★★ 1x Hostility up ★★★ 1x Enmity ★★★ | |||
24 | Alexiel (Limited) | SHE PROTECC AND ATACC (DEF) | 70% Phalanx, Sword prof Veil + 1-hit invulnerability to the team on a long CD Dispel on ougi Gains undispellable blade stacks upon casting third skill and ougi, to a total of 5 stacks granting her a huge stats boost Will grant an additional 30% Earth ATK up to the team if you're already under the effect of an Earth ATK up buff Aya Hirano (Bea's VA) and Thighs | You pair her with Okto 5* or Dirt La Fille for or an Ultima Sword main hand for a near permanent huge earth ATK up buff and in a double Magna / double Primal build. You laugh at every boss trigger and ougi without sacrificing any offensive power | Takes a bit of time to ramp up her stacks She needs some DA/TA or meter support even with Ultima sword | Okto 5*, DLF, H.Eustace, Dirt buncle, Gilgamesh summon, Elysian, Full sword teams, Ultima Sword trium, Double Yggdrasil Stamina grid, Qilin MLB summon | Anything that isn't killed in a few turns | Roughly a year after her first release as a summon, Alexiel got released as a Limited earth character most likely following her rather huge popularity among players, and she hits all the right notes when it comes to her kit. Even despite her Def typing, she can fill the roles of protector, buffer and attacker all at once (does that remind you something?), and of course she got the all too important sword proficiency that makes or breaks characters. Alexiel's two first skills are completely defensive ones and make Alexiel an extremely powerful tank. The first skill is a 70% cut phalanx on a 6 turns cooldown, which is pretty standard on phalanx characters nowadays. Pair it with a buncle, DLF or even Alexiel summon to get an easy full cut if you ever need one. Her second skill is a nuke that will also cast Veil + 1-hit immunity on your team, which will both last until consummed. It's an extremely powerful move that can even save you from deadly AoE a la Skyfall, but the tradeoff is that it has a very high cooldown, 12 turns before you can recast it. Alexiel third skill is a powerful nuke (1.1m base cap) that will also grant her a Blade shard stack. Her ougi will dispel one buff from the enemy, adding even more utility to her kit, and also grant her a Blade shard stack. Stacking blade shards will increase Alexiel stats, starting from +10% ATK up / +10% DEF up / +20% Ougi Damage / +10% Ougi Damage cap, and gaining +10% / +10% / +10% / +5% for each subsequent stack. The blade shards will cap at 5 stacks, for a total of +50% ATK and DEF up / +60% Ougi damage / +30% Ougi cap up. The ATK up buff is a special mod, and those stacks are undispellable, which as a result makes Alex become a real powerhouse when her blade are stacked. Her other passive is what makes Alexiel a pretty good buffer, it's basically the same as Percy's passive but for the whole team : you will get a 30% bonus earth ATK up if you're under the effect of a prior Earth ATK up buff. With the advent of setups like Double Yggdrasil grids that really want Earth ATK up, that's a godsend. All of that makes Alexiel synergize extremely well with characters who were already highly valued in the Earth meta, characters like Earth DLF, Okto 5* make her a perfect companion that will buff, protect and attack all at the same time. And her kit works also extremely well with her own raid weapons, since she is able to prevent your team from losing HP and upkeep stamina. She is a character that is difficult to ignore if you ever want to invest yourself in earth, and that's probably precisely why she is Limited. | 3x Earth ATK up ★★☆ 3x HP ★★☆ If you're using a double Yggdrasil (or double titan) grid, I would recommend the following : 3x Earth ATK up ★★★ 3x HP ★★★ The 30% starting earth atk up in a double primal/magna setup will allow her to keep high starting damage even without having stacked her blades yet. | Alexiel's gacha weapon, Mirror-Blade shard, is a decent weapon for primal grids, so don't reduce it! | ||
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28 | Cagliostro | Healer / Buffer (HEAL) 5★ | Coreliostro Has a nuke/Def Down, an ATK/DEF/DATA/Crit buff with clear, and a 2k heal + refresh | She hits level 100 and can actually buff your team You use her with other earth buffers and all of the buffs cumulate without overwriting each other | Clear is shared with buff skill, which can be a problem timing-wise Can't reach max Def Down with Mist Her buff doesn't become a team buff until she reaches lvl 100 | Everything | Anything, but on element is prefered for her crit buff. Excels in long sustained fights. | An extremely popular character once behind the times, Cagliostro is a jack of all trades who has been restored to her former glory thanks to the July balance patch. Her signature skill Phantasmagoria at level 100 buffs your party with 30% ATK and DEF, 35%/15% DATA, and a crit buff, as well as providing a clear. The buff is given a special icon, meaning it will stack with all other buffs. While the buff itself has a decent uptime of 3/7, the fact it can stack means you can run her with another buffer without having to overwrite any of them. However, there can be a slight issue with the clear being attached to it, especially if you are trying to balance cycling buffs and the need for a clear. Note that the attack buff remains normal mod. Her 3rd skill heals your party for 2k and provides a team refresh for 200 per turn, providing an excellent source of sustain. You can boost this further using her healing EMPs, although the boosted refresh will only apply to herself. Her 1st skill is the weakest part of Cagliostro's kit, as it provides a 15% DEF down, meaning it is not possible to cap DEF down with Miserable Mist, and has a mediocre hit rate. However, you can improve the hit rate with her debuff success EMPs, and you can in fact cap DEF down using Elysian's Dirge for the Dead. Her auto revive can be useful and can revive her in case of an accident, making sure that your source of sustain won't die before your other characters. Overall Cagliostro is extremely well rounded and can find a spot in many different situations. Her improved sustain and buffs makes her especially shine for long, difficult solos, and most token Water boss tend to have annoying debuff you'll want to clear (Levi, Levi HL, Macula, Macula HL). She also remains the only non limited earth character with a team DA/TA buff, making her pretty mandatory if you don't happen to have characters self DA/TA reliant. The fact that her buffs cumulate with all the other buffers you can find in earth guarantees that you'll end up using Uncle Cog for a long time as she will synergize with other buffers rather than end up getting replaced. | 1x Crit Up ★★★ 3x Healing ★★☆ 1x Debuff Success ★★☆ | |||
29 | Arulumaya | Team support (SPE) 5★ | Veil Cap ATK down + Water ATK down Slow RNG team buff between 20% DA / 10% TA buff, 50% Crit chance 1.2x damage, 20% echo (or all three at the same time) Provides team meter on ougi, and resets her RNG buff cooldown | You need a Veil / Cap atk down to solo long or difficult fights You're using her with Okto to have a great uptime on her buffs thanks to her ougi effect | Her buffing aspect is subject to RNG, and requires you to click it quite a lot, not ideal for mashing Her buffs have relatively low numbers Has low offensive power of her own | Anyone but specifically Okto, Vaseraga, Eugen, Yggdrasil for the meter they can provide | Drawn out fights where veil and ATK down are important | With her 5*, Arulumaya finally gets her much needed upgrade finally making her become a relevant character to the earth meta again. The inspirations for her 5* change are clearly inspired by her Xmas Water version, granting a new fourth skill that is a nearly carbon copy. Arulu's first skill is an AoE nuke casting a 25% ATK down and a 10% Water ATK down. It basically makes the skill a more efficient Arrow Rain III against water enemies, allowing you to more than cap ATK down As a reminder, element ATK down is counted separately from the regular ATK down cap, allowing the two effects to stack. Coupled with her EMP passive, this allows Arulumaya to already reduce incoming damage on the team by a lot, which is rather handy when you know that some earth attackers like to operate at low HP. To further reduce the damage received, Arulu's third skill will be handy as well, a single target slow allowing you to delay enemy ougis. Her second skill is a Veil that will also grant a 60% skill damage + 10 skill cap up to the team for 3 turns. The usefulness of Veil is not to be proven anymore, and the skill damage buff will be useful for newer players who might struggle to reach nuke caps, but older players will mostly benefit from the 10% cap up which can be useful if you like t use Siegfrid / Vaseraga / Sarasa. Arulumaya's fourth skill is a RNG buff that you need to cast twice to take effect, the first cast will pick a color that is tied to a specific effect, and the second cast will activate the buff. If you're not happy with the buff you got, you can decide to not activate it, and try your luck again on the next turn. The available buffs are : - Red (30% chance) : All allies gain 25% echo for 3 turns - Blue (30% chance) : All allies gain 20% DA / 10% TA for 3 turns - Green (30% chance) : All earth allies gain 50% crit chance (1.2x DMG) for 3 turns - Yellow (10% chanceà : All of the above buffs simultaneously Her ougi effect will grant 10% meter to the team but will also synergize further with this skill, as everytime you ougi, her 4th skill CD will reset and pick a buff with this time a 25% chance to get any of the color, making it more likely for you to get the yellow one. Hence why it is extremely important to supply Arulumaya with as much meter as possible in order to make her ougi as much as possible, making Okto a perfect partner for her as he's a real meter battery to the team. | 1x Support skill ★★★ 1x Skill cap ★★★ 2x Earth attack ★★☆ 1x C.A Damage ★☆☆ 1x Overdrive attack ★☆☆ | |||
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31 | Eugen (Limited) | Ougi Attacker (ATK) | Auto Ignition enables three consecutive Ougis, powerful 20% uplift for 5 turns, can draw aggro to himself and counter | Three consecutive Ougis ends the fight | Long CDs result in low DPS, No DATA buffs, No DMG Cap buffs | Eugen, Aeltheia, Okto, Eustace, characters and mechanics that benefit from increased meter gain, characters that need babysitting | Short fights, fights where damage per turn is more important than damage per second, like when soloing | Eugen is one of the most potent ougi-based attackers in the game, well, at least early on. His first skill gives him 3 turns of Counter and Hostility Up for the cost of 40% meter, allowing him to draw fire from more fragile Earth characters and negate damage to your party as a whole. His second skill grants a target Uplift for 5 turns, giving them 20% meter per turn giving him a strong support ability. Finally his signature ability is a souped up version of his story mode version's Ignition called Autoignition. Clicking that button removes a debuff from him (no one really cares about it but it's still nice to note) and gives him 100% meter. He then gets the Autoignition buff which gives him 100% meter at the end of each turn for 2 turns meaning he gets 3 straight turns of full meter. Using his second ability, he can prop up slower generating characters (like the MC) and combining it with Autoignition allows him to unleash some deadly first turn ougi shenanigans. He can chain burst twice, then do another lone ougi or use his bar to draw Hostility and Counter to protect his party. The downside to this is if the boss is still standing after he has unleashed all his firepower, there's a long wait before he can do any of it again especially if your team composition revolves around just firing out ougis. His passive does give him a significant boost to Chain Burst damage every time he's targetted but it's not of much help later in the game when Chain Bursts have already reached their damage cap. Despite these drawbacks, enterprising Earth players can still find a use for him if they really want to or have no one better for the job. He's not as efficient as Okto in distributing meter but 20% Uplift over 5 turns and the 10% meter everyone gets when he pops off on his own is still super strong for someone like, say, Korwa. Unfortunately his lack of multiattack buffs means he doesn't synergize with Mahira that well. | 1x C.A Cap ★★★ 1x Support skill ★★★ 3x Crit up ★★★ 3x C.A damage ★☆☆ Eugen's support skill will grant him a 10% stackable attack up upon uing his ougi, up to 30% on a special mod (?) | Eugen's consecutive Ougis also act as a pseudo team uplift Eugen's gacha weapon, AK-4A, is one of the strongest weapon for Primal End game builds, so don't reduce it! | ||
32 | Eahta (Okto - GW Char) | Ougi Engine (ATK) | ATK Up with Crit, can transfer 30% of his charge bar to allies every turn, has +100% Charge Bar gain (and can stack meter up to 200%), Massive TA boost on Ougi and chance to inflict Death | Cygames finally decides to implement Ougi Skip | Skill spam and Ougi spam is bad for racing, Death doesn't work on any relevant fights | Eugen, Aeltheia, Eustace, characters and mechanics that benefit from increased meter gain, Atma katana trium | Fights where damage per turn is more important than damage per second, like when soloing | Okto (Eahta) is one of Earth's GW characters and also the Samurai Job representative from the Eternals. While he isn't the highest DPS character Earth has, his kit offres some unique possibilities. His selling point is his unparalleled ougi generation, having allowed the now passé ougi teams to function. His first skill consumes 10% meter for a respectable 50% Attack Up and 30% Crit Chance for 3 turns on a 5 turn cooldown, so kind of a self Rage with benefits. His second skill takes 30% of his own ougi bar and transfers it to his allies. It's only on a 1 turn cooldown so it basically allows him to function as a permanent team Uplift. Finally, his third skill drains the enemy's mode bar and converts it into 30% meter. Okto shines when he's paired up with allies that have strong need for meter. Characters like both versions of Eustace, SSR Eugen and Sarasa all love having meter to fire off their ougis. His passive gives him a double-sized 200% ougi meter bar and 100% increased generation and his ougi buffs him with a 50% Triple Attack buff for 2 turns, allowing him to generate tons of meter to spread around. Even though ougi spamming teams are kind of out of fashion now, don't underestimate how much damage they can still do! Unfortunately, all of that ougi generation works against you when you're trying to race. Ougis have long animations and even if you skip them by refreshing, the game will still delay you from starting your next turn based on how many ougis you fired off in the previous one. Ougi spam does you no favours for HL racing. That isn't to say that Okto isn't HL viable. His ability to spread meter like Christmas cheer works wonders for keeping Korwa topped off and ready to extend her buffs. Using his ougi to self-buff his Triple Attack and also give meter to an MC with GW Dagger for more DA/TA makes it easy stack Mahira's Spirit Drums. The introduction of Mahira as a Harvin buffer who benefits from native multi-attackers and throws in a free ougi cap increase to the party has made a lot of people reevaluate Okto's potential so don't be surprised if he shows up more often. | 1x Support Skill ★★★ 3x Crit Up ★★★ 3x C.A Damage ★☆☆ Okto support skill will grant 10% meter to his allies (himself excluded) if a chainburst happens (the strength of the chainburst doesn't matter), further amplifying his role as an ougi battery for the team | |||
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34 | Yggdrasil | Buffer / Healer (SPE) | 25% ATK / DEF / meter generation up buff Team crit buff with Shield Refresh + Clear Is more likely to get targeted | She protects all your delicate earth attackers (hello Halle) or those who are nearing death (heallo Ayer) by tanking and shielding your team. And she also provides buffs! | If you decide to make her receive all the aggro, it becomes difficult to sustain her since she has no DEF buff You want to protect her smile but instead she sacrifices herself to protect you | Ayer, Halle, Sarasa, Okto, Cagliostro, Mahira, Tezca, Eustace, H-Eustace, Atma fist trium | Any fight where you need a clear (Typically Macula), on element fights in general. | Highly sought after and anticipated primal, Yggdrasil (more commonly called Yugu), one of the most popular magnas, has now become a playable character, and has an impressive buffing kit to boot. Proof that KMR isn't necessarily all the time after your wallet, Yugu has been made as an actually regular character that is suptixable, despite having all the chances to become a Story Limited character. Her 1st skill is a 25% ATK and DEF normal team buff along with an extra 25% meter charge rate. Being dual sided means this can stack with single sided buffs such as Rage, and the extra meter charge is especially nice for those running Mahira that want to take advantage of the +30% CA cap up, as well as those running meter hungry characters (Both Eustace versions and Sarasa come to mind). Her 2nd skill provides a team crit buff with an 80% chance to deal 30% extra damage, and a 2k shield to everyone except herself. This shield is very handy to protect any delicate earth attackers you have such as Hallessena and Ayer. Unfortunately as mentioned before this shield doesn't apply to herself, and with her hostility up passive she will bear the brunt of the enemy's attacks. Her 3rd skill provides a 500 heal and clear, along with a 3 turn refresh of 400 every turn. While the heal is weaker than Cagliostro's, having a clear attached to her heal rather than a buff is welcomed for QoL purposes. When you compare her buffs to the other non-limited buffers (Cagliostro and De La Fille), Yggdrasil's weakness is that she provides no DATA buffs. However, as Yggdrasil is a primal race, she is counted separately for Tezcat, but will still benefit from Bahamut weapons. This crucially means that you can run a Tezcat team with Yggdrasil WITHOUT having one character lose out on the Baha boost, and with Alexiels still currently uncommon, Tezcats will continue to see use for the months to come. | If you want Yugu to tank: x1 Hostility up ★★★ If you want Yugu to be safe: x1 Hostility down ★★★ Other points: x2 Def up ★★☆ x1 Earth attack ★★☆ x1 HP up ★★☆ x1 CA Damage ★★☆ x1 OD attack ★☆☆ | Her event episodes are the only one where there is actually MC narration since Yuguyugu doesn't talk. | ||
35 | Ilsa | Suptix Bait / Def breacher (ATK) | 25% Def down Strong nuke damage, and local 3 turns fear Up to 20k damage boost to her autos Works on a resource system called "Bullets" The finest sideboobs of the Grancypher | You 're 3 turns into the fight, ougi, use her third and then her first for a potential 2.5m nuke total base damage | No self DA/TA buffs make her a poor sustained attacker It would have been more interesting if her bullets could boost her ougi damage | Mist, Elysian, Debuff success, Sarasa 5* Earth def down, Eugen gun in Titan, DA/TA buffs in general, MLB Qilin call | Short fights that you want to burst down in 3 turns Any fight where you want to cap def down | When seeing Ilsa's design and uncap art for the first time, the one thing players will think is that "The person who designed this outfit is truly a man of culture". Other than that, the Society's commander is a pretty decent character, centered on nuke, burst and utility over raw damage. She works on a bullet system that is pretty much the reverse of H.Eustace as she starts at 9 stacks,uses one stack per single attack (so 3 on a TA), uses stacks upon using skills, cannot attack and will reload at 0 stack (can still ougi) and reloads her stacks on ougi. Isla also has an added visual gimmick of splitting every single auto attack she does into 3-sub attacks, which looks pretty cool and makes you feel like she's actually spraying bullets at the enemy, but other than that it doesn't functionally change anything for her auto attack damage and cap. Her first skill is not usable until you have 0 stacks and is best combined with her third skill. It will inflict 5% of the enemy max health as white damage, for a maximum of 1.16m damage (not boostable by cap up skills) and will also inflict a 3 turns local fear. It will also reload all your bullets to 9 so that you're not stuck on the next turn. It's a rather powerful skill, especially for beginners as the nuke is great to get easy honor on high HP raids, and the fear can be helpful to delay a powerful enemy attack. Ilsa's second skill is a standard Armor Break, with a 25% def down effect, which is great as it makes Ilsa become the first tixable way to cap def down with only mist on earth. Her third skill is a powerful nuke that scales harder the more bullets she has left, up to 1.55m base damage at 9 bullets. It will also consumme all bullets. Much like Vaseraga, it's very possible to reach 3m damage on this skill with enough cap up skills in your grid, so make sure to use this skill after an ougi for maximum damage. In order to avoid turn 1 nuke abuse by combining this skill and her first skill right at the start of the battle, this skill has a 3 turns lockdown. Isla's ougi effect and passives are rather forgettable, the former casting a local two turns DA down on the enemy, and the latter adding 1% of the enemy maximum health to her auto attack damage (for a 20k cap additional damage), which is serviceable but not that impressive once your grid becomes developped enough. Our sideboob erune is still a pretty good pickup if you're looking for a character that can cap def down for you, and also a good waifu if you're looking for that specifically (she's actually pretty ordinary in her fate ep, and is actually hoping for a marriage partner). | 1x Crit Up ★★★ 1x Debuff success ★★★ 1x Earth attack up ★★☆ 2x TA up ★★☆ 2x DA up ★☆☆ | She shares banter in battle with all of Society members | ||
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37 | Medusa (Valentine) | Debuffer / Support (BAL) | Stared Stiff local debuff allowing your team to deal more damage, delay ougis, and inhibit enemy auto attacks 25% earth def down High ougi multiplier on poisoned enemies and slightly higher ougi cap 40% reflect cut for 2 turns. Receiving an enemy ougi will grant your team 50% instant meter and ougi cap and amage up | You're fighting a boss who ougis often / with a lot of triggers, and need her damage cut and stare stiff debuff You're using a team comp that benefits from ougi-ing often You need to cap def down and you don't have / use Sarasa 5* | Stared stiff resistance builds up quickly Deals very little damage other than her boosted ougi Coolodowns are pretty long | Elysian, debuff success up in general Okto, Sarasa 5* Ultima fist teams | Any fight where her defensive aspect will be useful to you, particularly UBH and UBHL | Introducing the first Valentine character ever in Granblue, Medusa follow in the steps of Zooey, receiving a seasonal limited gacha version after being first introduced as a promotional limited character earlier. Fortunately for our wallets and the balance of the game, she's nowhere as broken as Summer Zoi, but still is a good improvement over her Logic Links version, giving her a more defensive and utilitarian niche that is welcome in earth. Her ougi and her first skill remain nearly the same as her original version, as they will both cast Stared Stiff on the enemy. As a reminder, Stared Stiff is a local debuff that will prevent the enemy to use any regular ougi, and will have a 50% chance to prevent the enemy from auto-attacking as well. Unlike Fear, the enemy will still gain diamonds while affected, but will not be able to use his ougi at full diamond. Unlike charm however, it will not reset the enemy diamonds either. Stared stiff does not prevent triggers from happening, and will grant your team a 10% damage buff to your team while in effect. The main difference for Valentine Medusa is that she will provide a 25% earth def down with her first skill, which is an extremely welcome addition as it is always precious to have a character allowing you to cap def down easily with mist. It's even better in fights like UBH and UBHL, as it is pretty much the only way for earth to get a strong earth def down without having to nearly suicide your Sarasa 5*. Medusa's second skill is a 630-700k cap nuke that will poison the enemy, poison effect that will enhance Medusa's ougi, granting her a 40% increased ougi damage and 10% increased ougi cap. Finally, her third skill is a 40% team reflect, similar to the one Earth DLF has, that will allow you to get a full damage cut against AoE if you can combine it with a FLB carbuncle or a Phalanx. If your team is hit by an enemy ougi within 3 turns of casting this skill, it will receive a 50% instant meter boost with a 30% ougi damage boost and 10% ougi cap up. Ougi centric teams will certainly appreciate. At the end of the day Medusa is a more defensive character that still brings good offensive support to your team, which makes her shine mainly in UBHL where her 25% earth def down is also great to have, but you can also expect her to be a great asset for future Earth favored Guild Wars. | 1x Crit Up ★★★ 1x Debuff success ★★★ 1x Earth attack up ★★☆ 1x TA up ★★☆ | |||
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39 | Herja | Offensive Support / DT Killer (BAL) | -15% Def down debuff, 30% Atk boost + 10% Uplift on an ally, Break Assassin, Stackable Atk boost on self, Sword proficiency Different passive depends on MC's sex: Gran: +30% DA rate, TA rate up (EMP) Djeeta: 25% chance to do 150% Critical DMG, ATK up (EMP) | You don't have Mahira and needs someone who can bring both armor breach and damage You realize she had a R version and you compare the art between the two | There is no keyhole on her sweater. Her def down accuracy is really bad | GW Dagger, Yugu swords, Ultima sword Trium, Break lock | Fights where the boss isn't near dead by the time it reaches break state | This version of Herja reminds us again how well balanced the Earth SRs are. She is one of the few Earth characters who can bring armor breach (although a relatively mediocre one, but still better than Caggles) and is arguably the one with the highest firepower, despite being a SR. Between her Atk boosts, sword proficiency, and an insanely powerful passive (even by SSR standard), she is capable of dishing out damages that rival some of the Earth SSR attackers. Note that her ATK up on skill 2 and ougi are the same, which is not necessarily a bad thing as it allows Herja to ramp up faster. Her uplift also helps the MC to maintain his/her GW Dagger buff for example, but there are plathora of characters in earth who are rather meter hungry. Herja also has access to a Break Assassin with a shorter CD than most other BA characters (5T, same as the Hawkeye family skill). This gives her a better chance of pulling off two BAs on a boss before it returns to its normal mode. While its multiplier is weaker than its SSR/MC counterpart, it is still capable of dealing some massive damage especially when used with her crit passive. Finally, combine all of the above, making for an already pretty good kit, with the fact that her two passives will grant her some extremely powerful bonus, even by most SSR standards : 30% DA up + TA up if the MC is Gran, 25% crit chance for 1.5 multiplier and additional ATK up with Djeeta... And to top it all, the advent of Ultima sword further boosting her allows Herja to really boast some of the highest offensive specs that some SSR attackers would dream to have. Definitely slot her if you're missing an attacker for an earth sword team comp. And she also wears a Virgin Killing Sweater! What more could you ask for? | 1x Support Skill ★★★ 2x Crit Up ★★★ 2x DA Up ★★☆ 1x Debuff Success ★★☆ 1x Charge Bar ★☆☆ | |||
40 | Yaia | Buffer (SPE) | Dodge with an additional substitute if Yaia is full HP 3500 HP heal on ougi + Refresh Up to 75% attack up and 60% Def up to your team Sword (yes I know) proficiency | You grant an attack up buff to your team with a very high uptime and stronger than what any other earth buffer can give You pair her with Mahira and Sara and Cagliosotro for the ultimate little girl team | Her ougi and passive do not affect her, so she will not be hitting for much, and sustaining her will be more difficult than her teammates There's a high chance playing her too much will make the FBI put you on a watchlist. | Atma sword trium team Earth De La Fille Sarasa 5*, Okto 5* DA/TA buffs Alexiel Axe | Everything, particularly mid-long length fights She owns Europa by herself | While she was already one of the strongest earth SR with her potent buffs, Yaia received a 5* update making her, well... Even better. And before you ask, yes, this Frying Pan is actually counted as a sword. Don't ask me why. Yaia's first skill is an Other-self buff that will make Yaia dodge all incoming damage and debuffs for one turn. If she is at full HP, Yaia will also gain an additional substitute effect, making her one hell of a tank (hey, another little girl tanking damage for you!), making this ability extremely powerful to protect your team from multi-hit abilities. During the turn this skill is active, Yaia will have an increased TA chance, as well as a guarantee DA. Her second and third skill are more basic, her second skill being a 500 HP refresh for 4 turns and her third skill being a 5 turns long Rage II. Both skills have a 6 turns cooldown, so the overall uptime is pretty decent despite being weak skills. Yaia's passive basically grants free stats to the whole team, with 5% ATK up (normal mod), 10% Def up and 20% crit chance (1.2x multiplier). The crit chance in particular is pretty noticeable, and can help your team on element to deal higher damage. Yaia's ougi is probably the most important part of her kit though, as it grants to every other character (so herself excluded) a powerful 50% ATK up buff + 50% DEF up buff for 4 turns (ougi turn included). She doesn't deal damage with her ougi and as a result isn't counted toward the chain burst, but she compensates it by increasing the damage and the damage cap of any Chain burst she participates in by 30% / 20% respectively. Pairing her with characters like Okto who can both double ougi and also serve as a meter battery for her to ougi more often is also a must. With the almighty sword proficiency, Yaia is definitely a strong contender for earth teams, which is quite surprising for a SR character. | 1x Crit up ★★★ 2x Hostility down ★★★ 2x Def ★★☆ 1x Healing ★★☆ | |||
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43 | Eustace (Halloween) | Buffer / Attacker (ATK) | 3 mil Ougis with no slow down, One of the few Earth team buffers in the game | He's at 9 stacks of Loaded and ready to unleash his Ougi | If you hit 10 stacks of Loaded Levels you're fucked, Skill Seal, Ougi Seal, and Collapse can really ruin his day | Mahira, DLF, Earth characters that enjoy buffs, Rage buffs, SSR Eugene, Okto, Charge Bar increasing mechanics, Baihu Staff, Aggro Up mechanics | Shines in short fights but can be used in everything | Halloween Eustace is what you get when you take normal Esutace, fix ALL his weaknesses, and then give him a team buff just because why not. HW Eustace works in a similar way as normal Eustace, build up Loaded Levels then unleash a super powered Ougi. One key difference though, HW Eustace automatically builds up charges each turn. In fact, you'll be more worried about having too many stacks than too few! HW Eustace's 1st skill is the same as his normal version, an AOE nuke with a chance to inflict 20s paralysis, it also gives him +2 Loaded Levels. His 2nd skill is a 3.5-4x DMG nuke that reduces his Loaded Level by 3. His 3rd skill is a 40% Earth Atk Up and 40% DA team buff, it increases his Loaded Level by 1 At the start of each turn HW Eustace automatically gets +2 Loaded Levels. The loaded levels are about 1/4 as effective as normal Eustace's loaded levels, so at the maximum useable level of 9 stacks, you can deal a 1.7mil damage Ougi. Since loaded levels charge up automatically you'll ALWAYS be shooting out super powered Ougis left and right. The catch? If HW Eustace hits 10 Loaded Levels he'll get an UNCLEARABLE paralysis debuff. This debuff can only be removed by him taking damage. If you aren't carful and he hits 10 stacks while the boss is locked down by debuffs you'll essentially have a dead party slot. This makes managing his Loaded Level a critical part of using him in long fights. Skill Seal, Ougi Seal, and Collapse can render him useless so be prepared. Never use his 1st skill unless you're sure you can Ougi before he hits 10 stacks. In short fights managing Eustace is less of an issue. If you use both his 1st and 3rd skills, he'll start with 3 stacks on T1, 5 on T2, 7 on T3, and 9 on T4. assuming you have the 30% starting meter Crew buff he'll be at a minimum of 70% meter on T4, enough for an Ougi chain in the 4th party spot. After HW Eustace Ougis, he'll start the next turn at 0% and with 2 stacks already. This means that if you don't use his 2nd skill to reduce his Loaded Level you'll have only 3 turns to Ougi again or face paralysis. Generally you'll have to spam his 2nd skill whenever it's off CD for long fights. | 2x Meter up ★★★ 2x Skill cap up ★★★ 1x Crit up ★★★ or 1x Earth up ★★☆ or 1x TA up ★★☆ You can also not take skill cap up and take the three above instead. | When using HW Eustace in multi stage battles such as EX/Maniac Showdowns, it's important to note that if you finish a turn with an attack, HW Eustace will start the next round with +2 Loaded Levels. However if you kill the last mob of a wave with a skill, you'll enter the next battle without gaining +2 Loaded Levels since you technically didn't end the turn. Fun fact: Trial Elixirs CAN clear his self paralysis. This is the only way to pull off a 10 stack Ougi. | ||
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45 | Hallessena | Attacker / Mini-Six (ATK) 5★ | Gains bonus DA/TA and 35% Atk up per turn (Up to 180%), has a nice 25% proc rate/50% bonus dmg crit buff, 2T dodge | The boss is CC'd and you're free to go DOWNRIGHT CRRAAAAZY! | Needs some babysitting to maintain effectivness | DMG Cuts, Carbuncles, Mirror Images, Garuda, Substitue/Hostilty redirecting mechanics, Baihu Staff (on someone else), Yggdrasil, De la Fille | Fights that don't have multiple adds, very high multi hit bosses (Hector, Yggdrsail Magna, etc), or frequent AOE triggers | With her 5* upgrade, one of the two godlike Earth attackers, Hallessena, cements her place as one of the hardest hitting attacker in the game, only second to Six in his 5* version. Unlike Six however, Halle final uncap didn't fix any of the issues she had prior to her 5*, and simply further emphasised her main strength which is to deal hecktons of damage with her autos. Hallesena is an excellent DPS character thanks to her passive that will massively buff her damage and DATA while needing few button clicks to maintain effectiveness. A stacking 30% unqiue mod attack buff is pretty amazing. To put things into perspective, Siegfried's attack buff maxes out at 60%, so she'll surpass that in just 2 turns! This buff keeps building and building for 6 turns (will cap after 5 turns after her 5* upgrade), for a total of 180% attack up and 50% DA / 40% TA up. As if it wasn't enough, after lvl 90, Halle gets a cap up buff attached to her passive, allowing her to get up to 20% additional damage (Reaching 650k auto attacks becomes possible on element with all the cap up effects from your weapons!). And because she needs to reach those crazy damage, Hallessena also gets a hype self buff after each ougi! More exactly after each ougi, Halle will gain one stack of Hype at the start of the next 3 turns. If you're not completely sure about how Hype works, I suggest taking a look at Aoidos (Fire SSR) summary as he's the first character who introduced this mechanic. But basically, Halle will get yet another special attack mod multiplier depending on her number of Hype stacks she has (5% / 20% / 50% / 100% more damage depending on the hype level). She won't always have maximum hype level since her hype buff only last one turn (and thus will end after the three initial build-up turns), but thanks to her very high MA rate, chances are you will at least be under the effect of hype most of the time. Talking about multi-attacks, even if your Halle doesn't have the full MA buff effect from her passive yet, once you've reached level 100 she'll be able to boost her DA/TA rate with her second skill, on an incredible 5/7 turns uptime, making her completely self-sufficient in every offensive area and usable without necessarily using a buffer alongside her. It's not all flowers and roses for Halle though. If she takes damage all of her accumulated buffs are lost and she gets a 50% Hit to Atk for 1 turn. Her 1st skill helps a lot with preventing AOE damage and is usually up for every other boss Ougi. Just be carful with the 25% charge bar cost. At the very least, with her lvl 95 passive, whenever halle gets hit, the CD on her first skill will be reduced by two turns, making it easier to not lose all her stacks several turns in a row. When soloing in the early game most people don't have the tools to keep her safe. If you happen to get some Damage cuts, HP shields or good summon effects like Garuda, her consistency goes way up. In late game DPS race situations the boss is oftentimes locked down by many debuffs. To hit Halle said boss must overcome charm RNG, blind RNG, and hostility RNG. Using her without any protection becomes much more viable, and makes her pretty much the queen of late game DPS for earth, especially if you're using a magna grid. | x1 Hostility Down ★★★ x2 Dodge ★★★ x2 Crit up ★★★ | DoT effects like Burn and Posion don't count as taking damage for her passive, so you won't be stuck with -50% attack while afflicted. Before level 100, her 2nd skill is pretty worthless. It's +5k damage at most. Halle is still amazing despite having a completely useless skill. | ||
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47 | Melleau | Revenge Attacker (ATK) | 100% TA for 2/7 turns, Immunity to debuffs for 3/5 turns, 5% unique attack up every time she gets hit, hostility up on skill 2 casts | Longer fights where she's allowed to stack up her EMP passive and her normal passive and her autos are hitting like a truck | If you press her skill 2 too often she can go splat very fast, needs to be hit to get stacks, doesn't really do anything for very short fights | Characters that need babysitting, Aggro up effects like Baihu Staff, Luchador's tag team | Long fights | Melleau really won out in the December 2017 balance patch. She went from a medicore attacker to a tank thats draws hostility, and gets stronger while doing it! Her skill 2 now gives hostility up (stackable) with every cast while remaining a respectable nuke with a short cd. On paper, this looks pretty bad until you look at her new passive: Every time she gets hit, she gains a 5% attack up (stackable). This buff stacks up to 10 times and is also undispellable, meaning that at full strength she has a permanent 50% unique attack up which is very strong. She also gains a stackable defense up after ougi-ing, which helps her to not go splat from all the hostility up she gets from her skill 2. This allows her to be rather decent at babysitting characters that REALLY don't want to get hit, which are pretty common in earth (Hallesena, Ayer). Her skill 1 remains a 30% attack up and debuff immunity for 3 turns and her skill 3 is 100% TA up on 2/7, which is okay. But the rest of her kit makes up for it and she's now a very solid attacker/defender (at least for long fights) | 1x Support skill ★★★ 1x Crit Up ★★★ 1x TA Up ★★☆ 1x Earth Attack ★★☆ 2x C.A Damage ★☆☆ The support skill has a 10% chance to trigger, grants 10% special mod attack up up to 30% | She's one of the 6 free SSR you can get on any new account. | ||
48 | Catherine | Charm Bot (SPE) | Entice (unique Charm), two Charm skills that give Break/Overdrive Assassin if Entice is in effect Echo against charmed targets MVP of Earth GW | You waltz through every ougi in a boss fight without ever getting hit by them | Once your charms have landed, she doesn't do anything | Superstar, Swimsuit Vira, SPEC Cosmos Sword | Fights where bosses have scary ougis and you'd rather just not deal with them at all (i.e most HL fights) | The beautiful and mysterious Not-Phantom-Thief Cathrine is all about controlling the enemy with her Charms. Litterally all of her skills and even her Ougi are related to the Charm debuff in some way. Both her 2nd and 3rd skills attempt to apply a 180s charm debuff on the enemy with a short 3T CD. After a Charm lands, she can use her 1st skill to convert it into her unique debuff, Entice. At first glance Entice looks like just another charm debuff with a 45% proc rate. What's special about Entice is that another Charm can be applied on top of it, forcing the boss to pass two Charm RNG checks before it can even make a move. Unfortunantly, outside of using her Ougi, Cat can't apply a second charm debuff on the boss. When the boss is afflicted with Entice, using her 2nd or 3rd skill will instead consume the Entice debuff to give Cat a BA/ODA buff respectively. You might think that considering the low CD of all her skills, you could quickly initiate multiple BA/ODA attacks by cycleing the boss in and out of Enticement. In practice this causes a boss's charm resistance to skyrocket. Generally in raids or even when soloing, letting the Entice status effect run its course and only consuming it at the last second is much more helpful. Furthermore, Catherine's lack of self DATA or ATK Up buffs makes it difficult to take full advantage of her ODA/BA. If the enemy's charm resistance has reached high enough levels, consider just using Entice as a way to extend the charm buff. Having at least one Catherine in advanced content (e.g. HL, GW Hell/Nightmare) greatly improves the survivability of the raid and allows players to deal damage more freely. Even though you'll sacrifice damage compared to a top tier attacker, her EMP masteries and passive greatly alleviate the issue by granting her some suitable damage. | 1x Debuff success ★★★ 1x Support skill ★★★ 1x Crit up ★★★ 2x Earth attack up ★★☆ 1x TA up ★★★ | Converting Charm into Entice has a 100% sucess rate, so she can still very useful even against non-water bosses. | ||
49 | Nemone | Attacker (ATK) | CHARGE UP AND GO BOOM! One of the best EMP set in the game | You get 3 triple attacks in a row, press her skill 3 and ougi for 2.5m | She loses stacks when she gets hit, relatively squishy | DATA buffs, can double dip her charged up turn with Wrestler's Tag Team Ayer + Sarasa with Tezca. Enmity weapons. Hostilty redirection mechanics | Fights short enough to burst down in 1 Charged Up Ougi | Nemone went from being SSR Sen to a very respectable attacker with the December 2017 balance patch. She no longer needs to stop attacking to charge up for her stacks. While players with non existant grids will regret as this change as it allowed them to cheese fights pretty easily, people with even a base grid will get to appreciate her new version much more as she becomes much less binary to play. While she had to stop herself from attacking to stack her damage, instead she now gets a stack every time she attacks (3 stacks if she triple attacks) and consumes these stacks with her skill 3 to give her 15% unique attack up and 5% damage cap up per stack consumed.This means that when at 10 stacks, she gets a huge 150% attack up and 50% damage cap up. This removes one of her biggest shortcomings which was that she couldn't attack while charging up her stacks, letting her remain relevant as an attacker for late-game earth teams, although she loses a stack when she gets hit. Her skill 1 no longer gives hostility up. Instead it now inflicts 10% defense down (stackable) on the boss, and also gives her 1 stack on her passive, which helps her stack up faster, as well as being a decent nuke. Her skill 2 remains the same as before, and helps to prevent her from losing stacks as it is a rather strong dodge and also gives her hostility down (stackable), every time she dodges. | For on element (mainly for rainbow players): 2x Enmity ★★★ 3x Crit up ★★★ 1x Earth attack up ★★☆ or 1x TA up ★★☆ or save for eventual support skill For any element use: 2x Enmity ★★★ 1x Earth attack up ★★★ 1x TA up ★★☆ 2x Def up ★★☆ | Nemone needs to actually dodge an attack for Roselle to proc. If the boss misses thanks to blind it doesn't count. | ||
50 | Clarisse (Christmas) | Debuffer (SPE) | Neutral dmg nuke against boss with high health and Dispel, DA rate down debuff, stackable -atk/-def debuffs, a field effect that increases dmg cap for everyone in the raid, passive boosts team debuff success rate 180 sec duration 20% ATK 50%DA 30%TA buff | You use her with Ayer and Sarasa 5* on your Titan grid with tons of Stratomizers and Baal axes, and they get to benefit from the extra cap She reduces her own HP to also benefit from enmity and deal good damage when her field is up | A lot of button clicking, debuffs have shaky hitrate (even against water), field effect helps other players win mvp races more easily, Requires fights that last for more than 10 turns to be effective | Attackers who can easily break damage cap (e.g. Ayer, Hallessena, Sarasa 5*), Other Dark/Windmeme players Okto, Yugu for the meter | Large raid where all players can benefit from her field effect Gabriel raid | This version of Clarisse used to be one of the few Earth debuffers who can help the team achieves -50% def down cap....after performing an awkwardly designed stance dance. Now earth teams can use Berserker and Mahira who can get this job done in one click so she is no longer useful for this role, and devs decided to focus on kit more around her Field effect. Clarisse's first skill is a dispel + DA rate down debuff + Percent white damage can be pretty useful in some raids, but its shaky hit rate and long CD make it quite a forgettable skill. The main reason to use this version of Clarisse is her "Atomic Breakdown" field effect generated from her ougi. This field effect is one of two field effects which are entirely beneficial to the players. The strength ("level") of the field effect scales with the number of alpha/beta stacks on the boss (which is applied by using her stackable debuffs), and at max stack (e,g. both a & b at 9) it provides a +20% dmg cap to everyone in the raid. WIth all the numerous buffs Xmas Clarisse received, it's now pretty easy to reach lvl 9 on both stacks: - Use both alpha decay and beta decay on turn 1 (3a/3b) - Cast alpha decay and beta decay again on turn 5 (6a/6b) - Ougi right away (9a/9b) - Get into radioactive mode, next ougi will deploy the Atomic Breakdown field effect So basically, it's possible to get her full field going after around 8-9 turns. But one has to keep in mind this is a boost to the dmg cap and not the actual damage and hence has no effect unless you can actually hit those damage caps. With the recent powercreeping of every element grid through xeno and primarch, and combined to characters EMP, it has become much easier to reach cap damage nowadays, especially when playing on element. As a result, Xmas Clarisse tends to shine particularly in groups with more end game players as she will allow everyone to deal increased damage thanks to her field. She can also a pretty good fit in raids where regular ATK and DEF down are ineffective, since she will be able to cast up to 30% DEF down (stackable) and 30% ATK down (stackable) on the enemy (10% per cast). Finally, with the death of Fire Sochie as a MA buffer for Titan comps, Xmas Clarisse might become a rather attractive alternative as her cap up field will be far from wasted with powerhouses like Ayer and Sarasa. What's more, Radioactive mode has been changed to reduce Clarisse HP every turn (800HP per turn max), making her a good fit for enmity comps. Finally, she also gets a 20% ATK up special mod buff whenever her field is up in radioactive mode, as well as a 50% DA and 30% TA boost with her EMP skill under the effect of the Atomic field, which allows her to keep up a reasonably good DPS. | 3x Crit up ★★★ 1x Debuff success ★★★ 1x Support Skill ★★★ Her support skill is a 50% DA 30%TA self buff when her atomic breakdown field is in effect | |||
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52 | Summer Ayer (SR) | Attacker (ATK) | Same as his SSR version, with lower numbers | He's at low HP and hits like a truck | His HP is even harder to manage because his first skill is less flexible | DA/TA buffs Buffers in general, Atma fist trium Enmity grids (Titan) | Short to medium length fights. Avoid longer fights if you can't heal him | Summer Ayer's kit is the same as his regular SSR version, but simply with lower numbers. His first skill consummes more HP which makes it more difficult to sustain for a long time (after two use you will be forced to heal Ayer to keep going), an the strength of the buff is slightly lower, while the echo he gets on Ougi is only 20% (50% for his SSR version). But this version of Ayer compensates by having a second and third skill that are actually usable: his second skill grants Ayer a boost in hostility and a 3-hits counter, while his third skill is a self DA/TA + hostility boost,which allows him to not only avoid sacrificing DPS if he wants to redirect aggro on himself, but also get a good boost in damage. If you happen to have this Ayer but not his SSR version, he's a more than decent temporary replacement and can allow you to delay suptixing the SSR version for other priority characters. | 2x Crit Up ★★★ 1x Earth attack ★★☆ 2x TA up ★★☆ 2x DA up ★☆☆ | |||
53 | Nezahualpilli (Birdman) | Anytime Assassin (ATK) | Guaranteed TA for 2 turns that you can combine with his anytime Assassin for great burst 20% echo on ougi | You have a team that packs echos for Birdman to be able to unleash serious burst on his Anytime Assassin | No self attack buff outside of his assassin Long cooldowns His mark can miss and you won't be able to use his assassin | Mahira, Warlock, Arulumaya | Short fights | With a kit very similar to SR Event Zeta, our favorite birdman comes with upgraded art (and now finally reveals how much of an Ikemen he is) and pretty fit to destroy on element short content with a combination of an Anytime assassin (2.5x multiplier) + guaranteed TA. Add to that that he has 3x crit nodes, and a 20% self echo on ougi, and this version of Birdman is definitely able to dish some serious burst damage early in the fight. Try to support him with more echo for even better results. He won't be the best choice for drawn-out fights, as his CD are pretty long, but for any short fights he'll be a great asset to use to burst down enemies, and his crit nodes will assure him some respectable damage on element. | 3x Crit Up ★★★ 1x TA up ★★☆ 2x DA up ★☆☆ 1x Meter up ★☆☆ | |||
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56 | Aletheia | Nuker/Ougi user (ATK) | 2 Nukes and Ignition, Sword proficiency, Nukes hit twice after ougi | Your have an ultima skill cap up, ougi and then unleash 4 nukes for 3.2m damage | No ATK buffs, no DATA buffs, no utility | Ignition characters, nuke buffs, Ygg Swords, Atma sword trium, Skill cap up ultima skill | Busrting down shorter fights | Not much changed for Aletheia with the December 2017 balance patch. He still remains a very straightforward character, with a very simple kit. Skill 1 is a nuke with a decent modifier and cap (630k). Skill 2 is a nuke with a weaker modifier but same cap (630k). Skill 3 is ignition with a 6 turn cd. Now after you ougi your skill 1 and 2 both proc twice on next cast, which is, okay but nothing spectacular. He has some small use in helping to turn 1 full burst content such as GW, but beyond that he's still rather mediocre (although sword proficiency!). His character weapon is worth taking note of. Uncapping the 4th star gains you acess to a skill that increases your damage cap by 7% at SL15. | 2x Crit Up ★★★ 1x Skill Cap ★★★ 1x C.A Cap ★★★ 2x C.A Damage ★☆☆ 1x Skill Damage ★☆☆ | Nicknamed Gandalf for their similar apperances. Unlike Gandalf, Aletheia just casts SWORD. His VA has passed away so a 5* for him is unlikely. | ||
57 | Sara | The Tankiest girl character in the game (DEF) | 1000% Def Up, Cover and Team 50% Damage Cut 9 Years Old, so don't lewd. | The boss is about to unleash a devestating Ougi but she steps in to protect you with her own hands (Well, actually Graphos's but details) | No offensive skills, Not as useful in late game when Sparta and HS are everywhere Can't believe a 9 year old girl who doesn't even wear shoes is bad at racing | Carbuncles, Athena, Halle | All fights from the very early game to the start of late game when you'd rather be safe in HL and are still getting used to the fights | When a new player asks for surprise ticket advice for their baby Earth team, Sara is often the first character that is recommended and for good reason. Her kit revolves around letting you survive hard hitting ougis that would otherwise wipe your party. Her first skill is a generic Substitute skill but it comes with a short 4 turn cooldown, allowing you to pair it easily with her third skill which grants her a whopping 1000% Defense Up for 2 turns (effective 90% damage reduction) which is on a 5 turn cooldown. She also comes equipped with a 50% Damage Cut and 10% Defense Up for the party on, again, a 5 turn cooldown meaning she has the most tank abilities on short availability of any character except for maybe a completely defensively specced MC. While Sara is a good pick for newer players, getting the most use out of her requires a bit of knowledge on a boss's mechanics and what ougi and triggers they may have. For example, when fighting Medusa HL and she's in Overdrive, she will use a multi-hit Earth damage ougi. You can use her third skill to increase her Defense into the stratosphere and then her first skill to Subsitute herself as the target for all of the hits of her ougi, effectively negating almost all the damage it could have done to you. If Medusa reaches full charge before Sara's skills come off cooldown you can use her second skill (50% Damage Cut) in combination with an appropriate element Carbuncle (50% Element Resist) to reduce that damage to 0. Sara's usefulness had declined of late as the meta shifted towards pushing as much damage as you can without dying as people have essentially solved most of the endgame raids such as Bahamut HL. However, when they revamped Guild Wars recently, the change rewarded players who could solo Nightmare level 90 and 95 in a quick and efficient manner. The first GW since the change was Water element and Sara became the MVP for that GW as she easily shrugged off the Nightmare bosses' big hits leading to safe and efficient clears. Because of this, a lot of solo safety and utility characters have been reevaluated again in a more positive light. | 1x Hostility Up ★★★ 1x Crit Up ★★★ 3x Def Up ★☆☆ | Her support skill gives her an enmity bonus so her damage isn't completly terrible | ||
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59 | Vira (Summer) | Offensive Support (SPE) | Charm/Dispell, delayed 300% Boost to attack + Ignition, Nuke/heal, Sword proficiency | It's turn 4 of Vira's Lyst buff and she's ready to unleash a 1.5million damage can of whoopass. Also when you need a Dispell or Charm | Excellent bust...I mean burst damage but DPS over long fights is mediocre | Catherine, Ignition characters, Ygg Swords, Tag Team, Cosmos SPE | Fights that need a Dispel, difficult fights where a charm debuff and a bit of sustain are more important than raw DPS, short fights that end in 4-7 turns | Considered as one of the better swimsuit characters released before the 2016 wave, Summer vira has since then been getting slowly but surely powercrept. The dispel she has been rendered much less crucial to have with the update on levi reflect, and with the advent of stronger and more powerful ougi bursters, our crazy lesbian cover girl in swimsuit pretty much now only serves as a charm bot nowadays. This charm is attached to her first skill, which with a 75% hit rate (although it DEFINITELY doesn't feel like it) and 55% proc rate, is as strong as the MC's Charm 2 , one of the strongest in the game. If it misses though, well you got a long cooldown to wait for. It's also coupled with a Dispel which can always be handy to have. Her second skill is an alright nuke, capping at 600k damage and healing the party for 1,200 HP. Her third skill, Lyst, is where her explosive firepower comes from. Upon use, it debuffs her attack (see Wiki for exact numbers) which then climbs for the next two turns until on turn 4 it suddenly jumps up to 300% increased damage and also gives her 100% ougi. This allows her toget close to the 1.7m ougi cap damage and her ougi also has a bonus damage that at 350k, giving her a total of 2 million damage. If you really want to split hairs, you'd do 84k more damage if you hit auto cap and triple attacked with Warlock's Chaser active but that's really not worth it. You could argue that Mahira's echo would be good here but nope, she increases ougi cap too! You can, however, abuse Wrestler's Tag Team to double dip on her Lyst bonus damage turn before you ougi but it's not a major usage as Tag Team is pretty gimmicky in itself. In any case, her attack buff from Lyst decreases over the next two turns but she still deals some good damage during that time. Some more additional tips for Lyst usage! Don't use it when she has 100% charge, sure you start the timer on her Ignition turn but you also kill the ougi you're holding onto right now. The best time for using Lyst in the middle of a fight is when she is 2 turns away from 100% charge (you will have to guess at this, of course, unless you're literally at 80% meter). If you ougi on the third turn of her Lyst, you can pretend she's Eugen for a moment as she gets her Ignition for turn four. The long CD on Vira's skills means that her sustained damage isn't anything to write home about but the utility of Dispel/Charm and AOE Heal means that she'll still find use in teams. | 1x Stamina ★★★ 1x Debuff success ★★★ 1x Crit up ★★★ 1x OD attack ★☆☆ 2x DA ★☆☆ Vira support skill is 5% reduced damage against charmed target. Take it if you benefit from it | Lyst can't be dispelled by effects like Celeste's Fog. In fact, it doesn't even trigger Fog in the first place. | ||
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63 | Razia | Main Battle Tank (DEF) | High innate DEF and Hostility (~40% chance of getting hit), and gets even tankier with her 1st skill 2 Turn Cover + Counter, Ignition + 50% Chance to do 50% Crit dmg, a nuke that can do up to 2.7 mil dmg Not Lalatina Darkness Ford | She hits 10 stacks of Flashpoint and you press Ausbruch | Stack building & counter requires taking actual damage Cannot counter, gains stacks at a lower rate when boss is Blinded/Charmed/Disabled Lacks DA/TA boost | Characters that don't want to get hit (e.g. Ayer, Hallessena), Mahira, Korwa Ignition team | Fights that are heavy on auto attacks and single target specials | Razia is basically a more offensive version of Sara. Her gimmick is taking hits to charge up her passive (up to 10 stacks) so she can fire her 2nd skill for 2.7m damage. Her first skill gives her Cover and Counter as well as 80% Defense Up for eating multi-hit ougis which allows her to protect anyone on the team. The only thing that she's lacking compared to Sara is the lack of a team-wide damage cut, instead trading off that for better auto-attack tanking and more damage. Her third skill gives her 100% meter instantly as well as 50% chance to crit for +50% damage. The free ougi is nice as each ougi gives her 3 stacks of her passive and the crit is alright as it's her only damage buff, limited by the fact that it only works against Water. Intuitively speaking you would think that she pairs well with the fragile attackers in Earth namely Halle and Ayer. Unfortunately, you can't live the dream of pairing her with Halle without breaking Tezcat's race-based damage boost so you better MVP your gacha/friend list with Alexei friends. If you're still restricted by Tezca racism, Ayer still pairs with her very well and it lets you get away with leaving him at low HP a lot more safely. Remember that outside of her cover, her passive hostility up is only an increased probability of being a target so it's still possible for Ayer to get smushed randomly by the boss. Her lack of multiattack means that getting drum stacks with Mahira can be a challenge. At the same time, her lack of any attack or multiattack buffs means that she gets full benefit from Korwa which is something to take into consideration. | 1x Crit Up ★★★ 1x C.A Cap ★★★ 1x Skill cap ★★★ 1x C.A damage ★★☆ 1x Skill damage ★☆☆ 3x Def x3 ★☆☆ | |||
64 | Eustace | Attacker (ATK) | Flamek Thunder! Your hour is nigh. Bring forth your fury and sorch the heavens! (Translation: 5.5 mil DMG ougi after all cap up weapons) Also has a 20s paralysis, and a team crit buff | Your grid isn't fully developed yet and the idea of doing 1.6 to 4.4 million dmg ougis makes you wet your pants. | Takes FOREVER to get fully loaded, and if your charges get cleared or Eustace dies before he can unload, too bad. | Eugen, Okto, Yugu, Aletheia and any other DATA/Ignition/meter boost skills | Fights that end in 1 quickload ougi or ones that take a REALLY long time and let you charge 5 stacks. | Esutace's playstyle revolves around consuming his ougi meter to gain Loaded levels. Each level gives his Ougi about 60% damage up and 40% damage cap break. Quickload counts as 3 stacks for damage up, but doesn't increase damage cap and gives him a 5 turn shorted debuff after he ougis. There are two ways to use Eustace: 1. Quickload > Ougi > Clear "Shorted" debuff > repeat 2. Get between 67-91% meter and load up (2 levels) > get above 91% meter and load up (+3 levels for 5 max) > Ougi Method 2 allows for a potential 4.4 million (5.5m woth celestials and primarch weapons) damage ougi. However you need a whooping 259% meter MINIMUM. It's also easy to miss his loaded thresholds and waste meter. If you combine that fact with the impracticality of chain bursting with him along with the possiblity of getting cleared/killed, the effort isn't worth the risk. This makes option 1 the best way to use him, even though in the late game, as you tend to play exclusively on element, the risk reward ratio shifts in favor of method 2 as he'll be able to grant a 100% chance critical team buff with 30% damage to the team. Eustace's paralysis only lasts 20 seconds, which gives you around 2-3 turns of full auto attacking. The hit rate is also fairly low, so you can't rely on it. The skill can save you in clutch moments, but in big raids like Baha HL you don't want the boss to build para resist. Thanks to the various successive updates, Eustace damage is now not completely reliant on his ougi and he's a decent auto attacker as well, since with his EMP passive he receives a pretty good DA/TA self buff that is permanent if you cast his second skill every time it's up. Raising his loaded stack will also grant him 10% attack up self buff (normal mod) per stack, which means he can get an total of 50% attack up at loaded level 5. | 2x Crit up ★★★ 1x Support Skill ★★★ 2x Earth attack up ★★☆ 1x C.A cap ★★★ 2x C.A damage ★☆☆ Eustace support skill will grant him 20% DA, 10% TA for 3 turns every time he casts his second skill. | If his Quick Load Ougi had damage cap break he might have had some late game relevance for short fights. Wait that sounds like his Halloween version! | ||
65 | Soriz | Attacker (ATK) 5★ | Stackable Attack UP, decent DA rate | You don't have Ayer and still want somone to punch things | Too many button presses for mediocre effect | Aggro UP mechanics, Baihu Staff | Fights long enough for him to get pumped up, Pendant team, Ghetto GW team | Soriz is Earth's first 5* SR, and part of the famous mannily fundoshi squad. His rippling muscles and pursuit of "romance" are legendary! But as a unit he falls a little bit short. Soriz's signature ability to stack Attack UP just takes too long to reach full effect. Muzzled Furry stacks 6 times with a 2 turn cd. Even if you reach 6 stacks, that's only a 62.5% increase in damage for all that effort. His second skill isn't too bad, but it's not enough to make him note worthy. 3 turns of counter and 30% da without any hostilty boost isn't anything to write home about. Rock Smash is bascially Quick Raid, don't click it if you're trying to MVP race. | 2x Crit Up ★★★ 3x DA Up ★★☆ 1x C.A Damage ★☆☆ | Has a cross-fate with R Hazen | ||
66 | Gayne | Buffer (SPE) 5★ | 20/20 ATK/DA buff on 3/5 turns, 400k nuke that hits twice after Ougi, Sword proficiency | You need an Earth Buffer but don't have Halloween Eustace, Mahira, or Korwa | 20/20 is on the low side where buffs are concerned | Attackers, Ygg Swords | Everything, Pendant team, Ghetto GW team | Gayne was a pretty bad SR character who was saved by a good 5* uncap. There was a time where she was seriously the best offensive buffer in the Earth element, but that was more of a testment to how utterly lacking Earth team buffers were than how good her own buff is. Earth has some much better options now adays. Her 1sts kill is a 20% normal attack buff, with 20% DA. These numbers aren't too high, but the 3/5 Uptime/CD is good Her 2nd skill is gives Other Self (Evade) for 1 turn on a 5 turn CD, in additon to a modest 3 turn DA buff Her 3rd skill is a 4-5x DMG nuke with a 400k cap. This is on the low side, but after she Ougis Gayne applies an Encore buff that causes the nuke to echo on the next use, making it effectively an 800k nuke. Using Gayne is pretty easy, just hit her buff whenever it's up, and use her nuke after you ougi for the encore buff. You can nuke on the 1st turn without worrying about the encore buff though. Her 2nd skill's DA buff and CD syncs up well with her 1st skill, so you can choose to either save it for doging an attack, or just use it for more DA. If you use an aggro redirect skill like Jamil's 3rd ability in conjucntion with Gayne's 2nd, you can significantly reduce the potency of multi-hit Ougis. For lethal AOE Ougis, you'll likely need damage cut anyway so might as well just use her 2nd for the DA buff. | 1x Crit up ★★★ 1x TA up ★★☆ 3x DA up ★★☆ | She has a cross fate with SR Helnar. In between her 5* uncap, her cross fate, and her sword prof, Gayen's stats are pretty good even when compared with SSR characters. | ||
67 | Medusa | Dat Ass (ATK) | Can cast an unqiue debuff that stops the enemy from using full charge attacks and causes it to take more damage from the caster's party Quad-counter, Guaranteed TA (2T) Go Fuck Yourself Gaijins #2 | You are farming EX+ Doges in an Earth-advantaged GW You have CA Skip turned off when you use her CA | Long CDs On-demand Stare Stiff has poor hit rate and unaffected by debuff hit rate buffs | Tezcat team DATA buffs, Debuff Resist Down Debuffs, Atma fist trium | GW Meat Farm Fights that are short and have a lot of multi-hit attacks | Exclusive to Linksmate's subscribers, Medusa was the second promotional character in this game to receive SSR status. She was also the second ex-raid boss to become playable in this game. Similar to her precursor (Light Zooey), her skillset is quite lackbuster and largely outclassed by most gacha SSR characters. Nonetheless, she does bring an unique effect called "Stare Stiff". This is a special debuff that affects only the casting party and has a turn-based duration. Stare Stiff can either be applied through her 1st ability (Lower hit rate but longer duration) or her CA (Higher hit rate but shorter duration), and its effect is basically a mix between Charm, Fear and Forfeit. Unlike Fear, an enemy affected by it would be unable to use its full charge attack even at full diamond - although it can still gain diamond while under this effect. Nevertheless, this powerful debuff is hindered by its short duration and resist build up mechanics. This is worsen by the fact that this debuff is not affected by the party's debuff hit rate boost skill/buff (similar to Song's Death; although it is still affected by debuff resist down debuffs), making it extremely hard to re-land this debuff after 2-3 applications. The rest of Medusa's kit (Quad-counter/retailation & Guaranteed TA for 2 turns) aren't bad abilities per se, but they all have long CD making her a poor choice for most fights. Also, while she is one of the only two "Primal" characters in Earth who can take full advanatege of both Baha weapons + Tezcat summon, her skillset is much worse than that of Yggdrasil (who is also more accessible). Medusa does shine a lot in an Earth-advantaged GW, where her counter can deal up to 2 million damage against EX+ doge's thousand punches trigger. She has proven to quite useful in snatching MVP/vice-MVP from others' meat farm in the the recent GW. Nevertheless, her uses remain quite limited. Let's hope she will follow Zooey's footsteps and regain her "ex-boss" privilege with her Halloween/Christmas version. | 1x Critical up ★★★ 1x Hostility Up ★★★ 1x Earth attack up ★★☆ 2x CA up ★☆☆ Rest in Def (1★), BLK ATK (1★), CA up or EMP Support | For those who are interested in getting her, you can refer to this guide. | ||
68 | Cain | Attacker (SPE) | 50% special mod self buff, 40% def down Weak team buffs Free character | You have some enmity in your grid and you can get Cain at low HP thanks to his low def and hit damag cap with a story SR | Very low def, nothing to protect himself against AoE damage No self DA/TA buff You'll have to clear Ch.89 of the story to get him | Rooster, DLF, people who can get the aggro instead of him, atma Katana Trium | Any | The latest addition to the Story SR lineup is a surprisingly good character. Compared to its predecessors, not only does he get a 3/5 uptime 50% unique mod self attack buff, but also has small team buffs that are always welcome. While he does get lowered defense when he self buff is active, it's compensated by both his passive (higher chance to dodge) and ougi effect (def up). His EMP also helps him staying alive with some welcome dodge, and his other passive is the signature "survive wa lethal hit with 1 HP". Overall, a serviceable attacker who will be able to deal very respectable damage if you're able to pair him with a DA/TA buffer. And he's free. What's not to love? | 2x Dodge ★★★ 1x C.A Cap ★★★ 1x Crit up ★★★ 1x Support skill★★★ | |||
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71 | Jasmine (SR) | Healer (HEAL) | 1,200 hp heal, 100% debuff resistence for 3 turns | Fenrir Showdown is being rerun and you want to beat her NM120 battle Any fight where the boss throws debuffs at you for multiple consecutive turns | Her heal is not the best even within her element and her DATA buff is pathetic No one really runs Fenrir anymore after the Great Fimbul Nerf | Characters that can generate more potions, other healing characters | She's a goddess when fighting Level 120 Nightmare Fenrir. Otherwise use her when you need debuff resistence and have no other options (Arulu, Bishop Veil, etc) | Jasmine has one very specific niche that she does well: Ruining Fenrir's day. You see level 120 NM Fenrir has trigger at 75/50/25% hp. First she casts Freezing Roar, a low damage aoe attack that paralyzes your whole party. She follows that up with Hoorvinter, a very powerful multi-hit water ougi that also clears her debuffs. This one-two punch will lay low any unprepared team. Normally you would think to bring Veil to block Freezing Roar. After that you still have to damage cut the following Hoorvinter and reapply all your debuffs. However, Jasmine's 100% debuff resistence messes with Fenrir's AI, causing her to skip the Hoorvinter followup. Since it lasts 3 turns you can even push from 75 to 50 and pass up multiple triggers. Outside of specific situations where the boss uses powerful debuffs for multiple consecutive turns, there's not much reason to bring her. Jasmine's 1,200 heal is good but not quiet strong enough to sustain your team even with her healing buff. The data rate on her 3rd skill is a mere 5/5. | 3x Healing ★★★ | Unfortunantly you can't use her to block Celeste Omega's fog. The buff removal protion of the fog gets rid of Jasmine's debuff resistence | ||
72 | Sara (Summer) | AA Tank (DEF) | Def UP that increases in power as the fight progresses, ATK debuff with Hostility UP, and a DMG cut with a respectable cd Nine years old, in a swimsuit. Do not lewd. | You're fighting a boss with powerful auto attacks or multi hit ougis | 40% DMG cut means she can't reach 100% even with a Carbuncle, little to no offensive power | Aggro UP mechanics, Baihu Staff | Fights with strong autos/multi hit ougis and don't require 100% DMG cut, Pendant team, Ghetto GW team | Sara joins in on 2016's summer fun with a lovely new swim suit! She and Graphos are ready to do some Splish Splash fighting. Like her SSR version, Sara is one tough girl. Unlike her SSR version, Summer Sara specalizses more in reducing auto attack damage as opposed to high powered Ougis. Her defining skill is Splish Splash. This ability causes Sara to have increased water resistence and her defense gradually increases as the turn's go by, maxing out at ten stacks. Upon release it deals X hits of water damage where X is the number of stacks. The water damage is pretty low, so you mostly want to hold this skill for as long as possible. Her 2nd skill works well with her 1st, increasing her hostility so that she can absorb some damage, while also debuffing the enemy's attack power. Much like her SSR version, Summer Sara can tank Leviathan's powerful Tidal Fall move. However this is somewhat dangerous as her Hostily UP is not a 100% Cover. Her DMG cut isn't the best at 40%, but it can still be critical in saving your life. The 5 turn CD means it will likely be up when you need it, unlike say, Uno's. Overall Summer Sara does her niche job of defending against auto attacks fairly well, but doesn't do much else besides that. | 1x Hostility up ★★★ 1x Crit up ★★★ 1x Skill cap up ★★★ 3x Def up ★★☆ | |||
73 | Jamil | Attacker (SPE) | Anytime Assassin, Aggro manipulation | You want ODA/BA level damage on T1 with no strings attached | Doesn't have his own DATA buffs and brings little other utility | DATA buffs, characters that can take advantage of aggro redirection | Everything, Pendant team, Ghetto GW team | Jamil might be listed as Special Type, but his role is mostly to be a pure attacker. For a SR character his damage potential is very good. Jamil's 1st skill puts the Hitmark debuff on his opponents. By itself this does nothing, but it interacts with his Support skill, 2nd skill and Ougi. Jamil's support skill lets him deal 10% more damage to Hitmarked foes. While his Ougi does 10% bonus echo damage against Hitmarked foes. The 5 turn CD and 90s duration means it's possible to keep 1 foe Hitmarked at all times. However, what makes him really noteable is his 2nd skill, Pinpoint Assassination. This skill lets him do an ODA/BA level attack on Hitmarked foes whenever he wants. It has a fair 8 turn CD and considering the lack of restrictions he can actually use it more often than most ODA/BA skills. Plus it works on enemies without Overdrive Bars. The main thing holding Jamil back is his lack of DATA buffs. He needs a good amount of support to reach his full potential. His last skill, Hide, has good up time and can be used in a variety of ways. Jamil himself isn't particularly squishy, but you can actually use this skill to boost the hostility of another party member to either improve the consistency of their counters, or redirect multi hit ougis onto an evading/high def character. You can also use it to protect characters that don't want to get hit (Like Hallesena), or characters with low defense. | 2x Crit up ★★★ 1x Earth up ★★☆ 1x DA ★★☆ | |||
74 | Eugen (Story) | Burster (ATK) 5★ | Ignition, guaranteed TA after you beat chapter 97 Earth def down on ougi | You don't have SSR Eugen and need one more character for the full burst ougi turn 1 team You use tag team combined with his guaranteed TA and Tezca call | Once he has used his CD he's useless | Lyria, Gandalf, Berserker, Luchador's tag team, Tezca FLB | Low HP fights you want to one turn kill | There's not much to say about Eugen, he's a decent character thanks to his Ignition which should allow you to deal respectable turn 1 damage, his guaranteed TA is also pretty good when combined with Tag Team luchador's shenanigans. His earth def down on ougi can be pretty handy to cap def down as well. His wife truly belongs to GranMilf Fantasy though | 1x Crit up ★★★ 3x DA up ★★☆ 1x C.A damage up ★★☆ |
A | B | C | D | E | F | G | H | I | J | K | ||
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1 | Portrait | Name | Role | TL;DR | Peaks when... | Shortcomings | Synergises with... | Fight usage | Comment | Suggested EMP | Notes | |
2 | WIND - Element overview | Click on the character names to see their wiki page with more accurate skill descriptions | ||||||||||
3 | Magna setup* (I / II) | Primal setup** (F2P / Whale) | (Note: Order is based on their ranking on the General Content Tier List) | Notes about EMP suggestions: - Only the more interesting masteries are listed, the rest depends on your playstyle - Assumes you're playing on element for crit - First point in attack is roughly similar to third point in element up. - DA and TA value decreases if you have MA buffs - One point in Def is always a good default investment For more explanations about EMP value, refer to https://gbf.wiki/Character_Extended_Mastery_Perks | ||||||||
4 | Characters | Offense | Utility | Defense | Solo content | |||||||
5 | A | S | C | A | S | A / SS | C / S | |||||
6 | * Relatively to other Magna setup | |||||||||||
7 | * Relatively to other Primal setup | |||||||||||
8 | Pros | Cons | ||||||||||
9 | - Has Korwa - Tiamat Bolts are one the best magna weapon thanks to their high base attack and enmity skill - Has no issue to reach damage cap in solo content if you have enough buffers - Their GW character Siete is the god of Strike Time and short battles - Also has some very good defensive options - Is the most beginner-friendly element thanks to having a 80% summon and wind carbuncles available for free in the casino and also having one of the greatest SR free character in the game - Rosetta will carry you hard early - Nio's coma is OP as well - Grimnit harps are very potent in the end game | - Despite having an enmity weapon, wind has very little enmity enabler - No raid utility whatsoever - Not as efficient in raids since Wind often requires to get hit to work well, and raids are often CC'ed - 4 gacha wind buffers are limited. Tough life. - Has no F2P primal grid - Whale Wind Primal is pretty powerful but requires high amounts of whaling - Doesn't have easily accessible good "1-turn kill" setup - Has no easy access veil - Their only Def cap option is through a limited unit | ||||||||||
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11 | QoL | |||||||||||
12 | Rosetta (Limited) | Buffer / Tank (SPE) | She draws aggro from boss to get hit in order to build stacks, and unleash buffs even stronger than Korwa AND 50% wind echo. Forever JK. | You're in a solo fight or raid without anyone bringing Charm or Blind, or where you get hit a lot | Rose barrier is hardly usable in multi-battles RNG might not be kind and you might lose your stacks before being able to activate Rose Barrier | Meteon, Birdman, Anchira, Helnar, Lecia, Siete, Korwa, Petra, Arriet | Solo fights, Celestials, GW Nightmare, Maniac or Grande. Solo Magna HL. Avoid multi-HL raids like the plague. | Rosetta, also nicknamed as JK, is the strongest Wind buffer... But only under certain conditions. Her buff can provide up to a tremendous 120% Attack+Defence up, 55% DA Up, 20% TA Up, and 50% Wind echo for 5 turns and with a bit of luck can sustain it with nearly permanent uptime. These buffs are even stronger than what Korwa provides, and she will carry any early Wind player easily, while still having a niche later on. In order to work, JK needs to get hit and lose HP every turn to build stacks. She needs to get hit (and actually lose HP) at least once every 2 turns, or you'll have to start accumulating stacks from scratch again. What's more, the higher the number of stacks you're accumulating, the more ougi you'll need to consume each turn until you activate. As a result, JK is exclusively for solo play, since blind and charms will prevent you from getting hit, and thus building stacks. In that case, why is JK so highly considered when she is completely unsuable for a consequent amount of raid content? Well, mainly because she can allow you to do extremely stupid stuff, like soloing 30 man raids with ease, and beat world records when it comes to soloing boss like Titan or Guild War NM 95/100. She's also going to carry you through a good part of the early to mid game content, even super annoying story boss like Akasha. Rosetta just allows you to tackle solo raids that are one level above what you should be able to tackle with your current grid in solo play, hence why she is valued so highly. Rosetta still has a few other issues, other than the fact that any CC on the enemy completely negates her usefulness. First of all, she has some anti-synergy with a few wind characters, namely Nio and Yuisis. Things like Ancheera passive can also prevent you from getting stacks, which can be highly frustrating. Secondly, even when the previous hurdle is cleared, you're still subject to RNG as the boss has to target Rosetta, and her aggro up on Rose Barrier isn't foolproof (with her EMP and her Rose Barrier active, Rosetta totalize a 77% chance to get targeted). It can be a problem against enemies that single attack a lot and have mainly single target ougi, although her recently released EMP support skill alleviates this problem a lot. Finally, Rosetta still requires a hefty amount of meter to function properly, and as a result characters that can either boost her meter gain, or buff her multi attack rate are needed. Only once all those conditions are met, you get to use the full potential of Rosetta and smash through any content that doesn't have some elemental resistance with ease. | 2x Hostility up ★★★ 1x Support Skill ★★★ 1x Meter up ★☆☆ 1x Wind attack up ★★☆ 2x Def up ★★☆ 1x HP up ★★☆ Rosetta support skill will allow her to guarantee (at full star) a proc of Rose barrier upon using her second skill nuke, which greatly improves your chances to reach 5 stacks. A must have. | Rosetta's gacha weapon, Love Eternal, is one of the strongest weapon for Primal End game builds, so don't reduce it! | ||
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15 | Korwa | (Former) Queen of Buffers (SPE) | Gives your (insert element) team the best buffs they can hope for. Happy End for everyone. | The fight lasts longer than two ougi cycles | Has an initial ramp-up time, intensive meter usage Refreshing her buffs all the time is pretty annoying | Anriette, Andira, Meteon, Nio and any other DATA/meter boost skills Characters with aggro manipulation skills/masteries to get targeted more often Atma staff trium | GW Nightmare, HL raids, Grande, Celestials | Behold, the most powerful fashion designer ever in existence. Korwa was the biggest mistake HRT made (before SS Zoey, that is) in that she was completely broken at release and allowed players to solo endgame content like summon raids and even HLs with ease. (The "Korwagate") This was obviously nerfed afterward, but even after the nerf she is still one of the most broken characters in this game - being able to pump out some of the strongest team buffs with relative ease. To understand how Korwa works more accurately, one needs to know that she uses a system of stacks called "fils". She has two ways to cumulate them: she gains 2 at the end of each turn, and gets 2 more if she gets hit by the enemy during the turn (status do not count as her getting hit), to a limit of 10 total fils. Once she uses her ougi, she will consume her fils in order to increase the efficiency and also the duration of the buffs she casted on your team. In return, Korwa's ougi will not deal damage, nor will she contribute to your chain burst multiplier. Korwa's first skill is a team attack buff that will grant 20% attack to the team on cast, and can scale up to a wholly 145% attack up at 10 fils ougi. The buff is a unique buff and will stack with any other attack up buff (safe for Nio 5*), but the modifier is a normal one (meaning its efficiency will be diluted by other normal type multipliers such as Baha weapons, normal weapons, Rage III...). Her second skill is a DA/TA buff that is actually surprisingly efficient even without being boosted by her fils (it will grant you around 15% DA/TA). When fully boosted by her fils, this buff will grant to the team 40% DA and 25% TA, making her one of the strongest DA/TA buffer in the game. Once again, this buff will stack with everything else. Her third skill is more often overlooked, as it is a single target defensive buff that you don't always have the luxury to use since it's already difficult to upkeep the two above buffs. But it can grant up to 500 regen per turn on an ally as well as a 100% defense up buff, which can be pretty handy against tough boss. The whole idea of using Korwa revolves around getting sufficient DATA/Meter gain support so that she can maintain her buffs forever - a feat that few other buffer in this game can achieve. Some elements will have more success than others to upkeep her buffs for a long duration without having to refresh her, but her buffs are so strong and valuable that even non-wind teams will gladly use her in place of another on-element attacker (Especially for elements that lack good team DATA support such as Earth and Water). Eventually however, as your grid and character pool strenghten, Korwa will not be used off element anymore. Nonetheless, while she's definitely powerful in terms of number, Korwa is not a "pick up and play" character like many other top tier characters and requires the players to first understand how her buff rotation works. Furthermore, since her buff engine takes a few turns to start running (as she starts fights with 2 fils only) she is completely useless in fights that last only 5-7 turns, and still takes a bit of time to make up for the loss of damage. She is also vulnerable to enemy dispels as getting hit by one means all the effort you made in the past few turns are all wasted. With the recent ougi cap update, being able to deal damage with ougi has also become more important. These things combained have greatly reduced Korwa's importancy in this game, especially once you progress toward end game. | 1x TA up ★★★ 1x DA up ★★★ 1x HP up ★★★ 3x Def up ★★☆ | Korwa getting hit does help to upkeep her buffs, but is not a requirement to make good use of her | ||
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17 | Gawain | Ultimate Defender (DEF) 5★ | - 25% atk debuff, 70% damage cut, team barrier on ougi, 10% earth damage reduction passive (not a dmg cut) | He hits lv100 and literally becomes a HS | None in particular | Everyone, but in particular Lecia and skill cap up ultima weapon | GW Nightmare, HL raids, Grande, Magna (with Zooey) | Gawain's 5* upgrade made him one of the best tanks in the game while also having some great utility. Being able to soak and reduce damage is pretty important in order to stay at low HP without dying to a random trigger or auto. His phalanx also allows you to be less dependant on Spartas in your raid or even let you have two phalanxes in your team and become outright unkillable. His first skill also has the same effect as one of the most useds EX skill for soloing, Arrow Rain 3, saving MC a valuable skill slot to bring other skills to the fight. While his specialization is tanking, Gawain also has some decent offensive power. For a DEF char he sure has some surpringsly high natural DA/TA rate, and his two nukes have relatively low CD and high damage cap making them very spammable. In particular, his 2nd skill has an extremely high cap of 1.2 mil if your overall team HP is very low (which makes him a great fit with SS Zooey for wanpaning). Having two spammable nuke skills also makes him a great pairing with Lecia and her Attack Order. Using both of them can make for a pretty good nuke team, where you can just Conjuction, queue all the nukes and do something else. In solo play, you can use the nukes to break boss easily and unleash the Attack Order 5 + Break assassin combo. Gawain may not be the best candidate for every fight (e.g. where incoming dmg is low, it may be better to use another attacker), but he is a strong all-rounder who can be useful in almost all circumstances, and particularly needed in higher difficulty content. | 1x Crit Up ★★★ 1x Support Skill ★★★ 1x DA Up ★★☆ His support skill is a on hit chance to stackable attack down on enemy | |||
18 | Niyon (Nio - GW chara) | Anesthesiologist / Buffer (SPE) | Coma 50% Team DA, 30% Team Atk/Def buff, Team Crit, AOE Charm on ougi, 10% aoe echo on ougi Queen of solo play | Coma procs for 6 turns straight and you can cast her first skill again | Harvin Her third ability is a dead skill against non earth Her LB/EMP masteries are pretty bad | Anyone, but in particular Siete, Meteon, Carmelina, the event unknown Harp. Arriet | Any fight but on element fights are preferred. Multi target fights to maximize coma abuse Xeno Vohu MVP n°1 | Nio used to be the best wind support as she was essentially a Superstar (the best DPS job at that time) that gives a slightly weaker version of Song of Grande to your team. But 2016 wasn't a great year for her, because of the consecutive release of Rosetta, Monkey and Korwa who all had similar effect buffs (ATK/DEF/Multi attack boost), but with better numbers and/or better uptime, especially with Rosetta who had atrocious synergy with Nio. But after being relegated as a poor man's monkey since she was at least obtainable for free, the KMR era came in with not only a rainbow meta to make her skillset more relevant, but an incredible gift under the form of a unique debuff called Coma. Coma is basically an upgraded version of sleep (which was what Nio had before she recieved her buff). Once cast, the effect is the same, i.e the enemy will take more damage for a whole turn (25%) and will not attack, nor gain a diamond. But the particularity here is that the enemy has a chance to remain asleep after being damaged (while with regular sleep, the debuff would end immediately after receiving damage). Yes, you heard it right. And this chance is by no mean low, it actually has a higher chance to trigger than most debuffs like Charm and Blind. As a result this makes Nio extremely powerful against any kind of content, especially after the change making her Coma become local, meaning that you can use it even in raids and it won't get disrupted by your raidmates. Note that Coma will get a set maximum duration defined on cast, between 4 and 6 turns. Which means it will automatically disappear after this amount of turn no matter what. Her second skill is still a very strong team buff that a lot of other buffers would kill to have, a 30% ATK/DEF up and a 50% DA up for 3/6 turns. Note that the DA buff will not stack with SS/Elysian buff, or Birdman self DA/TA buff. The attack buff is normal mod which is a bit of a bummer, but you can't have everything. Her third skill is a debuff + team buff, it will inflict Tuning against an enemy which is a rather weak DoT, ans also grant 30% crit chance with 30% multiplier to the team, with an excellent 3/5 turns uptime. This ability makes Nio shine a lot on element, and the Tuning debuff is actually useful once you unlock Nio EMP support skill as it grants her a free 10% additional echo against tuned enemies. Her ougi is also a bit special since after the regular attack, Nio will also inflict AoE additional damage (around 18% echo), and also cast an AoE charm. The charm allows Nio to shine even more in her role of disabling the boss as much as possible through her crowd control, although it can be a bit problematic on content where charm resistance builds up quickly as it's difficult to control charm landings. Still, the coma update made Nio extremely strong, and quite possibly broken. When Light abuses para with Song to make multiplayer raids a joke, Wind uses coma to make most solo fights trivial and stall special attacks in raids. Probably a must have GW character if you enjoy playing wind in general. | 1x Support Skill ★★★ 1x Debuff Success ★★★ 1x Wind Attack ★★☆ 1x C.A Damage ★☆☆ 1x Overdrive Attack ★☆☆ Nio EMP passive grants her 10% echo against tuned enemies Reflect is counter productive as it might prevent her from receiving damage that would enable enmity | Coma still has a chance to be disrupted by damage from skills and summons, so make sure to cast your skills and summons before applying coma. Also note that coma, similarly to sleep, will delay triggers until the enemy wakes up. | ||
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20 | Seofon (Siete - GW Chara) | Attacker / Burst Enabler (ATK) | Passive gives 50% ougi damage boost to every member (does not boost cap), Team Ignition, Stacking buffs as long as he doesn't get hit | It is Turn 3 and he still hasn't been hit once | Needs babysitting, Emblem has a long animation and you need to spam it every turn Needs to get hit to proc enmity, but also wants to avoid damage to keep his Swordshine stacks | Mechanic full ignition, Petra, Holy Saber, Yuisis, Carmelina, Rosetta, Nio, Scathacha, Atma sword | Short Fights, Assault/Strike Time | Siete has two niches and roles he can fit in team comps that not everyone seems to exactly agree on. Most people tend to see him as a burst enabler through his full team ignition, some others like to simply slot him for his passive and ougi effect in auto-attack centric teams, sometimes even completely ignoring his Swordshine stacks system as it often is a bother to maintain them. - His first skill will grant him a stack of swordshine on each cast. The more Siete stacks Swordshine, the more bonus he'll get, at 3 stacks he gains guaranteed TA and 30% damage guaranteed crit. However, if ever he gets hit, siete will lose all his swordshine stacks and will have to start from zero again, so you'll want to use babysitters alongside Siete to protect him. Swordshine only lasts 3 turns, so even if you don't get hit you'll have to refresh the skill every 3 turns (more if you invest in his EMP support skill) - His second skill is a 10-hit random target skill that deals some pretty good damage and is quite handy to burst down low HP content. - His third skill is his signature skill, a team ignition on a 14 turns CD that can only be used if Siete has 3 stacks of Swordshine, and will consume them. This allows for extremely strong burst damage in a low amount of turns, as you can easily chain two full team chain bursts, pretty much guaranteeing you to MVP/Kill most Magna / Ex / Maniac content. His passive is probably one of the most obscene in the game as it is a passive 50% increase in ougi damage, synergizing tremendously with his team ignition, but also making any Wind lineup with Siete a fearsome team during Strike Time or with Mechanic full ignition as it is much easier for wind to reach Ougi cap. To add onto that, Siete will also gives your team a free 30% ATK up upon ougi (that seem to stack with everything), as if it was not enough already. With sufficient cover/taunt/mirror image support, or in HL where the boss is blinded/charmed most of the time, Siete can maintain his lv3 buff safely and act as a strong wind attacker. His 50% team ougi dmg boost passive is also one of the best support skills for wind in HL as bosses have higher def making it harder to hit the 1.69 mil cap. But the fact that he needs badysitting and a 14T CD on his team ignition skill makes him less desirable in longer fights. Also, with the release of SS Zoey, Siete's burst power has become much less impressive, thought he is still one of the best burst enablers in this game. | 1x Support Skill ★★★ 1x Hostility Down ★★★ 2x Crit Up ★★★ 1x Dodge ★★★ | |||
21 | Jeanne d'Arc (Swimsuit Version) | Def breacher / Buffer | Sword proficiency 25% Def down + 15% Wind def down with good accuracy Single target Stamina buff with high uptime Rage III + 10% meter to the team Team wind ATK up on ougi High base DA/TA rate Very bustyed | You discover her uncap art You have atma sword and she already has 50% DA / 40% TA base | Her offensive power is a bit limited The voice of her SR version still sounds cuter | Atma Sword Trium Grimnir Harps Nio 4* / 5* Siete 4* / 5* Wind Xiphos Sparta | Any | Roughly a year after the release of Swimsuit Beatrix, Cygames strikes again with a powerful new version of Jeanne that brings pretty much all what Wind ever wished for (well actually mainly a def breach that reaches cap, but that's the big deal). Summer Jeanne is some sort of mix between her light and dark version, keeping all the good points of both, resulting in a highly desirable unit. Jeanne's first skill is the usual Def Breach (-25%), coupled with a Wind Def down (-15%), for a total of 40% Def down by herself. The def down has a 100% base accuracy (120% with Nio + EMP) while the wind def down has a 85% bae accuracy (105% with Nio + EMP). Jeanne ends up becoming the first SSR wind character able to cap Def down with mist, which is a bigger deal than what it would seem like at first since she is actually the first wind SSR able to do that (only took four years, thanks Cygames). Her wind def down is useful on raids immune to regular Def down, and against boss who can boost their own Def. Her second skill is a mono-target buff that will heal 2500 HP and grant a Stamina buff, as well as an Armored buff for 4 turns. The Stamina buff is a special mod buff that will increase the damage of the target by 60% at full HP, to a minimum of 20% at 1 HP, making it an extremely potent offensive buff. Use it on high DA/TA characters (or even herself) for maximum benefit. The armored buff will further more reduce with a 70% chance all incoming damage by 30%. Finally, the skill has a pretty reasonable 4 turns cooldown, making it a great fit with Grimnir harps stamina builds. Jeanne's third skill is a regular Rage III, with the added gimmick that it will grant your team a 10% charge bar on cast. It might not seem like much, but this can particularly help you to secure a chain burst earlier, which can be especially important for characters like Nio 5*. The first passive is roughly the equivalent of an EMP crit node (20% chance to deal 20% more damage), which is always welcomed on a character lacking personal buffs, and the addition of her second passive make Jeanne overall a very respectable attacker as well, boasting a 30% base DA + 20% base TA at full HP (although it will decrease as her HP decreases). The Orleans maiden ougi is a copy paste of her dark version, granting 20% wind ATK up + 20% Earth damage cut to the team for 3 turns (ougi turn included). With her high DA/TA rate, and coupled with characters like Siete you'll have no trouble keeping a high uptime on those buffs. Swimsuit Jeanne has really everything to please you, whether it is her sword proficiency (btw when is Light Jeanne getting a sword prof Cygames?), her def down, her kit that synergies well with a stamina build, her ample cleavage... She definitely is one of the best swimsuit unit to get for whoever would like to play wind seriously. | 1x Debuff success ★★★ 1x Crit up ★★★ 2x Healing ★★★ 1x TA up ★★☆ | |||
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25 | Scathacha | Enmity Attacker / Support (ATK) | Can convert 25% of her max hp into a shield for an ally (or herself) with a super low CD Team Wind Buff, an enmity nuke that can hit up to 2 mil, High DA/TA rate | You get your base Tia bolt grid and Scathach dishes incredible damage thanks to her self HP cut | Jack of all trades, master of none Enmity nuke has a relatively long CD | Tiamat Bolts, Siete, Lecia, Petra, Wind buncles, Morrigna | Everything | Scathacha release shows us that Cygames didn't forget how to create great non-limited characters since Juliet, as Wind gets with her a simple, affordable and efficient character that anyone will be able to profit from. She even has the good taste of being an erune, so that it doesn't mess up with your baha synergy. Her first skill is a 30% team wind buff with an excellent 3/5 uptime. In itself, it's already a great skill, but it has even more added value knowing that Wind gets generally less elemental buff then other elements (stuck with 80% anat, wind carbuncles aren't often used since they have very low stats). Even better, Scathacha herself gains a self buff whenever she's under the effect of a wind attack up buff: ~35% DA up, ~10% TA up, 30% attack up. Her second skill is a powerful nuke that is a mix between Gawain and Vaseraga, it's a 200%-900% multiplier nuke that scales with how low your HP is, up to 900k damage cap. However, if Scathacha uses it after an ougi, the skill will have a increased damage (300%-1400% multiplier) and a doubled cap (~1m8). It makes scathacha nuke one of the hardest hitting one in the game, on the same level as Lucio. To be able to reach said cap, you'll have to lower Scath HP rather consequently, but that's when her third skill comes in handy. Scath third skill is a 2 turns CD ability that will make her consumme 25% of her HP and transform it into a shield on any targeted ally. Not only does it allow our dragon erune to proc Tia bolts enmity and increase her second skill damage it also has great utility as it can serve as protection for team members with low HP or for characters like Siete. And while her first passive doesn't stack with seraphic weapon skill, her EMP have perfect synergy with her kit which makes her even better. In the end, Scathacha is very similar to Anchira, but while her team utility is overall weaker than Monkey, she compensates which much higher offensive power. She is a jack of all trades (and a damn good one) that will fit nearly any wind team comp, but she remains a master of none, and if you happen to have a large selection of characters, more specialized wind units will most likely end up replacing her (especially for more challenging content). But she has an extremely big advantage over those more specialized characters: she is ticketable. And that probably makes her one of the best first wind ticket choice for anyone who'd like to get a functional wind team going, as she will perform well at any stage of the game (unlike Gawain or Korwa) | 1x Enmity ★★★ 1x Crit up ★★★ 1x TA up ★★☆ 1x Wind attack up ★★☆ 2x Def up ★☆☆ The remining points either go to Skill cap or HP (Damage vs. Utility) While Skill Cap Up adds an additional 100-200k dmg to her enmity nuke, its value is diminished by the relatively long CD of the skill | You could consider playing Double Tiamat comps with her as her great wind attack buff uptime allows to make up for the lack of wind elemental summon, and since being able to self reduce her HP allows her to double dip into enmity | ||
26 | Lancelot | Attacker (ATK) | 30%DA / 15%TA team buff 10% Stackable def down (max 20%) Self echo, increased ougi damage when under the effect of an echo buff Sword proficiency | You pair him with Lecia to trigger easily her attack order His DA/TA buff helps other MA/Meter reliant characters. You use him in a full sword proficiency comp for Atma trium You reach def cap with Mist + breach + his def down | You STILL can't reach def cap with only Mist and his def down (Cygames must hate the idea of wind reching def cap easily or something) His DA/TA buff will not stack with the active part of Nio's buff and Elysian / Superstar MA buff | Rosetta, Korwa, Lecia, Siete, Summer Sieg, Melissabelle, Atma Trium | Any. His def down is useful in UBH / UBHL | Lanchan gets a new wind version who feels quite similar to his water version : nukes, def down, MA buffs. His kit is extremely easy to use, and will be welcomed in any wind team that isn't already jam-packed with 5* GW characters and Limited. Lancelot's first skill is arguably the most unremarkable, a 630k cap single target nuke that will grant Lancelot a self skill damage up buff. Too bad it's not skill cap up, but at the very least it has a decent 5 turns cooldown, making it pretty spammable for Lecia's attack orders. His second skill is an AoE DA down with stackable def down (10%, caps at 20%). The stackable nature of the def down makes it compatible with any other source of def down, which is extremely handy (especially in an element that is often stuck at 45% def down with Mist + Defense breach. But you're still not allowed to cap def down with Mist and Lancelot only... The skill has a 5 turns CD as well, which is pretty decent. Lancelot's third skill is a 30% TA + 15% DA up, for 3 turns on a 7 turns CD. While in effect, Lancelot will also gain a 10% echo. It's a pretty basic buff (similar to what Water Yuel can offer) and won't stack with Elysian's like MA buffs (Song of Grande, Call of the Abyss, Nio's second skill, Birdman's MA buff...), but since most of Wind buffers have unique buffs, it ends up being a good addition. Note that the echo part will not stack with Rosetta / Lecia. Upon using his ougi, Lanchan will gain a 20% echo buff for 5 turns (making it a pretty much permanent buff after the first ougi) which should this time stack with other echo buffs. When under the effect of any echo buff, Lancelot's ougi will get a 40% damage and 10% cap increase, which shouldn't be too hard to trigger past the first ougi once again. His other passive is the same as Seraphic weapon skill, and will not cumulate with seraphic as usual. Simple yet efficient, Wind Lancelot is a solid acquisition to make for your wind team. Useful with most buffers, bringing some good utility and good damage, and also compatible with Atma sword comps thanks to his sword proficiency, there's very little to complain about him. Oh, there might be one thing, maybe Cygames should have given his wind version a design a bit more different from his water version, so that people won't confuse them. | 1x Debuff success up ★★★ 1x Skill cap up ★★★ 2x Crit up ★★★ 1x TA up ★★☆ | |||
27 | Melissabelle | Attacker (ATK) | Ignition that also consumes 20% HP, nukes that increase damage and buff your attack the more you cast them Skill damage cap up the lower HP she has | You've spent a lot of turns spamming her nukes and they both deal over a million damage You have hair fetish and your favorite series is To Love-Ru Darkness | Rather slow rampup time | Lecia, Siete, Nio, Korwa, Anriet, DA/TA buffs in general Rito, atma sword trium, Ultima skill cap up | On element fights where nukes are important to break boss before they ougi you Solo fights (where Damage over Turn is generally more important than Damage over Second) | Even though they failed with Chat Noir, Cygames at least managed to salvage the other garbage tier character that was released in 2016 with their July 2017 update. While some of her flaws are still not gone, Melissabelle can at least boast having a kit that makes her much more rewarding to play. Her kit is overall pretty coherent, use her second and third skills as nukes, get a 5% special mod attack up (max 50%) each time you cast a nuke, consume HP to ougi, reduce all your CD by two turns when you ougi and increase your nuke cap damage the lower your HP is. All of her kit is based on the idea that you need to cast her nukes as much as possible, as it raises both your attack but also the number of hits of said nukes. As a result, Melissabelle wants to be supported by characters who will be able to grant her meter so that she can reach her peak condition as fast as possible (reaching 1.3m-1.5m damage nuke when spammed enough). This very ramp up time is also one of the biggest flaw of Melissabelle, being a nuke oriented character doesn't fare extremely well in the end game meta, as you find yourself wasting precious seconds using nukes when you'd rather mash auto as much as possible. But if you're in an environment where you can take the time to ramp up her damage with proper support, Melissabelle becomes one of the hardest hitting characters thanks to her special mod attack up and numerous crit buffs she has. With the advent of the new atma weapons, getting an atma sword trium for wind solves most of Melissabelle issues, granting her precious DA/TA that will allow her to ougi more frequently and reach her max power much faster. It's even better since Lecia, her best companion, also benefits from the effect of an Atma sword. And later in the game, having a skill cap up ultima weapon allows Melissabelle to reach close to 2m damage on each of her nukes, making her the best wind Nuker. | 3x Crit up ★★★ 1x Enmity ★★★ 1x Skill cap up ★★★ 1x Support skill ★★★ or 1x Wind attack up ★★☆ | |||
28 | Korwa (Summer) | Buffer (SPE) | Finicky buffer with potentially huge benefit if you can work around her | You land the 10 Fils buff on two characters and they hit auto cap at 100% HP | Need to design your team around her and arguably even your weapon grid | Siete, Arriet, Nio, Apsaras, Meteon | Fights where you expect lots of incoming damage | Korwa is back in Swimsuit Edition! This time around she's a little more complicated to use and strangely enough, functions more or less the same as her original version does when she's used off-element in other teams. The major difference is that she can only gain Fils passively and no longer gets any from being hit. At only 1 Fil per turn, getting enough to do anything is pretty rough. However, her 3rd skill turns off her auto attack and gives her 20% meter and, more importantly, an additional 2 Fils per turn for a total of 3 Fils every turn. Since you need 7+ Fils when you ougi for the full 3 turn extend it means that you need to provide Korwa with roughly 40% meter every 3 turns to keep your buffs going in perpetuity. Speaking of the buffs, that's why we're here. Her 1st skill gives one Wind ally (sorry, no off-element shenanigans here) Normal Attack Up and DA Up. At the start it's something tiny like 20% Normal Attack so you won't notice much. However, if you enhance it with a 9 Fils ougi you're looking at 230% Normal Attack (far more than regular Korwa's buffs) and at 10 Fils you're sitting at a monstrous 300% Normal Attack Up and 70% DA Up. That's approaching the amount of Normal mod you get from running Double Grande leaders! Her second skill is also very interesting. It's a group wide Defense up buff that lasts for 6 turns and caps out at 50% Defense Up at 10 Fils with an additional 30% chance to reduce damage by 50% (check Wiki article for complete table). This Defense Up buff combined with Gawain and/or Nio 5* gives your Wind team an incredible amount of mitigation while her 1st skill boosts the rest of your party so that they compensate for Summer Korwa not attacking. Now the trick is, you have to ougi on the dot every 3 turns or risk your buffs falling off. This is easier said than done and unless you are very lucky, you'll need to go out of your way to achieve this with MC skills and/or party setup. Realistically speaking, you can have 1 character with 10 Fils and 2 characters with 9 Fils attack buffs and 10 Fils defense buffs going for a very long time (upwards of 20 turns). There are setups where you can forgo the Defense skill and have 10 Fils attack buff on two characters but after Turn 14 you absolutely have to ougi every 3 turns or your buffs will start to fade. The less you worry about maintaining 10 Fils buffs the easier she gets to use, although you're missing out on 70% Normal mod so if you think you can manage it, getting 2 characters is ideal. Summer Korwa isn't as all around useful as regular Korwa however she is significantly more powerful if you set things up right. Apsaras with an Axe or Arriet, for example, help to generate the ougi you need to keep Korwa going. Siete benefits greatly from Korwa's buffs since he ideally constantly TA's anyway so the lack of TA in Korwa's attack buff doesn't matter, plus if your buffs are falling off you can use his 3 to cheat another round of buff extension and if he's TAing every round, he'll ougi at least once per buff refresh cycle anyway which is a guaranteed 11% (after ougi meter up EMP) meter for Korwa. | 1x Meter up ★★★ 3x Def up ★☆☆ 1x HP up ★☆☆ She's not going to attack very much so offensive nodes aren't very helpful | |||
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30 | Meteon | Everything (SPE) 5★ | Has 15% Def down, debuff resist down, -15% Atk down, DA down 20% team wind DMG + 15% Earth damage cut + 30% meter generation up Gun proficiency, reduces his own CD on ougi Casting skills makes him multi attack often more often and ougi harder. | You make him ougi often so he can make use of his incredible skill set You use him with meter hungry buffers like Korwa, Rosetta, Nio 5* | His debuffs have only average hit rate and effect (doesnt cap with mist), Has innate -20% Def (is it even an issue with Tia bolts?) His cooldowns are long If you don't have him, you're condemned to wait until a rerun happens | Nio in general Korwa, SS Korwa, Rosetta (for the meter up) Siegfrid, Lancelot, Mirin (for the def down cap) Siete, Anriet (for the more frequent ougis) Diablo summon to reach debuff caps | Any | Already a notably good SR at his release for being a pretty great free wind character, Meteon received a 5* less than a year later that made him among one of the strongest SR unit in the game, and obtainable for free (similarly to Minami in water). We get a character that is a jack of all trades and master of none, although none of his kit is wasted in wind which makes him an extremely precious character for wind players who have yet to get a good roster of characters. Meteon's first skill is 15% def down coupled with a pilfer (debuff resist down). The pilfer is pretty useful to land your mist when you're not playing as DF, and the def down is always good although it won't be enough to reach def cap when coupled with mist (Wind's eternal problem). Meteon's second skill is a team buff, 20% wind attack up and 15% earth damage cut for 3 turns, on a 8 turns CD. Element up buffs are rather rare in wind, and elemental cuts are even rarer, so this buff is good to have, even with its 3/8 turns uptime (it's actually much better than that thanks to his ougi). The skill also grants 30% meter generation up to the team, which is actually huge in an element where the main buffers all are very meter hungry (and Meteon himself is very meter hungry). His third skill is a nuke that also inflicts 15% attack and DA rate down on the enemy, which is also much welcome, unless you're bringing him with Gawain since their attack down won't stack. For reasons unknown, this skill has a 11 turns CD, which doesn't even make sense considering this skill is by far the least important of Meteon... Our green haired racer has two passives : the first one will grant him 5% chance to dodge but 20% lowered inner defense (which isn't a great tradeoff), and the second will boost Meteon's offensive potential each time he casts a skill. Using either of his abilities will grant him an "acceleration" stack, for a maximum of 3. When under the effect of acceleration, Meteon gains multi attack rate up, and his ougi damage and cap are increased as well (at 3 stacks, Meteon gets 100% ougi damage up and 50% ougi cap up, allowing him to reach around 3m ougi damage). The effects of Acceleration cannot be dispelled and will last for 6 turns, but those stacks will unfortunately get consumed with Meteon's ougi, forcing you to rebuild acceleration from scratch. But that's not as big a problem as what it would seem, thanks to Meteon's incredible ougi effect : he will cut all his cooldowns by two turns every time he uses his ougi. So yeah, Meteon is already an amazing (and free?!) SR character that can give a run to most SSR's money (even limited cough cough Andira), and the cherry on top is that he even has gun proficiency to make up for his low stats (him being a free character). So, why is your Meteon not lvl 90 yet? | 1x Debuff success ★★★ 2x Crit up ★★★ 2x Def up ★★☆ | |||
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32 | Nezahualpilli (Birdman) | Attacker (ATK) 5★ | Break Assassin 45% Spe mod ATK self buff 3% team TA passive 100% DA + 30% TA self up | He can do a TA for 4.5m damage against boss in break | Little team utility other than damage and 3% team TA boost Not sword proficiency | Hawkeye, Nio, Korwa, Rosetta, GW dagger | Any | With the 2017 end of the year rebalance, Birdman regained his former luster as (one of) the best wind attacker, thanks to changes making him much more relevant in the wind meta. First of all, his first skill, became a 45% ATK up special mod self buff, on a 5/6 uptime, coupled with an immunity to debuffs while it's active. The change from normal mod to special mod is extremely important, as it allowed birdman to not suffer from diminishing return with normal mods (such as Baha skill, Seraph skill, Love Eternal skill, Korwa / Nio / Rosetta / Siete buffs), and he now can reach skyhigh damage when paired with buffers. The immunity to debuffs is also more than welcome, as now there will never be any pesky and untimely Blind to make you miss all your assassin attacks. His second and third skills (his Break Assassin and his Multi attack buff) generally both go together, and Cygames decided to buff the MA buff so that birdman would be guaranteed a DA when the skill is active, making it a pure joy when you couple it with his assassin skill, guaranteeing you at worst a DA on it. Finally, his ougi has been updated so that it would now grant a 20% additional echo for 3 turns, on top of the 20% additional meter. This allows birdman to break auto attack cap when sufficiently buffed, and needless to say that it also synergies extremely well with his assassin as well. With enough DA/TA buffs, it's possible to get a permanent uptime on this echo. Birdman finally claimed back his throne of best wind attacker, and it's going to be hard to replace him. Even with his lack sword proficiency attacker, Atma sword comps will still consider using him for fights where his assassin comes in handy. If there was one flaw to find him though, it's that his EMP support is extremely useless now that he has a near permanent debuff immunity. | 2x Crit Up ★★★ 1x TA Up ★★☆ 1x Break Attack ★★☆ 1x C.A Damage ★☆☆ 3x DA Up ★☆☆ | |||
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35 | Lecia (Limited) | Support (BAL) | Her Orders gain stacks from multiple uses of the same kind of skill and she releases them to get various team buffs such as Damage Cap Up, Echo, Crit, Veil, etc. Also the Shin no Nagama of GBF. | 1.You mvp your gacha and have the characters who synergize with her Buff Order types; and 2. You beat Akasha and Turbochicken later on in order to clear chapter 75 and unlock her third skill. | Unticketable, Requires player to have a good collection of Wind characters for her 3rd skill to function well Her EMP suck | Attack orders: SS Zooey, Gawain, Metera, Melissabelle, Siete, Scathacha, SS Siegfrid, Lancelot Buff orders: JK, Monkey, Yuicis, Korwa, Petra, Birdman, Scathacha, Anriet Debuff order: Carmelina (can reach 50% def down total), Nio BAL Cosmos Gun Trium atma sword, Ultima skill cap up weapon | Everything... if you have the right characters to spam the right type of skills Earth GW NM and his single target stun / Xeno Vohu and her death debuff | Lecia is typically a character that you get to appreciate more the more you progress in the game, and thus for several reasons. The first gate she has is that until you unlock chapter 75 in the story, her defining skill is locked, and it can be a significant gate for newer players as you'll have to break through difficult solo fights and boss. The second gate is that once you've finally unlocked her third skill, you realize that making full use of it requires to have characters and classes (T4) that synergize with her. Still, once those two hurdles are cleared, Lecia becomes arguably one of the strongest wind character, thanks to strong team buffs, unparalleled utility and good damage. Let's start with the most important part of her kit, her Orders system. While her third skill is active, Lecia gains 1 Order stack depending on the type of skill an ally uses (same border color on skills icon = same type). After Lecia gains 1 stack of a specific Order type, she cannot gain stacks for any other Order type until her current stacks are consumed. Orders stack up to 5 times. Buffs gained or debuffs inflicted depend on the number of stacks consumed. At max value, the buffs will grant: - Lv5 Attack Order: 50% Wind echo / 25% Damage Cap Up / 20% Wind Atk Up - Lv5 Buff Order: 100% Crit (1.5 Multiplier) / 30% Def Up / 100% Debuff Res Up. - Lv5 Debuff order: 15% Atk/Def Down (stackable with everything) / AOE Delay - Lv5 Heal Order: 1500 HP Heal / Clear / Veil The most used and arguably most important buff is the Attack order one, allowing you to break cap and also get a 50% echo for two turns on the team. Extremely useful for shorter fights when you can combine this buff with a deadly break assassin that will not only gets its cap increased to 1.45m, but will also get 50% additional echo. The second most used order is the Buff order that will grant a 100% chance to crit to your team, as well as a 100% debuff resistance up (aka pseudo-veil). While the crit is good on element, especially when you're not yet capping, the pseudo-veil is extremely precious in an element that has no veiler, as it allows you to block any debuff for two turns. Her heal order has some great effect, but it's rather difficult to get it to 5 stacks for the veil. Debuff order effect is not that interesting, and the def down is not efficient enough to reach cap with mist. With that in mind, we can now go over the rest of Lecia's kit. Her first skill is a 700k damage cap nuke that will also provide a Jammed self enmity buff to Lecia for 3 turns. The nuke damage scales harder the lower your HP is, which is great synergy in general with wind enmity playstyle, and it's also a skill that allows to stack attack orders. Her second skill is a single target 1k heal that also provides a 1k shield if the target is in red health. And it also clears. But the real interest is that it's ona riddiculous 2 turns CD, which makes it an extremely powerful tool to not only micro-manage the health of your team (Rosetta and Scatach will appreciate a lot), but also clear single target annoying debuffs. And guess what, all the Earth type relevant boss inflict annoying single target debuffs (Hint: it's not a coincidence). And in case Lecia would be herself the target of debuffs and unable to cast her heal, she has a self chance to remove one debuff from her every turn. Oh, and her ougi will also AoE dispel because why not. As you might have guessed, Lecia is a character with a complex, but overloaded kit. She shines in both easy and challenging content, couple her with characters with nukes, or even with Summer Zoi, and she'll make you take care of any magna level boss in two or three turns. For longer fights, her playstyle may force you to press more buttons and lose time, but she compensates it with both the offensive power her buffs will provide in return, and her utility against nasty debuffs that would slow you down much more otherwise. | 1x Crit up ★★★ 1x Support skill ★★★ 1x TA up ★★☆ 2x DA up ★☆☆ Lecia's support skill will grant her a 15% chance to get an additional order stack at the end of the turn (once an order have been selected). It's not necessarily much, but it's relatively useful if you're not able to bring five of the same skill type to use immediately, and even after the first order round it is still helpful as skill cooldowns will be different. | If you use Anriet skill that lower a used skill CD by 1, it is actually possible to activate your order during the same turn you stacked them. Lecia's gacha weapon, Reunion, is a strong weapon for Primal End game builds, so don't reduce it! | ||
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37 | Lennah | Healer (HEAL) 5★ | Strong healing capabilities, 100% success chance revive Ara ara, Ma Ma | You laugh at every debuff Xeno Vohu throws at you You slot her in all of your backlines instead of Sophia | Little offensive capability Heals a lot in an element that doesn't want to stay at high HP | Lecia, SR Monkey, dead people, Ultima staff | HL raids with lots of debuff, Celeste cheese, Guild war NM raid Xeno Vohu MVP n°3 | With her 5* upgrade, Lennah gets better at what she does best : babysitting your team. Thanks to both her clear on heal and clear on third skill, she is able to get your team rid of most annoying debuffs at any time, especially since her third skill is extremely spammable with a 3 turns cooldown. She gets a small team buffing effect on her heal, as it also becomes a Revitalize, although wind players will often want to stay at low HP and will more often get healed commpared to receiving meter. Her damage gets slightly better thanks to her new ougi effect which will increase her ougi cap and damage with each subsequent ougi (to a maximum of 25% ougi damage and 50% ougi cap up after two ougis). Strangely enough, the ougi damage buff is lower than the ougi cap buff for once, making it actually pretty difficult for Lennah to reach her full damage, especially since she will often stay at high HP. One of her passive allows her to self regen HP every time she hits a poisonned enemy, which can make you hesitate to use her first skill as you don't really want to get permanent regen on her if you need to abuse enmity. But the main thing Lennah gets with her 5* is a new 4th skill at level 100, which is a 100% success resurrection on an ally. It's always handy to have, even off element for HL raids in the case you lose your MC. And unlike Sophia, the resurrection is guaranteed, which should make you prefer slotting Lennah over Sophia. But overall, Lennah still has the same niche, she is there for fights like Xeno Vohu where you need to clear debuffs from your team every few turns. Otherwise, her healing is actually detrimental to your team dps, and you'll only see her in your backline, ready to ressucitate any ally that might have died during the battle. | 1x Support skill ★★★ 1x Crit Up ★★★ 2x DA Up ★★☆ Taking heal will prevent you from abusing enmity as much, but can be useful if you're using her to cheese celeste | |||
38 | Carmelina | Debuffer (SPE) | Quick down, def breach (-10%), debuff resist down, 180s gravity, team mirror image on ougi, nuke that does more damage the fewer enemies there are | You need a debuffer and you don't want to sacrifice your MC to be Dark Fencer | She's a draph in an element that will generally use Baha dagger or gun Her def down is only10% Her rather defensive kit might prevent you from losing HP and activate your enmity fast | Siete, Lecia, Nio | Fights with high damage single target ougi/triggers, Fights where boss DA/TA often, single target fights in general Xeno Vohu MVP n°2 | After being hailed as the Garbage Queen for years, Carmelina finally got her revenge by becoming not only usable, but also a strong contender for wind lineups. She brings a lot of utility that is pretty difficult to find in Wind: - Her first skill is a 10% def down + DA/TA down coupled with a nuke that hits harder the fewer enemies there are (325% against 3 enemies up to 975% against one enemy) and caps to around 500k damage. - Her second skill is now a standard Gravity that lasts 180 seconds, which is extremely useful in an element that tends to shy away from using Dark Fencer. - Her third skill is a debuff resist down which is pretty useful in order to land her own debuff, but can be also great to have for characters like Nio and her coma/charm debuffs. - Her ougi will cast a mirror image on the team, which makes Petra really pale in comparison and can be pretty useful in order to protect Siete. She still has a few downsides, mainly that her mirror image on ougi makes her a pretty bad fit with Korwa / Rosetta who need to be hit to get stacks; and more generally the fact that her extremely defensive oriented kit actually makes it harder to lose HP in order to get to good enmity levels. Note that she can be used with Lecia in order to trigger debuff order. Still, for fights where utility is good to have or with deadly single target ougis (Xeno Vohu), she's extremely valuable and can allow you to clear the higher difficulty nightmare battles with ease. | 1x Debuff success ★★☆ 1x Wind attack ★★★ 1x Critical Hit ★★★ 1x Support Skill ★★★ 1x Overdrive attack ★☆☆ Her Support Skill gives her +12% DA and 6% TA when she is not inflicted with any debuff. This is equivalent to 2 DA and 1 TA nodes with just 3 point investment. | She is one of the possible 6 free SSR you get on your rigged first ten roll on any new account. | ||
39 | Siegfried (Summer) | Attacker (ATK) | Double nuke after ougi "A la Lancelot" 20% wind def down Tanks with hotility up and increased defense | You use a full sword team with Trium atma sword and Lecia You need wind def down and boss is immune to regular def down | His kit is nothing to write home about Doesn't cap def down with mist. | Lecia, Atma sword trium | Primarch raids, Ultimate Bahamut | Probably a sign that the 4-knights summer versions are released more for aesthetics rather than making them must-have, Summer Siegfrid ends up being a serviceable unit, but not as good as his earth version unit, similarly to Percy with his summer version. His kit is very nuke centered, which at least makes him synergize with Lecia and her attack orders. The sword proficiency they share also guarantees he will get decent base DA/TA rate, which is quite important since Sieg has no way to boost his innate MA rate. His first nuke will grant the enemy a wind def down of 20%, while his second nuke will ramp up with each cast and grant siegfried a crit up self buff. Note that his first nuke will hit twice after an ougi, similarly to Percy, Lancelot and Lucio mechanics. His third skill is a 50% def up inrease, that is also associated to a hostility up buff. This skill, especially coupled to Sieg's hostility up node can allow Siegfried to tank hits for the team while remaining safe, although it won't be as efficient as a taunt. Combined with his passive that grants more def as Sieg's HP gets low, it can allow him to be a very sturdy enmity attacker that can benefit heavily from your Tiamat guns grid all while remaining safe. Overall, Siegfrid isn't too bad as a wind attacker if only for the simple reason that he brings a crucial wind def down debuff, which is something wind characters lack in general. But the lack of strong attack steroids like his earth version makes him rather unremarkable, unless you have Lecia to make use of his nukes. However, later on, when primarch and Ultimate bahamut become your farming focus, having his wind def down can provide a great boon to your team dps as it will be your only way to lower the def of the enemy (other than using wind elysian) | 1x Hostility up ★★★ 2x Crit up ★★★ 1x Skill cap up ★★★ 1x Debuff rate up ★★★ | |||
40 | Helnar | Attacker / Burst Enabler (BAL) 5★ | Break lock + Team Break Assassin, Team TA buff, self atk buff depending on number of female characters in the party | His harem is complete and your party has 5 female characters + Helnar | SR stats, Long CD and low multiplier with his BA | Djeeta MC, any wind female character, Korwa, Summer Zoi BAL Cosmos Gun, Lecia + Ferry + Zoi + Nighthound combo Atma sword trium | Raids where you can use his Break Lock freely, Strike time battles with Nighthound / Zoi combo | Helnar is a SR character who received a 5* during Summer 2016, but don't let that fool you: he has nothing to envy to other wind attackers. His ougi will give him a 10% x number of female characters self buff for two turns (excluding ougi turn) on a separate multiplier, allowing him to hit even harder than birdman. MC and backrow will count toward this multiplier as well, so make sure to slot in female subparty characters. His team break assassin seems petty forgettable at first sight as it will only give a 15% damage boost, but the gimmick lies in the fact that it will still raise your auto cap to 1m damage, and wind has the tools to reach such high damage without having to rely on the BA usual damage modifier (by using Korwa, Rosetta, enmity). Note that the Break Lock is quite weaker than a regular break lock, and will still build resistance in HL raids, so it is generally forbidden to use in difficult raids. His TA buff is very nice and makes him a nice pairing with Korwa, allowing her to get more meter to sustain her buffs. Too bad the CD is still quite long (12t). He's one of those characters whose value increases the more advanced your wind grid gets, due to the way his team BA operates. It's worth noting that he can be an interesting combo with Lecia / Zoi / Ferry / Sidewinder with swap during strke time as you can get all the tools required (full enmity, guaranteed TA, cap raise, additional echo damage) to exploit to its fullest his1m damage cap team BA. | 1x Wind Attack ★★★ 2x TA Up ★★☆ 1x Break Attack ★★☆ 3x DA Up ★★☆ | His value increases the more advanced your wind grid gets, due to the way his team BA operates (massively increased auto cap but a lower multiplier than other BAs). | ||
41 | Shiki Ichinose | Buffer / Debuffer (SPE) | Random buff on ougi instead of damage RNG mini mist debuff Decaying team attack up buff (100% turn 1) | You use her second skill and end the fight / get mvp during the first few turns RNJesus smiles upon you and you always draw her best buffs/debuffs | Lots of RNG involved when it comes to her ougi and third skill No damage on ougi Her atk/def down doesn't stack with Mist | Andira, Nio, Lecia, Scathacha, Elysian, DA/TA buffs in general | Fights that end before turn 5 | Shiki is an interesting case, as she has a much more complex playstyle than the other im@s idols, but also potentially has a very rewarding skillset when used correctly. She is also somehow similar to Korwa in how she isn't able to participate in chain bursts and buff the team instead. Her first skill is an AoE charm that will also grant Shiki aggro up for 3 turns. The aggro up can be used to have Shiki lower her HP. The AoE charm is interesting, but not necessarily needed in Wind. Her second skill is a 5 turns decaying team attack buff, it will grant to everyone except Shiki a 100% attack up buff, decaying to 80, 50, 20, 10 each passing turn. At the 6th turn, your team will be fatigued and won't be able to attack for one turn (except Shiki again). It's quite possibly one of the strongest immediate buff in the game, as an instantaneous 100% team attack buff is no joke and can allow you to burst extremely hard at the start of a battle. Unfortunately, the long cooldown makes it rather difficult to use several times in a same fight. Shiki's third skill is similar to Xmas Arulu: press a first time to choose randomly an effect, press a second time to activate the skill. The skill has 4 possible effects: - 300% wind nuke - 15% mist (atk + def down, dual sided) - AoE Delay - All of the above at the same time. The RNG nature of the skill can make it rather annoying, especially when it concerns debuffs as you'd rather cast them in a consistent way, but the short 3t CD compensates for that fortunately. FInally, Shiki ougi will not deal damage, nor participate in a chain burst, and will instead grant a random team buff among: - 1000 HP heal + Shield - 20% Wind attack up - DA/TA up + echo If you're not bothered by the RNG factor, and prefer playing auto attack centric teams that gets buffed to absurd level, Shiki is definitely a fine addition to most Windmeme lineups, bringing not only rare debuffs for an element like wind but also potentially strong team buffs. | 2x Debuff success ★★★ 1x Crit up ★★★ | |||
42 | Mikasa | Triple Attacker (ATK) | Deals constant Triple attacks with a stack system (similarly to Yoda) Can't attack when out of stacks Extremely squishy (takes 3x more damage than other characters) | The boss is CC'ed The boss doesn't have AoE attacks Mikasa dodges | Very, very quishy Doesn't have any good attack buff | Summer Korwa, Gawain, Shiki, Andira, Luchador tag team, Rosetta | Short fights where she won't be threatened by autos | The iconic character from the AoT collab gets a pretty good kit, with a great offense thanks to her guaranteed TA, and no damage penalty unlike the characters who usually come with guaranteed MA (she actually has more attack at lvl 70 than SSR Albert). Instead, the trade-off comes from an extremely low defense (like Predator) which makes her extremely likely to die prematurely (well, it does fit her circumstances). Mikasa works on a stack system, similarly to Yoda or Juliet, she has 4 blade stacks that she will restore every 5 turns. Dealing damage will consume one blade (Triple attacks still only consume one blade), but using her ougi will not use a blade. As long as she has a blade, Mikasa will be able to deal triple attacks and will have a high dodge rate. When her blades are depleted, Mikasa will not be able to deal damage anymore and will have reduced dodge rate. In exchange, Mikasa will get a permanent -70% innate reduced def (which translates to her taking 3x as much damage). Getting any kind of def buff on Mikasa will heavily reduce the damage she will receive, and as such it is recommended to pair her with characters who can boost her defense. Having blades will also boost Mikasa's ougi damage (10% + 10% per blade). In order to survive better, Misaka's second skill is a 3x counter for 3 turns at the cost of one blade. Her third skill is a mediocre nuke that you will never use as it uses blades, and her first skill helps her to manage her blade amount as it will restore all of her stacks at the cost of 30% meter. Note that getting Misaka's EMP is also crucial, as it will grant her a high chance to not use blades when attacking / using a skill. . | 1x Support Skill ★★★ 2x Crit up ★★★ 2x Dodge up ★★★ OR 2x Def up ★★★ Support skill grants a high chance (not tested yet, but around 30%) to not consume blades when dealing damage. Getting def up will allow Mikasa to only take x2 more damage, while the dodge is additive with the amount of dodge she already has | |||
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45 | Andira (Zodiac 2016) | Buffer / Healer (BAL) | Full heal to team that can also heal partially the raid, strong buff on unique multiplier that gives Atk/Def/DA/TA, aggro manipulation 700, 000 Yen Monkey | It's still 2016 and you can still draw her through Gacha You need a full heal / easy to use buffs | One of the worst set of EMP in the game She has been powercrept pretty heavily | Everyone BAL Cosmos Gun, Trium atma staff | Everything | Andira is one of the most flexible supports in Wind, and for a good reason. Her buff provides Attack, Defence and DA/TA all on special modifiers, which allows her to stack it with all the other Wind main buffers (such as Rosetta and Korwa), and further synergize with them as multi-attack will provide some greatly needed meter. Her buff lasts for 6 turns, with a peak at turn 3 (+50% Atk/Def, 30% DA & 15% TA) which can be timed with strong Wind attackers to either get a good peak of damage to quickly kill bosses and have bonus protection against an incoming special. But you can also use it combination with other meter hungry wind buffers (Korwa, Rosetta, Nio 5*) who will benefit from the additional multi attacks and be able to sustain their buffs more easily. Her second skill is more situational but can work very nicely with Siete to redirect aggro onto someone else or simply to keep a character from dying when you're trying to maintain good levels of enmity. It's worth noting that the aggro redirection is a 100% chance, meaning it's guaranteed the character will be targeted. Meaning that if you know the incoming damage will exceed the shield value it's possible to use the skill to make sure a character will get hit and can build stacks. Her first skill is a full heal that is more of a panic button and is very situational, but can be a lifesaver (and the defense debuff actually allows you to dip back into enmity faster). She's overall a very "mash auto" friendy character since you'll most of the time only have to press one skill every 6 turns, and will work nicely for short and long fights alike with a team buff that stacks with anything and that has an extremely good uptime. She remains a great character to slot in any wind party, until you get to own more (generally limited) specialized characters who are more complex but also more rewarding to use. | 1x Wind attack ★★★ 1x Support Skill ★★★ 1x TA up ★★☆ 3x DA up ★☆☆ Her support skill is a slight chance to get a 1-turn CD cut when auto attacking. | |||
46 | Yuisis | Attacker / Defender (BAL) | Cover + self damage cut, can ougi up to 4 mil damage in Starslayer stance, strong self buffs, can cut down her own HP for enmity, the true Wind Yakuza of this game | You don't have characters who want to get hit to get stacks in your team other than Yuicis | Extremely squishy in Starslayer mode. The boss is gonna unleash a lethal multi attack ougi on you, but Yuicis is in Starslayer mode Her Chivalry stack system might as well not exist | Lecia (on element), Nio, Siete, Andira, BAL Cosmos Gun Tia guns because she is a Yakuza Atma sword trium | Any fight where you have the time to ougi at least twice, but more particuarly on-element fights / Fights with multihits lethal triggers | The Yakuza wind erune is one of the first character that got introduced with a "stance" system where she switches in and out of starslayer mode after each ougi, changing her skills / passive and role in the team depending on her stance. Her default stance is very defensive oriented, while her Starslayer stance is extremely offensive and make her a glasscanon. Note that her skills will share cooldowns between stances, which can make her pretty awkward to use. When in normal stance, getting hit and losing HP will make her get some chivalry stacks (up to 5), and those stacks will grant her a self buff for 3 turns after her ougi in Starslayer mode (Def/da/ta/echo/). Combine it with her first skill, granting her a 50% def buff and a hostility boost and her second skill, a cover + 70% self damage cut in order to build Chivalry more reliably. Her third skill will give her a 50% chance of crit for a 1.5x damage multiplier, but thanks to her support EMP, she now gets a random amount of Chivalry stacks, between 1 and 3 upon pressing her her third skill in this stance, so prioritize always using this skill (the starslayer equivalent skill is pretty forgettable anyway). Combining all of her defensive mod skills, it's very possible to get 3-4 chivalry stacks before your first ougi. In Starslayer mode, she gains a passive 50% boosted cap ougi, passive 20% atk up and 40% def down, her first skill becomes a 50% atk up with aggro down, her second skill a sharp increase in attack that also raises ougi cap up to a base 3.2m damage (4m with primarch weapon), but at the cost of 20% of her max HP and not attacking for one turn. Her third skill becomes guaranteed DA for 3 turns, which is pretty mediocre when Wind has plenty of DA/TA buffers. She is rather squishy in this mode, so getting chivalry buffs help greatly to reduce her chances of getting killed. It's worth noting that her first skill effect will get reset and switch accordingly effects everytime you ougi. If you were on Defense mode and are under the effect of her first skill for the DEF and hostility up, upon switching to Starslayer mode, the buff duration will reset to 3 turns and swap to the ATK and hostility down effect. Considering the skill has a 6 turns CD, it makes for a pretty good uptime on this buff. In the end, Yuisis is a better attacker than defender, due to hostility mechanics being a bit awkard to protect characters (especially if you use Korwa or Rosetta). She can boast some very high ougi damage that is easily attainable, but at the cost of one turn clumsily spent not attacking, and the fact that you cannot change stance at will but have to wait for her ougi to change stance really prevents Yuisis from reaching her full potential. | 1x Wind up ★★★ 2x TA up ★★☆ 4x DA up ★☆☆ 1x Meter up ★☆☆ or ★★★ 1x Support EMP ★★★ Def points are to consider to keep her from dying in starslayer mode. Her support EMP is a chance to get up to her number of starts stacks of chivalry upon using her crit buff (so up to 3 stacks at 3*) | GOKUDO FUCK YEAH! | ||
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48 | Feena | Attacker (ATK) | AoE 20% def down (60 sec duration) Very high innate TA rate Gets crush stacks when dealing a TA Up to 30% special normal attack up and ougi damage increased with crushed stacks | You can get some external TA buff to help her reach her maximum damage output as fast as possible | Def breach only lasts for 60 seec, No way to boost her ougi dmg cap | Rosetta, Monkey, GW dagger, Korwa | Solo fights where you want to cap def down | The different EMP updates really helped Feena to come out on top. While at first she was mainly considered as a mediocre Sidewinder character with a bad def down, she is now a good wind attacker, pretty much comparable to Birdman, but without the Break Assassin. Her first skill is an AoE nuke (around 450k damage), inflicting 20% def down. The skill isn't as great as it might look at first, as the def down is not only unreliable, but also only last 60 seconds (god knows why). The best use is probably to try to use it to reduce def down in the first few turns of a fight, and slot in a def down summon like Odin or Tezca in order to refresh the buff when Feena def down effect stops. Her second skill is the usual Sidewinder dodge that will also grants 50% attack up to Feena for the turn. The attack down part is kinda whatever, good when starting out but eventually become less relevant. The dodge can be extrmely useful combined with Anchira to cheese single or multi-hit attacks as you can simply direct all the attacks on Feena during the turn she dodges. Her third skill is a self 30% DA and 20% TA self-buff. The skill has a very good 5/8 uptime, and it allows Feena to multi-attack very frequently, which combines very well with passive (and as a result with her EMP passive as well). Feena's passive allows her to gain stacks of "Crushed" with every Triple Attack she deals. If you have her EMP support skill maxed, each Crushed stack will grant Feena 100% additional ougi multiplier and 10% special mod attack up, to a meximum of 3 Crushed stacks. The 30% normal mod attack up combined with her very good innate multi-attack rate (through her third skill and also 4x TA EMP nodes) allow Feena to have high and consistent auto attack damage. The normal mods on both her self buffs prevent Feena to truly shine as most wind buffers also grant normal team buffs, which heavily deminishes their value. With the July update, Cygames finally decided to grant ougi cap up to Feena depending on her number of crush stacks, 10% per stack for a total of 30% increased ougi cap. The value isn't as high as expected, but depending on what happens with the upcoming ougi cap update, it might work out pretty well for Feena. Although people won't ever truly consider her as a great wind unit until she gets her def down fixed (but that seems far less likely to happen). | 1x Support skill ★★★ 2x Crit up ★★★ 4x TA up ★★☆ Feena Support skill grants her 10% attack up on a normal mod for each Crushed stack (Caps at 3 stacks) | |||
49 | Arriet | Support (SPE) | Reduces CDs of an ally by 1, Team Atk + charge rate buff, Team Overdrive Suppression buff, Team debuff success rate boost, Instant Break | You have Korwa, and need someone to feed her with meter You are soloing and want to get past a boss's OD phase asap. | Long CDs, Skills are more situational | Korwa, Nio 5* | Fights with nasty overdrive specials, Longer fights (with Korwa) | Unlike the other wind buffers who specialize in buffin team damage, Arriet's skillset is more on the utility-side. She is one of the two only wind character with a meter boost skill (the other being Meteon) which Korwa desperately needs to prevent the latter's buffs from falling off. She is often used over Rosetta in raids for this purpose as the latter is severely hampered by common raid debuffs such as blind and charm. A team with Korwa, Monkey and Arriet can keep Korwa's buffs up for a very long period of time with the crazy amount of meters they generate each turn. The rest of Arriet's skillset are more situational but they do have their uses. Her CD reduction skill for an ally is hampered by its long CD but there are times where a -1 CD on a delay or phalanx would save your party from wiping. A team overdrive suppression buff may seem meh in the first glance, but its effect is actually very noticeable (drains the OD gauge 150% faster, i,e. equivalent to dealing 150% damage) and can be invaluable against bosses with nasty OD specials, such as Yugu Magna (for newer players) and the recent Earth GW nightmare bosses. | 1x Crit up ★★★ 1x Support Skill ★★★ 1x OD Attack ★☆☆ Hostility down is to consider if you're using Korwa / Rosetta | There used to be a bug with her 3rd skill that allows the raid group to "instant break" the boss as soon as it enters overdrive stage | ||
50 | Levi | Triple Attacker (ATK) | Deals constant Triple attacks with a stack system (similarly to Yoda) Can't attack when out of stacks Extremely squishy (takes 3x more damage than other characters) Has a one hit attack boost that will also increase his ougi cap | You can end the fight in 3 turns or so with a full chain burst | Very squishy, has no protection outside of his dodge passive His attack boost consummes all his blades which is highly unpractical if you don't finish the fight on this turn | Summer Korwa, Gawain, Shiki, Andira, Luchador tag team, Rosetta, Siete | Short fights | Levi is a true TA monster glasscanon, with exactly the same mechanics as Mikasa (so refer to her writeup if you'd like more details), but trades defense for more offensive power. Instead of having dodge / counters, Levi instead gets a one hit massive 100% attack up (special mod) effect, which will consumme all his remaining blades at the end of the turn. Coupled with his guaranteed TA, it's a rather powerful move early on as it will dish a rather ludicrous amount of damage. Later on, you'll rather use this skill on his ougi since the skill will also actually raise Levi's ougi cap, especially if you can reach close to auto attack damage cap without too much trouble. There are still two problems with this skill: 1. You need blades to increase your ougi damage (10+10% per blade); but if you're not in Strike Time, getting there will actually use blades for Levi. Using your first skill if Levi is placed last in a 4 man chain can be a solution. 2. The turn after using his attack boost, levi will be unable to move and pretty much defenseless. His first skill in theory is supposed to help in that regard as it will regen your blades, but the cost of 30% meter makes it impossible to use it after an ougi, which is the main use you'd have for his ougi. He also actually has one less dodge EMP than Mikasa, which is a shame since dodge EMP are additive, and thus their value increase the more dodge you can cumulate. Overall a decent character for short fights and strike time fights where you can blast things without worrying about getting hit, but in more fought out battles, Levi can become a real liability to your team and you'll rather replace him by less squishy characters. | 1x Support Skill ★★★ 2x Crit ★★★ 2x Wind attack ★★☆ 3x C.A Damage up ★☆☆ 1x Dodge ★★☆ | |||
51 | Metera | Nuker (BAL) | Charm, slow, nukes | You reach Atk order 5 with Lecia thanks to her nukes | Nukes have relatively low damage cap | Lecia, Nio Cosmos BAL Gun Ultima skill cap up | Any fight where having a slow can come in handy. | Her kit is very vanilla, and she is nowhere near as good as her fire counterpart... Her charm hitrate is pretty bad, though it can be a clutch when trying to solo content and you don't have something better to use. Fortunately, her slow remains usable. The end of the year 2017 update further strengthens what she does best, which is nuking enemies. Now, upon using her ougi, her next skill activation will trigger twice, granting her more nuke potential but also more chance to apply her charm or slow. Other than that, not much is changed. Her value goes up if you pair her with Lecia since those three nukes make reaching atk order 5 extremely easy. She is also a bal character, which gives synergy with cosmos BAL gun. Those two things allow her to not be completely irrelevant in wind. Her EMP passive grants her a 10% echo against charmed target, which is pretty nice, but still not enough to make her a good attacker. Also her charm is not reliable enough to trigger this passive consistently. | 1x Skill Cap ★★★ 1x Support Skill ★★★ 1x Wind Attack ★★☆ 1x Debuff Success ★★☆ 1x TA ★★☆ 2x DA x2 ★☆☆ 2x Skill Damage ★☆☆ | |||
52 | Tiamat | Veil-bot (SPE) | 25% ATK down Guaranteed TA on ougi Veil + Team mirror image | You need her veil by all costs | Not an exceptional kit, most of what she offers outside of her veil is either already covered by other characters, or unneeded | Korwa, Nio 5*, Siete, Petra, Carmelina | Any fight where you need Veil | After Yggdrasil in 2017, it's now Tiamat's turn to become a playable unit, becoming the first character to provide a Veil in wind (no, Lecia doesn't count). Her kit is nothing astounding, and will be reserved to occasions where you really need a defensive setup and where you'd need Veil over Gawain's cut. Her first skill is an exact copy paste of Yugu's buff, granting for 3 turns a 25% ATK/DEF buff, and a 25% team meter generation. Unlike Yugu however, the attractiveness of this buff is much lower in an element that is already saturated by normal mod buffers, making the main selling point of this skill actually the meter generation increased, which will fit nicely with other buffers who are generally meter hungry. Her second skill is this time a near copy paste of Gawain first skill, with the same rather weak nuke that will inflict a 25% ATK down on the enemy allowing you to cap ATK down when coupled with Mist. Tiamat's main important skill is her third one, a Veil that will also grant your team a one hit mirror image. While the mirror image is nice and works well with characters like Siete who need to avoid getting hit as much as possible, this alone doesn't justify bringing Tiamat in the front lines, especially since with his 5* and with characters like Nio 5*, it's generally enough to keep Siete's stacks high. It's also somehow ironical that the characters that used to give cancer to the players on her HL raid by throwing debuff after debuff every turn is also the one that bring Veil to wind.. In order to make Tiamat offensive's abilities not fall too far behind, she will get a seraphic like passive, a guaranteed TA on ougi, and increased ATK specs when under the effect of Mirror Image, although that's not really enough to make her into a decent attacker either. In the end, Tiamat sole purpose is to be a veil bot, and that can somehow be a sufficient niche for her, although in raids where sustain and protection against debuffs are needed, players will generally prefer bringing Lennah. | 1x Debuff Success ★★★ 1x Skill cap up ★★★ 1x Wind attack up ★★☆ 1x TA up ★★☆ | |||
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55 | Petra | Buffer (BAL) | Mirror image on ally, 50% Element Dmg team buff, team regen passive | You have Siete, and need someone to babysit him. | Super long ougi animation, Regen passive can interfere with enmity | Siete, BAL Cosmos Gun, Grande Team, Atma trium staff | Any | While once upon a time, Petra used to be one of the core buffer for wind, time caught up to her and she's now an extremely powercrept character that will not bring much to your team other than a powerful but short Elemental buff to your team. Petra's first skill gives an ally 2 charges of mirror image that last indefinitely, making her the best babysitter for Siete in wind. The mirror image can also be used in help a fellow wind party member in staying low health to take full advantage of the wind enmity grid. Her 3rd skill is also quite impressive as it provides a wholly +50% element dmg buff to the whole team. Problem with Petra is that she doesn't do anything more than that, and hence is outclassed by newer buffers who bring DATA buffs (which are arguably more valuable for wind). Pray that she gets a 5* in the near future, or a rebalance. | 1x Crit ★★★ 2x Wind attack ★★☆ 2x DA Up ★★☆ Hostility down is to consider if you're using Korwa / Rosetta | Using her R version skin shortens her ougi animation by a lot | ||
56 | Xmas Sen (Limited) | Attacker (ATK) | Charge her atk by doing nothing, and unleash hell | You've waited a few turns and her ougi is ready to kick asses | Cannot attack while charging | Monkey, Rosetta | Short fights that you need to break, pendants | Very similar to her fire counterpart, her second ability allows her to still build meter while she is in charge mode through counter, so that you can get a full chain burst easily. Can be otherwise used with DA/TA buffs after her you've charged her. | 2x Crit up ★★★ 1x Enmity ★★★ 2x Wind attack up ★★☆ | |||
57 | Sevastien | Backliner (BAL) | Heals 150 HP to your team every turn when he's in the backline Decent team buffs | You use her with someone who has a heal cap up EMP skill to make it a 350 HP heal per turn | He can't buff himself | Characters with the heal cap up EMP skill | Anything where you'd want his heal | He grants you a 150 HP heal when on the backline, and it can be combined to the EMP skill of characters like Katalina to get a 350 HP heal every turn, which stamina reliant teams will very much appreciate. Can also be combined with Petra's passive in wind for some good healing every turn. | 1x Wind Attack ★★☆ 2x Heal up ★★☆ 1x TA up ★★☆ His healing EMP will not affect his passive | |||
58 | Mirin | Ougi Burster (ATK) | Samurai style chara with 200% charge bar and enhanced double ougi 10% wind def down on ougi | You use her with Sietebro and get a full burst with high damage | Outside of her ougi, her other abilities aren't really great Her ougi bonus damage animation is long | Siete | 3-5 turns long fights | Mirin is another wind Samurai character that has two particularity : - She has a 10% wind def down on ougi, which is rare enough to be noted. - If she reaches a 200% ougi, she will tremendously increase her ougi damage, and also increase her ougi cap, launching one powerful ougi that would do more damage than a regular double ougi (that can reach around 3.7m damage). In order to reach 200% charge more easily, Mirin has an ignition skill (available after 3 turns), although it has a 12 turns CD once used. Mirin's ougi has a 10 additional hits effect at the end of her ougi, which seems to be around 30k per hit. This additional effect can be enhanced through her passive since Mirin will gain fixed additional damage boost on her damage so long as she isn't hit by the enemy. Pair her with Siete for best results. | 2x Crit up ★★★ 1x CA damage up ★★☆ 2x Meter up ★★★ | |||
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61 | Christina | Masochist trophy (BAL) | Treasure Hunt, heal + clear, debuff resistance down, 5% party attack up passive. Costs 77,777,777 chips | You reduce her gun for 200 fragments | SR in disguise, Requires you to mvp your casino | People desperate to get a SSR unit | TH farming | She's pretty much a SR character with a SSR border, the only thing saving her from having 0 offensive potential being her gun profficiency. Her skillset not only has long cooldowns, but is also really mediocre, especially since heals generally aren't that needed in an element that really wants to be low HP for enmity. A lot of SR (and even free event ones) characters will bring a better value to your party compared to Christina. If only she was a real SR, she would be at least usable for the TH pendant team alongside Mary and Lunalu. Most of the people willing to torture themselves with casisno to get her are anyway more interested in the 200 gun frags rather than the character. Which is not a bad investment if you're a wind main since gun fragments are rather difficult to find and particularly sought after later in the game. But as a unit, Christina is really lacking, which is to be expected since she's "free". | 1x Crit Up ★★★ 1x Support Skill ★★★ 1x TA Up ★★☆ 3x DA Up ★★☆ | |||
62 | Arthur | Shota (BAL) | 5% meter for your team (even from the backrow) Increases your team ougi damage by 10% and team ougi damage cap | It's Strike time He allows you to reach ougi on turn 1 with Soul Split | His skillset is bad | Siete, the backrow | Strike Time burst The backrow | A decent event character thanks to his various passives, ougi damage and ougi cap up is always good to have even though the numbers are low. His 5% boost to charge bar at the start of the fight is the same as Charlotta and is helpful to sometimes reach your full chain burst one turn earlier or when you want to get your ougi ready on turn 1 with soul split. | 1x Crit Up ★★★ 1x Support Skill ★★★ 1x TA Up ★★☆ 3x DA Up ★★☆ | |||
63 | Chloe (Summer) | ヾ(・∀・) (SPE) | Switches out with a sub ally Random buffs on ougi 5% reduced earth damage to your team when in the backrow | You fight earth monsters You fight Ultimate Bahamut and he swaps you | Random buffs are random | The backrow Meteon | Anything where you'd like to swap her | Chloe's main attribute is that she is able to swap herself with one of your backrow member, which can be pretty handy for multiple situations (swap, character that died and that you resurrected now stuck in the backline...). The rest of her kit is not that bad, especially her ougi effects can be really powerful if you happen to get the right ones. One of her best use is UBH and UBHL where she allows you to swap back a character after Virtuous Verse. | 2x Meter up ★★★ 1x Wind attack up ★★☆ 1x TA up ★★☆ | |||
64 | Minigobu | RNG debuffer (SPE) | Has a weaker mist and pilfer RNG debuff with more powerful debuffs happening at low HP | You don't want to bring mist with your MC She procs Fear / Para / Death on the enemy | RNG debuff is RNG High cooldowns | Elysian, Summer Zooey | Anything where you could need her debuffs | Minigobu's only purpose is to throw debuffs at the enemy. She has a weaker mist that will not stack with Miserable Mist, and a weak pilfer as well. But her main purpose is to try to land her random where she can proc DA down, Poison, Zombie, Grabity, Blind, Charm, Sleep, Fear, Para, Death; with a higher chance to land the better debuffs when you're low HP | 4x Debuff success up ★★★ | |||
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1 | Portrait | Name | Role | TL;DR | Peaks when... | Shortcomings | Synergises with... | Fight usage | Comment | Suggested EMP | Notes | |
2 | LIGHT - Element overview | (Note: Order is based on their ranking on the General Content Tier List) | Notes about EMP suggestions: - Only the more interesting masteries are listed, the rest depends on your playstyle - Assumes you're playing on element for crit - First point in attack is roughly similar to third point in element up. - DA and TA value decreases if you have MA buffs - One point in Def is always a good default investment For more explanations about EMP value, refer to https://gbf.wiki/Character_Extended_Mastery_Perks | |||||||||
3 | Magna setup* (I / II) | Primal setup** (F2P / Whale) | ||||||||||
4 | Characters | Offense | Utility | Defense | Solo content | |||||||
5 | B | B | S | S | A | A / S | B / SS | |||||
6 | * Relatively to other Magna setup | |||||||||||
7 | * Relatively to other Primal setup | |||||||||||
8 | Pros | Cons | ||||||||||
9 | - High HP and good magna grid thanks to Chev swords - Very good sustain and defense thanks to all their healer units - Has easy access to paralyze, the most broken debuff in the game - Access to good debuffs for solo content - Sword grid synergizes well with sword proficiency charas - Have the best nukers in the game - Huanglong weapons are really good F2P weapons - Metatron weapons are pretty interesting and will increase your offensive power - Has one of the most powerful Primal Whale grid in the game | - One of the most difficult Magna raid for beginners - Chev swords are only useful once you reach HL, and their drop rates will drive you crazy - Offensive power is really poor unless you fight on element and have Song 5* - A F2P primal grid that grants minimal damage gain for a half HP cut compared to Chev. Not worth it. - The best characters light has are limited - Light Magna has no good DA/TA buffer, and doesn't have weapons to compensate for it either | ||||||||||
10 | If you're stuck in HTML mode and images/text looks weird | Click Here | ||||||||||
11 | QoL | |||||||||||
12 | Tweyen (Song - GW Chara) | Paralyze Bot (BAL) | Paralyze, All the debuffs you've ever wanted | Paralyze Instant Death procs when farming Dark EX bosses Farming Dark bosses in general | Paralyze (when you do it at 99% on Baha HL), off element hit rate ain't that great You need to time well your Clincher use if you want to paralyze, as the para time window is rather short | Superstar / Elysian MC, Chaos Ruler | Everything that can be Paralyzed, Dark fights | Song is a rather infamous character as her one gimmick is very, very powerful. Paralyze prevents a boss from acting for the entirety of its duration and because of its power, many bosses become rapidly resistant to it with repeated casts. In very long raids, particularly Bahamut HL, it's in very bad form to use her Paralyze at the very start of the fight as it builds his resistance to it so it will be much harder to land later in the fight when he starts to hit much harder. Improper Paralyze use can easily hinder a raid as you will be removing a useful tool that the raid as a whole can use, but for any other content, it can cut the time needed to kill the enemy by two or even three. Her first skill gives away what her kit was designed after as it's the same thing as Sidewinder's Quick Step and isn't really noteworthy aside from "can dodge ougis for one turn" (the attack up lasts for 3 turns though) and her third skill is just a relabeled Bullseye Run. Her second skill, Depravity, attempts to land 13 different debuffs on all enemies. Those debuffs don't have an extremely high hitrate but if it's against dark, you could land a good number of them to make the battle easier. You can check her wiki link for the entire list but there's a few of them that are important to note. The first one, of course, is a local 3 turns second Paralyze. That means that for 3 turns, and only for your party, the boss will be incapacitated. Note that this paralyze has a separate resistance from her regular para, so casting it will not hinder your chances to proc her regular yellow para. So feel free to Depravity to your heart content. Secondly, Song'sDepravity has an instant-Death effect. Of course, most bosses in the game are immune to it but being able to farm the ones that are by only clicking one button is pretty satisfying. For example you can use it on Diablo EX and Cerberus EX at varying levels of hitrate, which is certainly convenient when it works. In order to cast Song's regular yellow paralyze, you will have to first ougi with her. This will grant her a self bufff that will proc para the next time you use her third skill nuke, The Clincher. The buff will last two turns after your ougi, so you'll have to nuke on the turn after your ougi or the turn after, otherwise you'll have to wait unti you again. Since The Clincher cooldown is fairly long (7 turns), it is recommended to not use it mindlessly to damage if your goal is to time a para as soon as possible. | 3x Crit Up ★★★ 1x Debuff Success ★★★ 2x DA Up ★☆☆ Her support skill is a 350k cap damage nuke upon dodging at 3* | You can flood DAO HL with debuffs from Depravity so when she Clears her own debuffs on ougi she has a higher chance of removing something useless like Poison instead of something important If you're helping new friends out when trading Magnas you can Paralyze the boss for them so they can have free turns to get enough honours for MVP | ||
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16 | Jeanne d'Arc | Attacker/Debuffer (BAL) 5★ | Attack/Defense Down, Rage 3, 2 Turns of Guaranteed Triple Attack | Soloing You unlock her 5* and she gets a real ougi animation You use her SR skin on her | Her first two skills have limited value in raids Her 5* ougi animation is a lot longer than her regular one She becomes really manly with her 5* upgrade (and it offends your fragile masculinity) | Lucio, Juliet, Atma trium spear | Soloing, Debuffing Dark Raids | Jeanne has been a Light staple for a very long time because her kit is still very strong despite its simplicity. Her first skill allows you to reach Defense Down cap in combination with Mist and, upon reaching level 100, lets you almost reach Attack Down cap (45%) as well so you don't feel required to bring Arrow Rain 3 (though it has lower hitrate). This skill's ability to combo so well with Miserable Mist has served her well in retaining relevance as the game has progressed. Her second skill is basically a party-wide Rage 3. Which is great because 30% Normal Attack is always nice to have but it also means that in a raid situation, that buff is covered by anyone who brought Rage 3 on their MC so Jeanne's damage buff usually ends up giving you the dreaded NO EFFECT text. Her third skill is 100% Triple Attack as well as an additional Strength buff that grants anywhere from 10-30% more damage (unique multiplier) based on how close her HP is to maximum. So, not only does she have debuffs and buffs, her damage output for the first three turns is incredibly consistent (2 turns TA into third turn ougi). Note for short fights, not only will Jeanne outdamage Juliet because she has guaranteed TA versus Juliet's nonexistant multi-attack but she actually does more damage per hit during her buff thanks to the Strength effect and 5* stats. Unfortunately for her, Juliet has encroached on her turf by offering similar buffs and debuffs but in the form of Light Resist Down and Light Attack Up, which generally has less stacking issues with other buffs. For the purpose of Soloing, however, all of their buffs stack together and if you trust in their ability to land debuffs you can forgo Mist altogether on your MC for other skills. Her 2 also stacks with Lucio's Attack/Defense up as well so all three characters together are arguably the most solid Light solo team. | 3x Crit Up ★★★ 1x Debuff success ★★☆ 2x DA Up ★★☆ | |||
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18 | Lucio | Gorilla #2 (BAL) | Shield/Attack Up/Defense Up, 1.9m nuke, 90% Echo with 99.99% Debuff Resist | You're playing Light Your 2X year old maiden heart still hasn't gotten over hearing Sakurai scream | Overwatch memes are already old after the first day Katana proficiency instead of sword | Everyone Ultima skill cap up weapon, Luchador tag team | Everything | A surprise to everyone, Lucio's release sets a new standard of power for Legfest Limited characters and also precedent for more Primals being turned into characters. Fire players look at him in envy because he's basically turbo-Percival without Fear. He's designed to slot in with basically every other Light character. His first skill is already amazing by itself, granting your party a 1300 damage Shield and 25% Attack/Defense Up as a Dual Sided buff, allowing it to stack with Jeanne's buff and Rage-type buffs. The Shield helps to keep his passive going, but more on that later. His second skill is a 800k (950k with his EMP) cap nuke which is amazing by itself but after he uses his ougi he gains a buff that makes his next 2 hit twice for a total of 1.6m damage. Even better, for players who don't have fully developed Light grids, the modifier on his nuke is 900% damage, meaning it's way easier to reach the damage cap on his nuke than most other equivalent nukes which are usually hovering around 400-500% damage and on longer cooldowns. His third skill does a whole lot of things for two turns. 90% Echo, 30% TA (pushing his TA rate to 74% with fully stacked passive), 75% Dark Resist, and as FKHR euphemistically described "very high" Debuff Resist Up. In practice his Debuff Resist is basically 99.99% and you can walk through any debuff and come through unscathed. Basically you can use his 3 for offense or for defense, what a flexible button! He also has two passives, cause why not. His first one is 4% Light Atk Up and 3% Dark Def Down stacking over 10 turns so a total of +40% Light Atk/-30% Dark Def. This means that when you're using him on-element he can will take noticeably extra damage from Dark attacks but then he has that covered with his 3rd skill and its 75% Dark Resist Up so if you die to any Dark ougis it's all your fault for not planning ahead. His second passive 17.5% DA/10% TA per turn stacking up to 4 times (70% DA/40% TA) and is similar to Six/Halle in that it resets upon taking damage. This is where his Shield effect comes into play as he technically takes no damage if his Shield absorbs everything, allowing him to maintain his stacks. You can also use Juliet's 2 to keep him safe and if damage does get through, if the Revitalize effect on her 2 heals him back to the HP he had at the start of the turn or higher it still counts as "no damage". All in all, an absolutely insane character, really (but still not as good for pure damage as Six). | x2 Skill cap up ★★★ x1 Light attack up ★★☆ x2 Def ★★☆ x1 Skill support ★★★ His skill support is a 700 HP team heal every ougi | Lucio gains 40% Light Attack from his passive after ten turns (seperate from the one that is lost on taking damage) and his ougi gives him another 30% Light Attack for 3 turns. Lucio's gacha weapon, Eden, is one of the strongest weapon for Primal End game builds, so don't reduce it! | ||
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20 | Vira (Limited) | Yandere Tank (DEF) | Will tank EVERYTHING for your team with a 1000% def buff for 3 turns (yes, this includes AoE attacks as well) Can grant a guaranteed TA turn to your team (Almost) Guaranteed crit and increased damage + cap against dark enemies | You use her with a tag team combo with Luchador, followed by Ferry for 6 guaranteed TA auto attacks in a row. She tanks Skyfall & co for you, and even survives it if you have an unchallenged buff to provide her. YOUR SKINS DONT GET REMOVED BY AEGIS MERGE IN THIS VERSION | Apparently she forgot how to use a sword and isn't sword proficiency anymore, which is really a downer in Light Her DPS is on the weak side due to not having a good DA/TA rate (unlike her dark version) Her cooldowns are a bit long | Luchador, Sparta with Centurion II, DA/TA buffs, Ferry, Lucio, Light Dokkan | Any boss with a dangerous trigger/ougi where you'd like to survive. Shines the best in UBH and UBHL | Apparently not satisfied with having already 4 different versions across 3 elements, Vira strikes again with a shiny (and limited) new Light Grand Series version (adequately nicknamed "Chevira". She is mostly an excellent tank with decent damage decent team buffs, which is pretty much the opposite of her dark version. Vira's first skill is Aegis Merge. Unlike in her dark form, the merge will only last (at most) three turns, and Vira will instead gain strong defensive abilities this time which are basically the same as for Chevalier Magna. While under the effect of Aegis Merge, Vira will get a 1000% DEF self buff (the same as Sara), while also redirecting ALL incoming damage on her. This includes AoE attacks. Basically, for 3 turns Vira will be near invincible and soak every instance of damage for your team (Note that her def buff will not reduce fixed damage instances). She will also be immune to debuffs. Note that she however won't protect your team against debuffs. You can use Sparta's Centurion II Zenith skill to make Vira tank for your team even OHKO moves such as Skyfall, since all the damage received by Vira will be transformed in a single damage instance (this won't work with mirror image however). Staying in Merge also consummes a resource called bit, more about that below. Her second skill is an AoE nuke that will also dispel all your targets. The cap of the nuke is surprisingly high (around 700k), which is unusual for an AoE and doesn't fail to remind us how much Ferry's nuke needs an upgrade as well. The dispel is pretty handy for Chev, Chev HL, UBH and UBHL (and any other raid where Dispel would be useful). Her third skill is a guaranteed TA + 20% meter charge rate up + 50% light attack up for one turn, for one turn and on a 9 turns CD. While seemingly mediocre, it suddenly becomes a very powerful ability if Vira is merged when casting this skill, as it will in addition affect your whole team with those bonus. As a result, you can use Vira in order to get a guaranteed Tag team double auto with TA on turn 1 with light, which is really nice for 1 turn-kills (GW Ex+ anyone?). Vira uses a Bit stack system, similarly to Light Clarisse, she has a maximum of 6 stacks, and get enhanced damage (10% increased damage on element + cap like seraphic, 100% chance to inflict 30% damage critical) when she attacks, consumming one bit. While in Aegis Merge mode, she will consumme an additional 1 bit per turn and will unmerge if her bit amount falls to 0. Her ougi will resplenish all her stacks. There are still a few problems that prevent Vira from getting a perfect score. Mainly that she lacks good DA/TA rates unlike her dark version, and has some rather long cooldowns coupled with a mediocre EMP set. The fact that she gets an Axe proficiency instead of sword hurts a lot as well. But that doesn't prevent Vira to be possibly one of the most broken defensive unit that Cygames has ever released, which is not a coincidence now that defensive characters are more sought after for fights like UBH and UBHL. | 1x Support skill ★★★ 1x Skill cap up ★★★ 1x Light attack up ★★☆ Add points in def as you see fit Her support skill is a roughly 10% chance to get a one turn cut to her cooldowns. | |||
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22 | Robomi | Triple attack burster (ATK) | Guaranteed TA + 80% echo for three turns (three turns per fight only) 50% special mod ATK up on a high uptime High damage nukes and ougi Two types of resources to manage | It's the first three turns of the battle and you can unleash hell on the enemy She comes out from the backline after someone dies | Once her ammo are used, she needs DA/TA support to function as a gorilla Doesn't bring any utility Managing Power Cells and Ammos can be frustrating | Luchador, Ferry, Vira, Mary, Elysian, GW Dagger, Atma gun, Green and Yellow skills, Zeus grids with Trium | Fights on the shorter end of the spectrum | For battles under 4 turns duration, Robomi probably qualifies for one of the strongest attacker in the game, thanks to guaranteed TA + echo combo. While she remains a great attacker for longer fights, the lack of sustainable DA/TA buffer in light coupled with her selfish kit reduce the amount of fights where you'd want to durably use her. Robomi has two different resources to manage, the first one being Ammo and being exclusively used by her first skill. She starts with 3 of them, and cannot resplenish them. The second resource is Power Cell, which caps to 5 and is replenishable, and is consummed on her skill 2,3 and ougi. She will regain two power cells every time another character cast a heal / buff that affect Robomi. Her first skill is a weak nuke, that casts a 10% Def down on the enemy, stackable to 20%. While casting this skill, Robomi will also gain a guaranteed TA and a 80% echo for one turn. While the skill might seem excessively powerful, the principal drawback is that it uses one Ammo per cast, so you can only use this skill thrice per fight. Her second skill is a high multiplier (1000%) nuke that caps to 1.16m damage. The skill is only available after 3 turns in battle, and only usable if you have two or more power cells. You can't really afford to spam it unless your team has a lot of buffers / healers, as it can empty your Power Cell stacks pretty easily. Robomi's third skill is a 5t self buff, granting Robomi a 50% special mod as well as a guard effect (70% chance to reduce damage by 30%). It's one of the better skill of Robomi and makes her hit very, very hard when combined with her first skill, and it will only require one Power Cell to activate. Finally, Robomi's ougi will use 3 Power Cells in exchange for a powerful ougi, with a 12.5x multiplier (nearly thrice the multiplier of regular characters), and a 2.16m base ougi cap. While it might make Robomi seem pretty attractive for players struggling to reach ougi cap, the 3 power cells cost is rather annoying to deal with and will force you to manage her power cells through allies buffs and heals in order to not miss ougis / chain bursts. Robomi's passive allows her to cast all of her nukes twice in a turn (skill 1 and skill 2), which in practice has very little utility since you wouldn't want to waste your precious Ammos on the same turn, and her second skill has too high Power Cell cost to be spammed thoughtlessly. Overall Robomi makes for a great attacker unit that is stellar in short fights, and still performs well in long fights. The need to manage her Power Cell stacks, her gun proficiency, her lack of self DA/TA and tha absence of team utility in her kit will however eventually relegate her to the backline in more end game light teams. But until then, she is a very solid attacker to have. | 1x Skill cap up ★★★ 1x C.A DMG cap ★★★ 2x Crit up ★★★ 1x Light atk up ★★☆ | If you don't happen to have enough power cells, Robomi will simply not ougi and attack normally instead. | ||
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26 | Juliet | Gorilla #1 (DEF) | Light Attack Up/Dark Defense Up and Light Defense Down on enemy, Barrier + Regen, Hits like a truck | You're playing Light | Defense typing means that her unbuffed multiattack is embarassing Her two other skills have little utility unless using Huanglong Katana | Lucio, Jeanne, Io, Ferry, Korwa, Atma trium Spear Huanglong Katana | Fights where there aren't too many light elysians to ruin your buff | Juliet is a staple light character that is used for both solo and multi content, being a great Gorilla with her 30% special mod attack / def buff when shrouded. She works on a shround system, starting the fight with 5 shrouds, and will use one shroud upon casting a skill (granting additional effects). After 5 turns, Juliet will automatically regenerate all her shrouds. When unshrouded, Juliet's damage will suddenly tank down by a lot. It's worth noting however that her EMP support passive grants her a 50% chance to not consumme a shroud on skill press, which heavily reduces the inconvenients of using her skills. Her first skill gives your party 20% Light Attack Up and 25% Dark Resist Up for 5 turns on a 6 turn cooldown, which is kind of silly good in itself. If she has Shroud, she also debuffs a target, with pretty good accuracy mind you, with -20% Light Resist Down which functions as Defense Down for your Light damage. Most of the time you can just get away with clicking this skill whenever it comes off cooldown and then mashing Attack. Her second skill places a 50% DEF up and Revitalize effect on one party member (10% meter or 500HP regen if less than full health) for 3 turns and if a Shroud is consumed, plants a 2500 damage Shield on them. While already amazing at protecting anyone who has taken damage, it's even better when you put it on Lucio since a boss will have to do 2500 damage to him before they can mess up his stacking DA/TA passive. If you mess up and are going to run out of Shroud you can just press her 3 and for 20% meter you get a full stack of Shroud again! How easy is that? Her ougi will get some nice additional echo damage if shrouded : 67% bonus ougi damage, capping at around 630k, which makes Juliet easily hit 2m and more ougi damage. Ultimately, the biggest issue preventing Juliet to be a core character in light is the fact that her innate DA/TA rate is painfully low due to her DEF nature. Using an Atma spear trium or Zeus with Gambatein can alleviate the problem, but not everyone has access to those, and light generally lacks great DA/TA buffers. It's also worth noting that Juliet synergies very well with the Huanlong Katana effect, being able to maintain its stacks by herself easily by using her second skill whenever possible. | 1x Crit up ★★★ 2x Attack ★★☆ 1x DA ★★★ 1x Support skill ★★★ Take defensive EMP as you see fit after that Her support skill offers Juliet a 50% chance to not use a shroud upon casting a skill | |||
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28 | Heles (Summer) | Burst Attacker (BAL) | Charm + 10% Meter Up, Overdrive Assassin, 3 turn 100% TA | You Choke + Chaser ODA TA a Magna HL with seperate Overdrive bars You're the biggest Heles fan and have been rewarded for your faith with an incredibly good version of her | Unticketable and only available during Summer Long cooldown on ODA means that she doesn't really do much for the next 10 turns | Everyone Atma trium spear | Magnas, Magna HLs, Short fights | Summer Heles is kind of depressing because it's a tacit admission that the original Heles was a flawed character and they knew how to easily fix her but decided to do so in the form of a limited that isn't even the same element as the original. They may be more commited to buffing undesirable characters ever since KMR took over but it's highly unlikely that Fire Heles will see an upgrade of this magnitude now that Summer Heles exists. Her first skill gives your party 10% meter and your target some meter as well, which is good if they haven't hit Overdrive yet (so you can get to doing some ODA damage) but can be bad if they're just about to break and then you push their meter back up again. The Charm has a higher hitrate against targets but no matter what, it's super unreliable to land but pretty strong if it sticks. If you do land it, you get some bonus damage on your ODA turn! Her second skill is what saved Heles from forever being memed about. It's an Overdrive Assasin skill, which means that she gets bonus damage (+280%) against targets in Overdrive and her auto attacks are uncapped to 1.16m. Combine this with her third skill, which grants 100% TA for 3 turns at the cost of 30% meter, and your burst damage is really high and more importantly, unlike Naru, 100% consistent. The only problem is that once ODA is used up, she doesn't really do anything special her skills are all 8 turn cooldown or longer. Still, ODA TA is a really nice party trick and will help you melt through Magnas, Maniacs, Nightmares you name it. For longer fights, Lucio and Amira are better picks. | 1x Crit up ★★★ 2x Light up ★★☆ 1x OD attack ★★☆ 1x TA ★★☆ | S.Heles gacha weapon, Crystal Luin is a rather valuable weapon for Zeus grids, so don't reduce it! | ||
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30 | Amira | Gorilla #3 (SPE) 5★ | DA/TA/Ougi Generation Up (all in one skill), Steals meter to pad her own, Transforms and does tons of damage 5 years old | She hits Lv90 You have Ferry or Korwa in your team | Her skill animations are pretty long, which is very annoying for racing | Ferry, Korwa, S Heles, Io | Everything | Amira is one of Light's best attackers and reliably spits out good damage every turn she is transformed into Half-God Half-Demon mode. If you can deal with her animations taking forever, Amira is a hard hitting character with minimal upkeep required. Just get her buffs rolling and then keep punching, that's the Gorilla way. Her first skill gives 15% DA/TA and 30% increased meter generation which is one of the best buffs in the game and one of the reasons why she is the staple Light member in a Dark Odin team. It also helps to feed Korwa meter, should you decide to go down the dark path of off-element buffer. Her second skill absorbs an enemy's mode bar to give her 25% meter and 5% from all party members for 10% meter each for a potential maximum of 55% meter. This amount is not affected by the increased generation from her 1 or her passive. Basically, you can use this to get meter back to transform or use it immediately after transforming to catch up with the rest of the party for a full chain burst. Her third skill transforms her into Half-God Half-Demon mode which gives her Light/Dark typing (the only tangible benefit this has is that she takes less Light damage, she does not gain any benefit from, say, Dark weapons because she doesn't count as an actual Dark character). She also gains passive Attack/Defense/DA/TA, a small chance to counter and immunity to debuffs. Finally, she gains a 50% Dark echo, which gives her a ton of free damage on every attack. The Dark echo is actually has a interesting mechanical difference to it in that the 50% penalty is to the Elemental Attack multiplier and not to the entire damage equation itself. Practically what this means is that her echo will do a lot more damage than you expect against Light targets (since Dark gains an Elemental based bonus versus light) and you can do funny things like run double Odin versus a Light boss and have her echo do the same damage as her regular attack. Important to note that before level 90, the duration of her transformation is 2 turns shorter than the cooldown so unless you ougi twice in those eight turns to get the two turns of cooldown reduction, she can't indefinitely maintain the form. One Neat Trick you can do if you have Summer Heles is the turn 1 Transformation. All you have to do is apply some damage to a boss to give it some meter (say, from Ferry 1 or whatever nukes are on your MC), use Amira's 1 to buff meter gain, use her 2 to steal meter from party and boss (not affected by her 1, of course) then use Heles' 1 to give Amira just enough meter to hit 100% through the bonus from her 1 and her passive. | 1x Crit up ★★★ 1x Support Skill ★★★ 1x C.A cap ★★★ 1x Light attack up ★★☆ 1x C.A Damage ★☆☆ 1x OD Attack ★☆☆ 1x Meter up ★☆☆ Support skill is 10% chance to gain 10% special mod attack up, caps at 30% | |||
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32 | Ferry | Buffer/Gorilla Handler (BAL) | Four turns of 100% TA and 30% Echo for the low, low price of 100% meter from everyone Boosts your team ougi damage and damage cap for one turn Armpit | You have some semblence of a Light grid | Getting characters with good ougi effects (Lucio, Song 5*, Io, Albert, Seruel, Light Clarisse) makes her difficult to use since it will require you to delay your ougis. | Strike Time, Mechanic Amira, Seruel, Clarity, Maids Vira or Xmas Mary guaranteed TA + Luchador combo Huanglong spear | Any | While she used to be the foundation upon which Light's relevance to the metagame rested upon. Ferry has slowly but surely started to get cast aside by many light players since the release of more and more light characters which require ougi often for the ougi effects. Her third skill dictates the rhythm of basically every Light team and is where Light's consistent damage is derived from. It is only activatable once every member of your party has reached 100% meter and it consumes all of it on use. It then applies the Short debuff to your party, preventing anyone from gaining any meter. Almost all Light MCs carry Clarity to compensate for this, which is pretty nice because Clarity is much shorter cooldown than her 3 so you can use it again to help out other players with their debuffs. Thanks, Light players! Combine those guaranteed TA with Assassin moves such as Hawkeye and Summer Zeta can net you some high amounts of honors and even sometimes some MVP chests. Once a team full chain burst is ready, you can then press her 2 for 60% Ougi Damage Up and 15% Damage Cap up for a big full chain burst. It comes with a -20% Defense buff but Light teams can generally deal with whatever might hit them at that point but Clarity comes off cooldown in time if you really care that much about minimizing damage taken (if you haven't already used it for your third skill). In order to make full benefit of Ferry's abilities, you will need a team with as much charge bar ready as possible. There are two scenarios in which you can guarantee a full team ignition (100% meter) at the start of a battle : 1°) Strike Time , 2°) Mechanic with an Energy Maneuver mod. The new released of Mechanic allows you to always have Ferry's burst ready at turn 1 (at the cost of less flexible skill slots), which can be extremely handy for early MVP-Vicing raids. Eventually, as your light character selection increases, Ferry will see less use in your teams, as setting up her third skill becomes unpractical, and not that rewarding as it basically prevents you to ougi for 6-8 turns, and also forces you to bring a clarity on your MC. Interestingly enough, with the new ougi cap, light players might prefer to center their gameplay around her second skill since chan bursts have gotten more relevant and since the ougi damage boost helps greatly to reach the new ougi cap. But even in that case, it might still slow your down as you will still have to delay ougis in order to synchronize chain bursts. | 2x Light attack up ★★☆ 1x TA up ★★☆ 2x DA up ★★☆ 1x C.A Damage ★☆☆ 3x Attack ★☆☆ | Ferry's 3 gives everyone exactly 100% TA, so if you are affected by a debuff (or a terrible weapon skill like Haunt) that reduces your Triple Attack rate it's entirely possible to end up only doing single attacks. It's really, really sad when that happens so keep an eye out on fights that have those debuffs. Using some skills like Jeanne's 3 or Valkyrie EX skill Double Trouble 3 (Dual Impulse 3 in Japanese) will override Ferry's 3 buff (since it gives your MC more than 100% TA chance), so be careful when using those skills together. | ||
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34 | Clarisse (Light) | Defense Breacher/ Gorilla #5 (ATK) | 25% Light Resist Down, 1st skill gives super high ougi multiplier and boost ougi cap to 2.5 mil, Dispel Deals 20% more damage as long as she has at least one stack of Dissolution The fairest armpit in this game just got fairer. | Your light grid is still weak and you can still take full advantage of her insanely high ougi multiplier to deal some massive damage You want to MVP Quilin/Kirin to farm gold bars for your GW 5* characters | Paper Defense Basically a Juliet with more drawbacks Despite all the successive accuracy buffs on her debuffs, they still aren't completely reliable | Kaguya + Bunny main summons, Underdeveloped grids, Baotorda, Phalanx, Clear, Huanglong Spear, Atma staff trium, SR Sophia Strike Time Blasting | Qilin MVP race Fights where dispel is crucial Fights where you need someone who can die to bring out Song Kaguya farming team | You can pretty much summarize Light Clarisse as a Silva with less damage but more team utility. She works on a stack system : Clarisse will start the fight with 3 dissolution stacks, and will regain two stacks with each ougi. Her skills will use a stack and in exchange get additional effects. While having stacks, Clarisse gets a 20% special mod ATK buff, but has in exchange a permanent 20% DEF penalty. Her 1st skill is probably the most important one and is similar to Silva's 1st skill which gives a massive boost to her ougi damage, allowing her to hit ougi cap easily even against an enemy with no debuff or high natural defense. While the ougi damage boost is much higher than Silva (x7.5 damage) and will allow you to reach her cap with a mere 100k average damage auto, the ougi cap boosts from Clarisse's 1st is only +50% and caps at 2.5 mil (2.8 mil when used with Ferry's 2nd skill or Huanglong Spear) so the value of this skill is lower the stronger your grid is. Furthermore, this skill applies a -50% DEF as well as a hostiliy up debuff on Clarisse and this stacks with her lowered DEF from her passive (-20%). This means that Clarisse would receive almost 3x damage in the turn she uses her 1st and rendering her susceptible to being OHKO'd. Both the hostility up and def down debuffs can be cleared, which allievates the burden somehow, but players will rarely have setups with two clarity only to protect one character. Thankfully, light tends to have high HP, which makes it unlikely for Clarisse to get one shot by the enemy with a sufficiently developed grid. Her 2nd skill is perhaps the only skill that beats Juliet as it provides a -25% light resist down on the enemy (compared to -20% light resist debuff from Juliet), allowing the player to hit the Def debuff cap (-50%) when used with Mist. It can also be used with one stack of Dissolution to further apply a -15% Dark ATK Down on the enemy which, while having a lower effect than arrow rain 3 (-25%), can stack with other ATK Down debuffs and further reduces the boss's damage output. The light def down has a petty good hit rate, especially if you combine it with her EMP support skill. Her 3rd skill is a direct copy of her Fire version kit (dispel + hp-based white damage) with the additional effect of allowing the team to inflict extra damage with their attacks which scales with the enemy's current hp. However, dispel is rarely needed in light fights, and the added effect is completely worthless (fixed additional damage to the team). The low 6 turns CD allows you to deal decent amounts of damage however with the white damage, so it's not completely wasted. To summarize, Light Clarisse is very handy to have on high defense content or when your grid is underdevelopped as her ability to cap ougi is a susbstantial boost to your light team damage, to the condition that those enemies will die of it or can get CC'ed enough so that Clarisse won't die to her harsh def penalty when casting it. Other than that, she also provides the highest light def down effect in the game, which is useful to have in fights like UBH or UBHL. The fact that it can cap def down with mist is also a good added bonus. She is also a great fit for farming teams, as you'll still be able to reach her ougi cap even with a double Kaguya / Bunny. | 2x Crit Up ★★★ 1x Light attack ★★☆ 2x DA Up★★☆ 3x DEF Up ★☆☆ 1x Charge Rate Up ★☆☆ | Her def down and hostility up on her first skill can be both cleared | ||
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36 | Io (Limited) | Healer + Buffer (BAL) | Best Light Healer after Funf Consummes meter to get mystic vortex stacks and improve the effect of her skills and ougi 20% stamina / 20% cap up team buff at level 3 vortex ougi. | You're using a Zeus grid with at least an Eden and a Gambateinn (preferably Double Zeus with several of them) You're in a fight where you actually need her 8k heals | Relatively high maintenance for supportive abilities that only truly shine in the late game. | Seruel 5*, Amira, Huanlong Spear, Juliet (Revitalize), DLF, SS/Elysian, GW dagger job, CR with uplift, Korwa, Song 5*, Noa Atma staff trium, Cosmos Sword BAL, Zeus builds with Eden, hector bow and Gambanteinm | Fights where you can reach auto attack cap Ultimate Bahamut Fights where you can't use Song 5* as your main buffer | Following in the steps of Rackam, Io finally got her long awaited update so that all the Grand characters limited series are now finally worth using. Since light meta has been pretty stagnant and stale for a while now, a lot of people anticiated Io rework to "save" light, but it didn't really happen as Cygames decided to make Io a usable, but not anything you could consider "core" at the moment. Similarly to the Mystic class, Io requires to be fed meter so you can make the most of her kit: for every 25% meter you have, Io will consume it and gain 1/2/3 stacks of Mystic Vortex (consuming respectively 25%/50%/75% meter). Depending on the number of stacks she has, Io will increase the efficiency of her skills and ougi (compensating the damage lost for not being able to ougi as often). The Vortex stacks will be consumed every time Io will ougi, where she will grant various bonus to the team depending on the number of stacks you have too. Here are the different bonus her Vertex will grant: - 1 stack : 840k cap on 1st, +1200 HP heal on 2nd, self 25% ougi dmg + 10% cap up, ougi casts 4 turns of 500 HP refresh - 2 stack : 1.12m cap on 1st, +2400 HP heal on 2nd, self 50% ougi dmg + 20% cap up, ougi casts 4 turns of 500 HP refresh + 20% stamina team buff - 3 stack : 1.40m cap on 1st, +3600 HP heal on 2nd, self 75% ougi dmg + 30% cap up, ougi casts 4 turns of 500 HP refresh + 20% stamina team buff + 20% cap up The buffs duration include the ougi turn. The stamina buff is a straight multiplicative damage increase, and starts to decrease from 50% HP, to a minimum of 10% stamina at 0% HP. Overall, if you can't cap yet, you'll most of the time prefer to get 2 stacks and only pay 50% meter, as the cap up bonus would be pretty wasted. While 20% isnt an impressive amount, its multiplicative nature makes it pretty desirable, especially considering that most normal and elemental buffs get diluted heavily in light. However, her buffs require some pretty heavy maintenance, with DA/TA buffs and meter boosts to keep a decent uptime on her buffs, and as such she will mostly see use as a healer for most people not able to supply her continuously with meter. But still, Io remains the only light character that can effectively heal you and still offensively buff your team, which is extremely appreciated in some of the toughest fights in the game, namely Ultimate Bahamut an Ultimate Bahamut Hard. With new weaponry aded to Zeus build, consisting of Hector bow with Stamina and Io's gacha weapon FLB with Trium, as well as more characters boosting charge bar like Seruel 5*, Io's kit is getting gradually easier to use and more desired by Light players. | 1x Support Skill ★★★ 2x Crit up ★★★ 1x Skill cap ★★★ 2x Healing ★★☆ 2x DA ★☆☆ Getting Io's support skill is crucial as it will provide you 10% meter upon using any of her skill, greatly reducing the burden of getting vortex stacks. | Her gacha weapon, Gambanteinn, is an extremely important in Zeus grids as it provides the almighty Trium to light, so don't reduce it. | ||
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38 | Sandalphon (Event) | Lucifer wannabe (litterally) Attacker (BAL) | Sword + Katana proficiency + BAL type 5x counter a la Luchador Self DA/TA buff High multiplier nuke (800k damage cap) Team crit buff (30% chance, 50% damage) With each ougi : - Increased ougi dmg (max 25% up) - Increased ougi cap (max 35% up) - Stackable atk up (max 30%? up) | You use a full chev sword team with Cosmos BAL and Uultima sword trium You make a full Bishounen team made of Lucio, Sandal, Albert, Mikazuchi and Seruel | Lacks a strong self buff or good offensive EMP The crit buff would have been preferable as a high proc rate low multiplier buff He doesn't have any in battle lines with Lucio If you haven't played during "What Makes the Sky Blue II" you won't be able to get him until a rerun happens | Sword Atma teams Chev swords Cosmos bal sword TKRB Katana Huanglong Spear Seruel Lucio (for the roleplay) | Any, preferably on element / null element fights, or anything with a lot of multihits | With event Sandalphon, Cygames offer to the players a character that could have definitely have been introduced as a gacha character, given how good his kit is even by gacha characters standards. First of all, the almighty sword proficiency allows him to be a perfect fit for Chev swords builds, often consisting of 6-7 Chev swords, Cosmos sword, Unknown and Ultima Sword. Like Lucio, he also has a Katana proficiency if you'd like to do funky stuff like atma Katana, and he will also benefit from the increased ougi damage on the TKRB katana. Despite being a free unit, he also shares the exact same base stats as Lucio, and the sword bonus allows him to actually outperform Lucio in pure stats. His skillset is also nothing to be ashamed about, his first skill is a potent self buff that grants Sandy a 50% DA / 10% TA up for 4 turns, as well as a 15% self def buff. It's already quite good on its own, but more surprising, it also gives Sandalphon a 5-hits retaliation (counter upon getting hit) for 4 turns. Since that's quite a lot of counters, you'd expect the counters to be rather weak, but they actually pack a real punch since they will have an impressive 350% multiplier, making it quite litterally possible for Sandalphon to deal 2.2m damage in one turn through counters if he was to receive more than 5 hits. At this point you'd nearly regret that he doesn't have a taunt to guarantee those counter procs! His second skill is possibly the weakest, but is still quite potent especially for beginner players : it's a 800k cap nuke with an extremely high multiplier (similar to Lucio's, around 800% damage), making it extremely easy to cap with it even on a subpar grid. It will also heal Sandalphon by 900 HP on cast. Sandalphon's third skill makes him more of a team player, granting to your team a 30% chance to deal 50% additional crit damage, and that for 3 turns. This crit buff stacks with Song and Seruel. It will also grant up to 10k fixed additional damage to your team. This buff can really increase your on element / null element damage by a lot when it procs, but with sufficiently developped grid, you'll come to regret that his crit buff is not more consistent for less damage, as you'll waste its high multiplier into the damage cap. Our edgy archangel's ougi works similarly to Lennah's, every time he casts it he will give to the enemy a local debuff stackable two times, increasing his ougi damage and ougi cap with each stack for a total of 25% ougi damage up and 35% cap up on all subsequent ougis. To further improve his offensive abilities, Sandalphon will also grants himself a stackable ATK up buff every time he ougis, similarly to Anthuria on dodge (untested : most likely 10% per ougi to a limit of 30%). The buff is a normal mod which isn't that great in light due to heavy normal mod dilution, but it's definitely among the better EMP support you can find. Finally, Sandalphon appears to be an extremely solid addition to Light character selection, with a great balanced skillset and a sword proficiency making him fit perfectily with the Sword light meta. And yes, in case you'd have forgotten, he comes for free, quite the generous move from Cygames considering how mediocre the previous free SSR light characters have been. | 1x Support Skill ★★★ 1x Skill cap up ★★★ 1x Crit up ★★★ 1x Light ATK up ★★☆ | |||
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40 | Sophia (SR) | DEM LEGS Buffer / Healer (HEAL) | Up to 3k team heal over 3 turns with her EMP Stackable 40% team def up (up to 80%) 20% Light attack up + 20% Dark reduction + 15% Debuff resist up to the team on ougi Can give 100% ATK up to an ally for a turn | It's windy. You use a Double Zeus comp and all of her kit becomes a must have | Her skirt is really short, indeed Can (undertsandably) not resurrect allies anymore compared to her SSR version | Any, but in particular Light Clarisse Atma trium staff, Zeus build with Eden and Hector Bow | Any fight, but excels in those where a defense buff can be useful | No, you're not dreaming, a SR version is surpassing their original SSR version. Well, it's what I'd like to say but SR Sophia and SSR Sophia serve two different fundamental roles, and their niches don't really overlap. SR Sophia higher rating simply explains by the fact that her kit is relevant in more situations, while her SSR is mostly used in BHL / UBHL. That being said, Sophia's potential probably increases the more she exposes herself since her SR version has a disgustingly good kit. Her first skill is a 1k heal + 300 HP refresh for 3 turns, for a total of 1900 HP healed. If used after an ougi, this skill will have a team wide effect (similarly to Water Socie). If you max Sophia's healing EMP, the amount of healing reaches 3k, on a 6 turns CD, which is really good (although it doesn't top the monster healers that are Io and Funf), but it can be extremely useful to stack up faster / maintain your Huanglong Katana effect. Our priestess' second skill is a bit special, as it is a stackable team def buff of 40% that can stack two times. Unlike other similar stackable buffs, once you've reached the maximum amount of stacks, casting again the skill will display "no effect", forcing you to wait until the buff expires to restack it again from scratch. Fortunately, with a 3 turns CD and 5 turns duration buff, and only requiring two stacks maximum, it's very easy to get the 80% def buff up most of the time. Sophia's third skill is arguable the least interesting, a 100% single target ATK up boost for one turn. Use it during ougi turns to make a character reach ougi cap easily. This already makes for a pretty good skillset by itself, but there's more. Namely, Sophia's ougi will cast on your whole team a 5 turns long 20% light attack up / 20% dark damage reduction / 15% debuff resistance up buff. It's nearly the same buff as Juliet, but it will also stack with Juliet's since this one is an ougi type buff. Finally, if you're still not convinced by our leg goddess, you can also use an Atma trium staff with her (coupled with characters like Io and Dokkan) to boost her MA. Decent offensive buffer, great defensive buffer, decent healer... She becomes litterally a best in slot character in Zeus comps where her permanent def buff will be a god send to upkeep stamina. I guess it just shows that Silver is the new Gold. | 3x Healing ★★★ 1x Crit up ★★★ | |||
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43 | Sophia | Healer (HEA) | Revives dead characters, Clear Thigh | Someone dies | After you use her revive, she's still stuck in your party being useless | Dead people | HL Raids | Sophia is pretty much only useful for her third skill which, to be fair, is pretty useful whenever you are doing any difficult fight where you can't Elixir back from death (aka HL Raids that aren't Magna HLs). Her third skill will allow you to revive a character that has fallen and if it misses, you can try again in 2 turns. Her first skill is a full heal on anyone who is Low Health (red HP bar) and a pathetic 10% heal otherwise. Her second skill is a party-wide Clear, which can be handy if you don't have any source of Clear for Ferry but just putting Clarity on your MC is usually better because it has a shorter cooldown and it also hits everyone in the raid. Sometimes people use Sophia off element as a backup just in case someone dies. If any new hard content comes out with limited or no revives, you'll start to see her a lore more often in the 5th slot of a party again. | 1x Support Skill ★★★ 2x Crit Up ★★☆ 1x DA Up ★★☆ 1x Heal Up ★★☆ Sophia support skill vastly increases her resurrection success chance | |||
44 | Seruel | Attacker (ATK) 5★ | Spammable nukes, Veil, 20% team meter buff, Crit team buff on ougi | You use him in long fights where he can stack his EMP passive and nuke cap up | Not as performant in short fights unless you absolutely need Veil Dispel screws him His full nuke cap is difficult to reach compared to other light nukers | Io, Song 5*, Ferry, Amira, Light Clarisse, Atma sword trium, Chev sword grid and cosmos sword, Ultima skill cap up enhancement | On element fights Medium to long fights Fights where you need veil | As light's only veiler, Seruel became a great character with his 5*. With a rather flexible kit that brings together spammable nukes, offensive self buffs, Veil and team buffs, the Erune Prince has become quite the premium choice for light teams, although you will have to grind him to level 100 to benefit from most of those. Seruel's first skill, Quick Raid, which was considered a complete joke not worth even considering pressing before, is now a pretty decent nuke, with a 300-400% multiplier, and granting Seruel a 10% skill cap up every time it's used (40% max, the buff remains until Seruel gets dispelled). The has a base cap of around 520k, which gets close to 780k with his EMP and skill cap up buff stacked. Considering it's one of the most spammable nuke in the game with 3 turns CD, it provides some substantial dps. The second skill is a veil, that will also grant 100% DA chance to Seruel for 3 turns. Veil is always great, and most dark boss often tend to throw in annoying debuffs that you'd rather block. Seruel's third skill is an AoE nuke that will also grant 20% meter to your team, extremely handy as light is an element with a lot of on ougi effects or with meter hungry characters. Seruel's ougi effect is the exact same as Altair, it will grant a 3 turns (ougi turn included) crit buff to your team, with a 70% chance activation and 20% multiplier. Make sure to put Seruel in the second spot to make your team benefit from it. Note that this buff is only affects light allies, and as such is different from Song's ougi crit buff (and as a result will stack with it). Thanks to his sword proficiency and his EMP support skill (10% chance to get 10% unique attack up modifier upon attacking, up to 30%), Seruel shines especially in late game as his auto attacks will deal very respectable damage if the fight is long enough, and since players will tend to use Light mainly on element, making his crit buff more useful. Characters like Io who are really meter hungry, and more generally having a more ougi centric light meta nowadays makes Seruel a great pick that will perform great in most fights, while bringing unique utility to the team. Also, Seruel getting his 5* makes it pretty likely that Heles will also get her much needed 5* upgrade. Hopefully. | 1x Crit Up ★★★ 1x Skill cap up ★★★ 1x Support Skill ★★★ 1x Light Attack ★★☆ 1x TA Up ★★☆ Seruel's support skill grants him up to 30% attack unique mod (10% chance to trigger, 10% attack per proc up to 30) | |||
45 | Rosamia | Kamikaze Attacker (BAL) | 2 Turn damage immunity at the cost of 25% HP, Stacking Def Down, DA/TA buff at the cost of high Hostility | You can perfuse her with permanent Song crit buff and an Ultima sword, and watch her actually deal more than cap thanks to her echos | Will eventually die unless you go out of your way to do something about it Reducing your own HP and being unhealable doesn't fare well with Eden and Stamina | Chev swords, both Sophias, Lucio, Atma sword Trium, Cosmos sword BAL, Odin harp (seriously, don't) | Short fights Taunt bot in UBHL | The first character that made it all the way from R to SR to SSR, Rosamia's a little special because she has a very un-Light-like mechanic that involves HP reduction and curses and all that spooky stuff. In any case, she doesn't slot into every party but she is capable of putting out a tremendous amount of damage before she inevitably splats. Her first skill is the most important one as it enables her to do what Rosamia do. At cost of 25% max HP, she gains 2 turns of damage immunity (great for walking into ougis that would've taken more than 25% of your HP anyway) and more importantly, gains the the Curse of the Mask effect for 4 turns. In exchange for the penalty of not being healable, she gains 40% echo on all of her attacks and can survive a lethal hit while it's on. Being unhealable for 4 turns is a pretty huge drawback and because of that she wasn't really very popular but they recently buffed her by modifying her ougi (hey what's that thing about Ferry losing relevance because of good ougi effects...) When she uses her ougi with the curse active, she gains a 90% damage echo on her ougi (damage cap is apparently 1.16 million) and applies her curse for another 4 turns. The ougi turn counts as a turn so you technically have 3 turns of curse after so be aware of that. This means that she can keep doing all that bonus damage as long as she keeps spamming her ougi but at the same time means that she'll be unhealable forever. Her second skill is a 8% Def Down stacking to 30% which is rather unremarkable, unless you bring a combination of Mist + Def down that doesn't reach cap (Mist + Depravity or Mist + Juliet), and in that case her def down will help you to bridge the gap. It's also a great skill in UBH / UBHL. Her third skill raises her DA/TA rate significantly (good for damage and maintaining her mask!) but also gives her a big Hostility Up (good for making her dead!). The idea was that she would be able to tank auto attacks and multi-hit ougis for two turns after activating her 1 but her third skill lasts for 6 turns which is great for damage but also means she's going to be attracting attention for much longer than her damage immunity. She can, in a pinch, draw attention away from your other characters and take the heat for you, especially if she's under her invulnerability effect. | 2x Crit up ★★★ 1x Enmity ★★★ 2x Def up ★☆☆ Rest in Atk or HP Reflect is also a valid option | You can use her as a high damage dealer right from the start and put a more stable attacker like Juliet or Amira in the fourth spot so when she inevitably eats shit you have another character to pick up the slack | ||
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47 | Albert | Attacker (ATK) | Guaranteed DA (not even Quick Down can stop him), AOE Delay, Charge for 1 turn for a big nuke the next | You only care about hitting Attack as hard as you can You use him on element and get to max his 4 LB crit masteries You run into AlbertxLucifer for the first time | Low base damage means you gotta get your sword on before you see results | Korwa, Chev Swords, Cosmos sword, Atma trium sword | On element fights to proc his crits and land his slow Fights where slow is important to avoid bad surprises | Albert is a pretty neat character in that he has 100% DA rate at the expense of having half the base attack of other characters. This isn't that big of a deal though because you can make up for it by building yourself a powerful Light grid and if you're really dedicated, he gets bonus stats due to his Sword proficiency. Early on in the game his primary usage will be as a nuker. His Third skill charges him up and prevents him from acting for one turn then amplifies your next skill by 1000%. You'll generally use this on his first skill (recently buffed to about double damage and gives -10% Light Resist which is... kind of useless in an element with Jeanne and Juliet but hey, free is free) which is a straight nuke but sometimes you just gotta really do a big AOE and you can burn it on his second skill, which hits for less damage and is also his AOE Delay (a rarity in this game). Later on you won't bother with using his first or third skills and his strength lies in the fact that he has 100% DA and Sword Proficiency. The stronger your grid gets the less his base attack matters so you'll get to profit from his 100% DA even more. After the February 2017 patch, his ougi now provides him with 3 turns of 20% light echo so you can mash even harder for more damage. Finally, with the LB update he earned himself the title of Crit Master as he is one of the few characters with 4 LB Crit masteries, giving him a 31% chance to not crit against Dark if you have everything maxed. As if that wasn't enough he also gets two TA nodes. Even a point in each Attack node is worthwhile due to his innately low attack and he's one of the few characters where you really will feel like you need more than the 18 EMP cap to get everything you want. | 4x Crit Up ★★★ 2x TA Up ★☆☆ Boosting attack is a valid choice for Albert as well due to his low base attack. Albert support skill grants 99% chance to attack despite being electrified, which can be useful if you tend to use his third skill a lot to tank triggers | |||
48 | Mary (Xmas) | Buffer + TH (BAL) | AoE TH3 on enemies + nuke Can buff one ally with a permanent uptime Guaranteed TA on your team for one turn Has a chance to scavenge items (generally trash) at the end of battles | You have a full chev gun grid with Cosmos gun BAL You need to TH stuff | Doesn't do very impressive damage by herself Her TH doesn't apply if the nuke kills monsters before | Ferry, Vira, Io, Tag Team Luchador, Light Zeta, Hawkeye or Gizoku BAL Cosmos | Item farming teams Any fight | Following the long tradition of Light stealing Fire characters to give them what they deserved with a limited version, Mary finally gets a SSR version, although a limited Xmas one. Much like other Xmas units, her kit is serviceable but nothing especially outstanding, although her guaranteed TA, TH and single target buff can give her a solid place in light teams focused around Luchador, Ferry or Io. Mary's first skill is an upgrade to her SR version's skill, which becomes a TH3 AoE nuke. The land rate on the TH is relatively bad, and it will be likely for your third TH proc to fail. As a result, make sure to always use Mary's skill before any other TH skill to maximize your stacks. Note that if the nuke kills the enemies, the TH will not be applied, which is rather annoying for story materials farming. Our tresor huntress second skill is a 4 turns duration / 4 turns cooldown single target buff (similarly to Earth De La Fille), it will grant to one character of your choice a 50%/50% ATK+DEF unique icon buff (normal mod), 20% immediate meter and 100% chance to deal 1.2x crit damage. The buff is pretty nice, but loses a lot in efficiency once you stack enough chev swords due to diminishing returns on normal mod. The 20% meter is extremely useful for characters like Io who are extremely meter hungry. Her third skill is a simple guaranteed team TA for one turn, on a 7 turns CD. It's the same skill as Summer Diantha. Combine it with Luchador's tag team and Ferry to get tons of TA early on in the fight. Mary's ougi effect is a simple slow, always handy but light doesn't really care about enemy ougis anyway. Her first passive is a boost to her own attack depending on the number of TH stacks on the enemy (1% per TH stack, so up to 9% ATK on a special mod). Her second passive is a chance to scavenge for items at the end of fights, similarly to Earth De La Fille and her chips. Unfortunately, this passive only has a 20% chance to activate, and will mostly bring you junk (island mats, R weapons), the best possible rewards being elusive Blue Sky Crystals and Merits. All in all, Mary could have been a somehow better characters, especially compared to Earth DLF with whom she shares quite a few similarities, yet Mary feels less desirable despite being a limited. But hey, at least Mary finally gets a SSR version, making her the 2nd character after Rosamia to have a version in every rarity. | 2x Crit Up ★★★ 2x TA up ★★☆ 3x DA up ★★☆ | |||
49 | Zooey (SSR - Gacha) | Taunt bot + Buffer (BAL - Gun) | 3/5 uptime self perma DA + TA up buff + hostility up Dodge rate up + Nuke on dodge After 10 turns, can buff the team for a 100% ATK up (normal mod) / 100% DEF up / 1k HP drain for 5 turns, 12 turns CD. The initial lockdown is reduced by 1 turn every time Zoi is affected by a green or yellow skill Increased Crit rate with each turn (caps at 10 turns) | You use a Sage + Buffers (Juliet, Mary) + Ferry team comp and Zooey's third skill ends up being ready on turn 5 and you unleash the Ferry TA hell with capped autos You're fighting a difficult fight where the damage mitigation she can provide is a god send You have a full Chev gun grid and never bothered getting even one Chev Sword | Gun prof is one of the worst prof she could have gotten Requires to have the characters to build around her third skill lockout She is useless in short fights 100% normal atk up isn't as powerful as it sounds because of diminishing returns, even in Magna due to Chev swords | Chev Guns, BAL cosmos, Sage, any character with green / yellow skills (especially Juliet, Funf, Mary, SR Sophia, Ferry) Qilin MLB Summon | Long fights, but shines especially in UBH and UBHL | It kinda feel as this version of Zooey was tailor-made for UBHL, thanks to her signature third skill that benefits long fights, buffs your offensive abilities but more importantly also buffs your defensive abilities, all the while being also undispellable. Her first skill is a double hit weak nuke that will also grant Zoi a 3/5 guaranteed DA up buff + 25% TA up, added with a consequent Hostility up self buff. It's mostly thanks to this skill that allows our favorite balance breaker to have a high MA rate that we can forgive her with not synergizing with Atma comps at all. While the hostility up might seem annoying, it can actually be used in conjunction with her second skill, a 630k damage nuke that will grant her for 3 turns a 40% dodge chance and her ougi that grants Zoi a 2k HP shield. As a result, Zoi becomes a great tank that will soak damage for your team, which is pretty nice for Zeus teams dependant on Eden / Hector bow and want to keep high HP to maximize Stamina. Upon dodging, Zooey will also fire a laser beam nuke dealing 630k damage (once per turn). Zooey's third skill is a new signature move, which will buff your whole team for a ludicrous 100% ATK up (normal mod) / 100% DEF up / 1k HP heal for 5 turns. While it might seems broken at first sight, the catch is that this skill has an initial 10 turns lockout. Fortunately, it is possible to reduce this initial lockout by one turne everytime Zooey is affected by a Yellow (buff type) or Green (heal type) skill. Which means with sufficient characters who can bring such a skill (Sage / Juliet / Funf / SR Sophia / Ferry / etc) you will generally be able to cast Zoi's third by turn 5-6, or even earlier, and light will generally spam green skills with Sage to enable their Huanglong Katana anyway. Note that once you've used this skill for the first time, you won't be able to shorten its CD anymore, and you'll have to wait 7 turns after it ended (or use a MLB Qilin) to use it again. The cooldown makes it a really great fit with Ferry as it matches perfectly with her Hin Liechtein, so consider pairing the two together. Finally, Zooey's passive grants her a nice turn based stacking crit and dodge rate up buff, for a total of 50% chance of dealing 1.3x more damage and 8-10% more dodge rate after 10 turns, which can really allow her to be a heavy hitter coupled with her great innate DA/TA rate. Overall, Zooey is a niche but pretty nice character that Magna and Zeus grids will use for opposite reasons, Magna seeking the damage the normal buff will bring and enjoying a character with a good DA/TA rate, while Zeus will seek the Defensive buff she grants and her ability to soak and tank damage for the team to keep their Stamina intact. | 1x Skill cap up ★★★ 1x Hostility up ★★★ 1x Dodge ★★★ 1x Light Atk up ★★☆ 2x Def up ★★☆ | |||
50 | Jeanne (SR) | Skin for all the other Jeannu (SPE) | Same kit as her SSR version, but with lower number No more BAL type, but sword proficiency | You use her as a skin for all your other Jeannes You cap def down with her and Song's depravity or Rosamia's def down | Her numbers are low compared to her SSR | Atma trium sword Full chev sword grids Song, Rosamia | Any, but prefers on element | SR Jeanne is pretty much a mini SSR Jeanne, with a kit that is nearly the same, except with lower numbers. Instead of a def down, SR Jeanne gets a 15% light def down which is pretty much inferior, her rage is only 20% instead of 30 and her guaranteed TA only lasts one turn. The only novelty is that SR Jeanne is able to buff your team DA by 25% for 3 turns, which is rather weak. Her passive is exactly the same as her SSR, but the ougi will provide a team dark damage reduction. The biggest change is probably that this version of Jeanne has Sword proficiency (which makes you wonder again how did Jeanne manage to forget how to use a sword in her SSR version), allowing you to use her with an Atma sword and get bonus stats from a chev sword grid, allowing Jeanne SR to deal very respectable damage. But her biggest selling point is that you can use her cute and frilly skin to remove all those manly yells from her SSR version. And her ougi effect is actually super fast with ougi skip. | 2x Crit Up ★★★ 1x Debuff success ★★★ 1x Light attack up ★★☆ | |||
51 | Feena (Xmas - SR) | Triple Attacker (ATK) | Two skills that can guarantee her TA for two turns Lots of TA in EMP AoE light def down Boost team on ougi depending on number of TA she performed | You do 3 TA in a row and use her ougi | Doesn't get any attack boost, nor any ougi damage boost | Ferry, Vira, Xmas Mary, GW Dagger | Any | Christmas Feena has a pretty similar kit to her SSR version, TA boosts; bonus effects upon dealing TA, one turn other-self dodge... But while her SSR version focuses more on selfish damage, Xmas Feena actually grants team buffs on ougi depending on the number of TA she dealt before that. One stack grants, a team attack buff, a second stack adds on top of that a defense buff, and the third stack adds a DA buff. In order to reach 3 stacks more easily, Feena can use her third skill which will guarantee her a TA for one turn, and time her second skill so that she actually dodges damage, granting her a guaranteed TA as an additional effect. Oh and finally, one last difference with her SSR version, even though the value might be lower, her light def down actually lasts for a proper 180 sec... | 2x Crit Up ★★★ 4x TA up ★★☆ | |||
52 | Zeta (event - SR) | Anytime Assassin (ATK) | Anytime assassin on demand 10% Echo against burned enemies High TA rate between her third skill and ougi effect | You land all her debuffs, ougi and get a TA assassin with crit against the enemy | Her debuffs have poor accuracy Her assassin modifier is low (around x2.0) and has a long CD | Song, Xmas Mary, Ferry, Vira, Damage buffs in general, Atma trium spear | Short fights | This event Zeta has nothing to envy to her fire version (or her summer version), as she packs nearly the same tools : - Her first skill is the Arves debuff necessary to trigger her assassin, as well as a burn - Her second skill is the usual anytime assassin, albeit on a longer cooldown (9 turns) - Her third skill is a self TA buff to make up for her lack of DA/TA EMP support skill during assassin. She even gets some extras, like a 10% echo against burned target, a guaranteed TA after ougi and 3x crit up EMP., and her spear proficiency is pretty good in light if you like to use an Atma spear trium. She still suffers from the same flaws (worsened since SR charas have lower numbers), which are low damage multiplier on her assassin, and low hitrate on her debuffs necessary to unleash her damage. But she makes for a pretty great budget burst character, especially if you're able to buff her to make use of her increase auto cap on assassin. Also her ougi has a cut-in, which is pretty cool! | 3x Crit Up ★★★ 1x Debuff success ★★★ 1x TA up ★★☆ | |||
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55 | Dorothy and Claudia | A bit of everything (SPE) | Two units in one that can swap with each other on a 5 turns cooldown Claudia is great, but Dorothy sucks Has Gravity, Dispel, 10% def down and chance to inflict stackable def down | You need all of Claudia's abilities, and none of Dorothy's You can finish the battle in 5-6 turns | Dorothy cannot multi attack, making you extremely reluctant to switch for her If you don't swap Claudia and Dorothy regularly, you lose quite a bit of their offensive power Claudia is litterally a lolicon, which is kinda creepy | On element battles, Elysian, Ferry, Amira, Mechanic full ignition | Chevalier Magna Fights where you want to bring a non DF class, but still have Gravity Short fights that will end in less than 6-7 turns | Dorothy and Claudia are the first SSR unit featuring a "2 in 1" characters with swap mechanics (although this mechanic already existed before with Morphe and Phoebe). While the concept is fresh and interesting, the execution is a bit awkward as their kit encourages you to often switch between them to benefit from additional offensive abilities, but one of the maid is clearly more rewarding to play than the other. For example, switching out between the maids will grant them a 30% unique modifier attack buff for 3 turns, and you're supposed to switch them every 5 turns to have a good uptime on this buff. Claudia gets the better role of the two, as she is able to cumulate a great self buff (+40k fixed damage and 50% damage crit buff), gravity with a high accuracy and Def down on both her ougi (10%) and stackable on autos (chance to inflict 5% def down, stackable to 20%). The self buff is pretty good, especially when playing on element, the various def down she brings are also always welcome although Light doesn't lack in light def down and defense breach of all kind. But the selling point is the fact that she brings her own Gravity, which is something really rare for characters to have in general. On the other hand however, Dorothy gets the short hand of the stick, mainly because of her passive that prevents her from doing Multiattacks, which is a big turn-off in a meta where mutiattacking makes the most of your damage. Although in exchange her auto will be AoE, the tradeoff isn't worth it at all. Her ougi effect (if you can even manage to ougi with her) is a DA down debuff that is rather unremarkable, and her only real interesting skill is her 50% attack, 60% DA, 50% echo buff she will provide to your MC (on a pretty decent 3/5 uptime). Dorothy and Claudia also have one other gimmick, they have the ability to overcharge their ougi, and go to 200% meter much like Samurai characters. While they won't be getting increased meter generation, their 4th skill is an ignition which can be triggered in order to make use of this overcharge (although it has restrictions, it won't unlock until after 5 turns spent in battle, and it has an 11 turns CD). Once you've reached 200% charge, there are two possibilities: either the maids have been swapped recently (less than three turns), and you will throw a huge ougi (1250% multiplier, 3m damage cap) that will also increase by 30% your current chain burst, or either you will simply use a double ougi with the maid currently in battle. At the end of the day, while you will eargerly switch from Dorothy to Claudia, you will rarely do the opposite because you'd be stuck with one of your characters dealing only single attacks for 5 turns, and not swapping between the maids will prevent you from exploiting all of the unit offensive power. They remain a good unit for solo situations where you'd want to have some of their utility, but light players will eventually stop caring about enemy ougis due to their high HP, and generally have other accessible choices when it comes to def down, as well as better offensive choices | 1x Crit Up ★★★ 2x Skill damage up ★★★ 1x CA cap up ★★★ 1x Light attack ★★☆ | Claudia and Dorothy will share the same cooldowns, and also the same buffs. You will always start the battle with Dorothy | ||
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57 | Zeta (Summer) | Attacker (ATK) | Break Keep, Break Assasin and Self Attack Up Buff, 5% Damage up for your entire party when enemy is in Break Hanazawa Kana (Swimsuit Edition) | Strike Time with Ferry and you hit BA for all the damage Hanakana finally has a good character! No, Sophie doesn't count. | Unticketable, Only available during Summer Her attack buff makes her squishy | Ferry, Korwa, Atma trium spear | Short fights where the boss will break easily | Summer Zeta, much like Summer Heles, is the "fixed" version of an old character. This version of Zeta is given a self attack buff (60%) on her first skill that comes with a Defense Down penalty making her kind of risky for an otherwise stable element. That's okay though, she's still Light's only Break Assassin character and the Attack buff makes her much stronger than Fire Zeta. The other reason why Summer Zeta is much better than her older version is that Light has access to Ferry, who you can use to guarantee a Triple Attack on Zeta's Break Assassin turn giving you a huge damage increase. Her Break Keep is still inferior to that of a Hawkeye but still useful when soloing. Strike Time shenanigans with Ferry is the best use for her but she's still a decent attacker otherwise. Her EMP update allows Zeta to not be as dependant on Ferry to deal multi-attacks during her break assassin, as she gets a similar passive to her fire version. | 2x Crit up ★★★ 1x Support Skill ★★★ 2x TA up ★★☆ 2x Break attack ★★ Most likely the same support skill as her fire version (50% DA / 30% TA) (To be confirmed) | |||
58 | Zooey | Attacker (BAL) | Stun, Mirror Image, Stacking Atk/Def/Debuff Resist Down, Multiattack Up Field, high innate DA/TA rate Visa-chan | Your team / the raid (and the boss) uses multiattacks thanks to her field People start messaging you as you "casually" leave your Light team with her in it on your profile as much as possible | Unticketable, Unsparkable and Unpullable Enemy boss starts to DA/TA the raid to death thanks to her field. Gotta drop $300+ on Yahoo Auctions for her | Lucio, Korwa, Sword grids, Cosmos sword BAL, Atma sword trium | Fights long enough to get a chance for her stun to proc. | The first playable version of Zoi (or Zooey) is actually tied to a Japan exclusive Visa credit card promo that ended in 2016. This makes her an exclusive character that you can only get through a third party like Yahoo auctions and the prices are quite steep, hence her nickname of "Visa-chan". Her first skill is a 630k cap nuke on a 3 turn cooldown that costs 20% meter per use. This makes it one of the best nukes in the game on a damage/cooldown basis and can easily carry you early on. Each usage adds 10 to an invisible Stun meter and when this meter reaches 100 it will cast Stun on the enemy, a 30 second unique Paralyze that does not count as a real Paralyze meaning it does not increase a boss' Paralyze resistance value. Mind you, this means that it takes 30 turns of casting Spinning Slash to stun a boss which can take a long time. Her 1 will also give her a stacking Hostility Up for 7 turns which can be mitigated by using her second skill, which gives her two Mirror Images allowing her to be be a legitimate tank. Her third skill is the same thing as her summer version (which people should be more familiar with), being an AOE nuke that caps at around 400k and applies either a stacking 10% Attack Down, 10% Defense Down or Debuff Resist Down. Her fourth skill is her signature move and it applies a field effect that will boost the multiattack rate of all allies and enemies in the raid. Like most field effects, the strength of the effect varies depending on the remaining time of the field. It's quite noticeable and can make bosses who never multiattack suddenly start hitting multiple times a turn. The skill is a double-edged sword and can make your raids go much faster (because you either killed the boss faster or it killed everyone faster) so it's recommended you only use it if you know what you're doing. Her passive grants her 15% Attack, 7.5% Defense, 10%/3% DA/TA per unique element on your team making her, for some reason, pretty good on Grande Order teams but still a nice bonus for Light teams. Unfortunately for her but fortunately for the rest of us, the continual release of strong Light characters has crept Zoi out of most people's teams making her only useful for her DA/TA field and for people with full Chev Sword grids. | 1x Debuff success ★★★ 1x Crit up ★★★ 1x Hostility up ★★★ 1x Light attack up ★★☆ | |||
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60 | Sarunan | Buffer (SPE) | 70% Dark Resist to Party, Break Keep, team heal, 25% Light atk up to team on ougi for 3 turns | You don't have two Dark Carbuncles or Juliet to keep yourself alive on the last phase of Bahamut / Bahamut HL | His heal is mediocre due to no heal EMP His light ATK up is only 3 turns compared to Lily with the exact same kit and a 4 turns buff | Phalanx, Hector, Dark carbuncles, Athena Atma staff trium | Dark fights with heavy damage | Light Sarunan is mostly relevant for one thing, which is his first skill's 70% Dark Resist Up. You can combo this with Phalanx, Athena, Hector or a MLB dark buncle to achieve 100% cut against Dark damage or use it to bridge the gap between your Dark Carbuncle cooldown against bosses that deal severe Dark damage every turn. His second skill is a decent Break Keep but you generally aren't going to bring him along for that. Note that you actually want to avoid using it in HL raids as it's weaker than Hawkeye Break Keep and will make it harder for them to land it. His third skill is a team heal that is always good to have, but light for sure doesn't lack options in terms of healing, and Sarunan's heal isn't really good due to not having any heal EMP. FInally, he still has a good ougi effect, which is a 25% Light attack up buff for 3 turns (ougi turn included) to the team. Not the most powerful buff, as elemental buffs are easily diluted in light, but it's better than nothing (which is what he had before the December 2017 change). In short, Light Saru is now usable. And that's already a big upgrade compared to where he used to stand. | 1x Support Skill ★★★ 1x Light Attack ★★☆ 2x Overdrive Attack ★★☆ | |||
61 | Conan Edogawa | Support + Ignition (SPE) | Grant various debuffs and team buffs at the cost of not attacking himself for 3 turns, which among them Veil, Has ignition skill with high damage multiplier if the condition are met 15% increased debuff success to all allies for 3 turns Can very rarely stun the enemy for one turn | You use him in a full ignition team / Mechanic team for high ougi damage You really need the veil and the buffs he provides | Other than the veil, the buffs value is diminished by the fact Conan cannot attack for 3 turns in exchange. Buffs have a 3 turns initial lockout, and a high cooldown Most of his kit is only situationally useful | Mechanic, Song | When you really need his veil / his buffs You want to use ignition to one turn kill dark enemies | Conan is yet another free light SSR, who in usability situates somewhere between Sandalphon and the other collab light SSR. His first skill has an initial 3 turns lockout, and will make Conan unable to attack while providing team buffs at the start of each turn : - Veil + 50% Def up for 4 turns upon cast - 50% Atk up (normal mod) for a 3 turns duration on the first turn - A local 50% Def down on the enemy for a 2 turns duration on the second - A 80-100% DA up team buff and 20% echo for 2 turns duration on the third. The effects are pretty good, but have generally a short duration compared to the cooldown (11 turns), and the gain is offset by the inability of Conan to attack during them. Conan's second skill will cast a three turns local debuff called "Tracked", which whle active will increase Conan's damage by a fixed amount (20k damage) and boost his ougi damage by 50% (cap remains the same however). It will at the same time grant to the team a 15% increased debuff success, which pair extremely well with Song if you need her to land a paralyze. His third skill is a rather generic with a low chance to proc a one turn "Stun" (basically the same as paralyze), while Conan's fourth skill is an ignition, which of course should be used with his tracked debuff for more damage. Conan also has a rather high ougi rate, with his passive granting him 30% reduced innate Def, low chance to get targeted and 20% additional meter generation. while his ougi will also grant him 20% meter each time. His kit can pretty much described with the expression "Situationally useful", and while he is a nice character to have for light starters, you will pretty quickly bench him as you acquire new light characters. | 1x Support Skill ★★★ 1x Crit up ★★★ 1x Hostility down ★★★ 1x TA up ★★☆ | |||
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64 | De La Fille | Healer (HEA) | Self Counter, 5t Party Revitalize, permanent echo until hit, team mirror image on ougi Chiwa Saitō | Her team mirror image saves you from lethal single target ougi / protects characters that don't want to get hit | Even with her self echo, her damage is very low | Ferry, Io, Lucio, Clarisse, Zeus builds with very high amount of Edens Atma sword trium | Fights with dangerous single target ougis | Out of all the characters which were targeted for a rebalance in February 2017, De La Fille was probably the unluckiest. When her wind counterpart, Carmelina, got a very good buff that propulsed her into higher tiers, DLF only received minor buffs so that she would get at least a niche use for players waiting to get better light characters. Her counter skill remained untouched and still has the glaring issue of not having no way of directing Hostility onto herself to take advantage of her counters so you're relying on a boss to randomly target her in the two turns her counter is up. Secondly, her Counter ranges from 200%-700% damage so you're gonna get anything from a light tap or a huge hit in return and anything inbetween. Her second skill is an AOE nuke that is a dime a dozen nowadays. It at leasts now, with the rebalance, adds a 10% light resistance down against enemies, and will be of use unless you happen to have SSR Albert or Juliet. Though the nuke damage is still extremely low. Her third skill is the only interesting part of her kit that could justify putting her in the front line: she gives revitalize to the team for 5 turns (500 regen or 10% meter if full HP) which combines well with Ferry who will require you to get your whole team to full meter as fast as possible. Using sage/bishop in combination can be a good idea as the heal will allow you to benefit from the meter gain rather than the refresh. In yet another update, Cygames tried to fix DLF issues by giving more to her kit, namely a team mirror image on ougi and a 20% light echo on her second skill that she keeps until she gets hit. While it does make her slightly better, it remains most of the time not enough to slot her in your light team when other options are available, although it's not excluded for her to get at least a niche if some dark boss in the future happen to have extremely dangerous single hit triggers. | 1x Crit Up ★★★ 1x Support Skill ★★★ 3x Heal Up ★★☆ | She's one of the 6 possible characters in the "guaranteed first SSR" pool for new accounts. | ||
65 | De La Fille (Summer) | Healer (HEA) | Blind, Heal, 40% Reflect to Party Chiwa Saitō | You combo with Phalanx to get 100% cut | Unticketable Doesn't do much outside of her Damage cut | Holy Saber Atma sword trium, Huanglong Katana | Fights where you need 100% cut and you don't have Athena or the appropriate Carbuncle | De La Fille was really bad so they decided to fix her (again!) with a Limited version of her, at least this time it's in the same element. Her first skill is an AOE nuke with Blind attached to it which never really hurts to have. Her second skill is a 25% HP heal (2500 HP cap) on a fairly short cooldown so also not bad to have. Her third skill is what is the most valuable part of her kit giving you a 40% Reflect. Reflects count as a form of damage cut so if you stack it with Phalanx (a 70% damage cut) you reach the 100% Damage cut threshold so for the turn you combine both skills, you take 0 damage unless it's plain damage which ignores all defense. What's more, reflect isn't consumed until you take damage, which means you can potentially get a 100% cut for 3 turns if enough phalanx are chained! Outside of being able to 100% Damage cut though, her skills are pretty mundane. | 1x Crit Up ★★★ 1x Support Skill ★★★ 2x Heal Up ★★☆ 1x Debuff Success ★★☆ | |||
66 | Fif (Funf - GW Chara) | Healer (HEA) | AOE Heal, Clear, Auto-Revive | You carelessly walk into an ougi and auto-revive keeps you alive | Not much damage cause she's a pure healer | Gunslinger, extremely reckless players | Keeping MC alive when playing fast and loose | Funf is a pretty straightforward pure healer type character. Her raison d'etre is to enable Light Gunslingers to keep doing damage despite debuffing their own Defense. Her first skill is a pretty large AOE heal that also gives a Regen effect. Her second skill is a Clear which is also nice since it can take care of Ferry short, if you decide to have her in your party plus it removes All debuffs off you party. Her third skill is a 20 turn cooldown Auto-Revive which you will usually be casting on the MC. Her passive gives her a very high debuff resist rate, not as good as Sage's immune or Lucio's "immune" but very high nonehteless. Just keep Auto-Revive up on your Gunslinger and go to town, that's pretty much her main use. | 1x Stamina ★★★ 3x Heal Up ★★☆ 1x Light Attack ★★☆ 1x DA Up ★★☆ | |||
67 | Baotorda (SSR) | Phalanxbot (DEF) | Tanks autos Decent nuke Never multi-attacks Can ougi for 2.8m with max stacks | You're solo-ing something with a kill trigger
You find yourself in Baha HL with all Holy Sabers dead | Light has massive HP pools in developed grids so a cut is not crucial
His ougi echo is just sad Doesn't synergise with Light's high meter usage meta | Defensive buncles Sword Proficiency Squishy characters | Solo-ing UBHL | Baotorda is Light's first SSR character that comes with a neutral DMG cut, the problem with this is that due to Light's massive late-game HP pool there is not much use for one. For a beginning player he will however be, a massive boon. Baotorda's first skill puts him in a tank stance (called Bulwark) that increases his DEF by 200% and his Hostility by 50% this comes however at a pretty hefty cost of being unable to double- or triple-attack and lowering his damage by 40%. If he gets hit in Bulwark stance he will get a stack of Divine (does not fall off and can not be dispelled) which will boost his ougi damage and ougi cap up to 5 times peaking at 2.8mil. Baotorda's second skill is a decent nuke that caps at 680k damage and grants him one stack of Unchallenged that lasts for 3 turns. This, however, completely contradicts his Bulwark mode as the invincibility will not add stacks to his Divine counter, making it mostly only usable outside of Bulwark mode. His 3rd skill is a bland 60% damage cut on a disappointing 6 turn cooldown (compared to many character's and Phalanx's 5 turns) which, as discussed earlier, does not match Light's playstyle at all. To add on to his tankyness he has a passive that has a 50% chance of reducing incoming damage by 30% (after calculations like RQ weapons), making his potency for tanking single target attacks even better. | 1x Stamina ★★★ 1x Skill cap up ★★★ 1x Crit up ★★★ 1x Hostility up ★★★ 3x Def up ★☆☆ | |||
68 | Mikazuki Munechika | TKRB Players bait (BAL) | First event SSR unit Has a spammable 25% damage cut Heal + clear | You still need his cut + heal as light | Pretty much a SR character with a SSR border Kit is plagued with low numbers and high cooldowns | His own unknown weapon, BAL cosmos, Ferry | Any fight where a clear or a cut is handy | Mikazuki Munechika, also commonly referred to as " Jiji " in the TKRB fanbase, is the first free SSR event character. While it may just have been a marketing ploy from the devs to further motivate players from his original game to not pass up the opportunity to get the highest rarity event character, the kit for him is intended for players who are just getting into the game, while still retaining some decent utility in niche situations as you progress in the game. As a unit, he's nothing special, a decent nuke against mono target enemy, a weak team heal that also clears your team, and a 4 turns CD 25% damage cut. At the very least, the clear will be useful when used with Ferry (the only option you have being Sophia), He also gets 100% DA chance after his ougi for two turns, which is not too bad given that light doesn't really have a lot of DA/TA buffers. With his unknown katana equipped, and if his HP drops low enough, he can increase his ougi damage, although his kit doesn't really make him synergise with this ougi enmity. He can have a niche in fights like UBH and UBHL where his damage cut and clear can be handy, but other than that he'll eventually get replaced by more offensive characters. | x1 Light attack ★★☆ x1 Healing ★★☆ x2 DA up ★★☆ x1 Meter up ★☆☆ x1 C.A Damage ★☆☆ | |||
69 | Noa | Buffer/Debuffer (SPE) 5★ | -20% Def Down Debuff/+20% Def Up Buff, Debuff Resist Down, +25% DA Up/+30% Ougi Generation | You don't have Amira or Jeanne | Loses a lot of value once you have Jeanne or Amira | Juliet, Ferry, Io | Everything | Noa is a really good stopgap character for anyone just building their Light team. His first skill is a 20% Defense Down to a target and buffs the team with 20% Defense Up. The Defense Down portion counts as Single Sided so it will stack with Mist, getting you almost to Defense Cap. His second skill is a nuke that applies Debuff Resist Down which helps in landing his first skill and any of your MC's debuffs. Make sure to use this skill first before applying any other debuffs or you'll feel dumb when they miss. Speaking of missing, if you can spare the room in your party you can stick (any) Rackam in the 6th slot to buff Noa's attack and Debuff Success Rate. Finally, his third skill is basically a weaker version of Amira's 1, giving your party 25% DA Up and +30% meter gain. This helps to get Ferry charged up faster and also compensates for Juliet's lackluster multiattack stats. All in all, pretty good for an SR! | x1 Support Skill ★★★ 2x Light Attack ★★☆ 1x Debuff Success ★★☆ 1x Overdrive Attack ★★☆ 2x C.A Damage ★☆☆ | |||
70 | Erica Fontaine | Healer (HEA) | Nuke, 1k AOE Heal, Revive (when piloting Robot) | You need a healer and you don't have Io | From Sakura Taisen collab Unlike the other Sakura Taisen girls, doesn't get increased stats to compensate for Hostility Up when piloting her mech Her revive has a REALLY bad hit rate | The backline | Long fights you expect to take a lot of steady damage | Erica is an SR that heals better than most SSRs plus she comes with a Revive! Every time she ougis she does a 1k AOE Heal and a 250 HP per turn Regen for 5 turns (an extra 1250 Heal). Her second skill is a 1k AOE heal as well but the cooldown is fairly long so the majority of your healing will come from her ougi. Speaking of which, every time she use her ougi she will either enter or leave her mech. While in her Koubu F2, she has access to her third skill which is a Revive with a pretty bad hitrate (you get a 2 turn cooldown to try again if you miss) and increased cap on her ougi heal. Basically you wanna get out of that thing ASAP after you use her revive cause she will start taking a lot of damage and won't have the boosted stats the other Sakura Taisen girls have to tank it. On a side note, her 1 is an alright nuke that hits 8 times so it's kinda handy for things like Leviathan Magna when he puts his Reflect up. Even though the first Reflect will probably kill her, the other 7 hits of her nuke will chew up the rest of the Reflect charges so that the rest of your team can safely attack. Thanks, Erica! | N/A | |||
71 | Feather | Attacker (ATK) 5★ | DA/TA Up, Stacking Attack Up, Multi-hit nuke | You max out his Attack Up stacks and he hits as hard as the MC | Only damage, no utility | Ferry | Everything | Feather is a fan favourite, both for his (almost copyright infringing) design and his power level for an SR. You just stick him in your team when you don't have any SSRs for that spot and he'll keep up with damage as long as you mash his second skill for Attack Up stacks. Fortunately, his 5* alleviates this problem a bit as his ougi will also grant him an attack up stack, meaning that once it's maxed, you don't have to click his second skill as often. In order to further synergize with his ougi effect, his first skill will grant Feather a self DA/TA buff with a meter generation up buf (10%) and his third skill will not only cast a ten hit nuke, but will also grant Feather Ignition, which can be used as an ougi battery for your team and of course will help him reach his maximum stacks amount faster. He's a really hard hitter and can have his place in the front line if you're lacking an attacker in your line-up. | 2x Crit up ★★★ 1x Support Skill ★★★ 3x DA up ★☆☆ 1x Light attack up ★★☆ 1x C.A damage up ★☆☆ | |||
72 | Vermeil (SR) | Echo attacker (BAL) | Lots of echo, Blind on ougi, Sword prof | You see 5 different numbers display everytime Vermeil attacks | No innate DA/TA buffs, light doesn't have the tools to reach auto attack cap which would have increased the value of his echos Potato is bad for baha synergy | Ferry, Amira, Sword grids, Warlock, Cosmos BAL, Atma sword trium | Any | Like his R version, SR Vermeil packs two self echo buffs that allow him to deal much more damage than what you'd usually see on SR characters. His sword proficiency and BAL type allows him to benefit completely from the end game light grid with swords and cosmos BAL. He will be generally used alongside Ferry and/or Amira as he really needs external source of DA/TA buffs to make use of his echos. But cumulating Chaser, Ferry echo and vermeil two echos can make some pretty hilarious turns with Vermeil flooding the screen with numbers | 4x DA up ★★☆ 1x Light attack up ★★☆ | |||
73 | Albert (Event) | Attacker (ATK) | Guaranteed DA, AOE Delay, Crit + Atk up self buff, 10% echo on ougi | He crits against dark and deals higher damage than his SSR version | Extremely low stats (even lower than his SSR), the slow hit rate isn't extremely good | Korwa, Chev Swords | On element / Fights where you need slow | This free event version of Albert has very little to envy to his original. He has a similar kit, but also has the good taste to be less nuke focused than his SSR counterpart, and actually gets a self buff with his first skill that boosts his attack and crit chance (30% all across the board). Which actually allows him to sometimes hit harder than his SSR version on element. Being a free event character still means that some sacrifices were made: first of all his natural attack is extremely low, even lower than regular SR event characters. His second skill becomes a very generic 5-hits nuke. His aoe slow has also become slightly less reliable, and has a longer CD. And finally, his ougi grants him only 10% echo (20% for his SSR version); although the SR version has a much better uptime (5 turns vs 3 turns) which makes him more suited for team compositions that ougi less often. All in all, he's still one of the strongest, if not the strongest free SR event character Cygames ever decided to release, and he'll do wonders in any light teams that doesn't have his SSR version or any other suitable attacker. | 2x Crit Up ★★★ 1x Light attack ★★☆ 1x TA Up★★☆ 2x Attack Up ★☆☆ 1x C.A Damage ★☆☆ | |||
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76 | Charlotta (Halloween) | Defense (HEA) | 20% Attack Down, Blind/Self Refresh, Create Potion | You create so many potions you don't know what to do with them | Doesn't really do anything special | Nothing in particular | UBHL | The Halloween version of Charlotta is much less tankier than her Water version but she does come with the rather unique ability to make Potions! That's about it though, cause the rest of her kit is super mundane. She isn't too bad when trying to turtle long fights and soloing difficult raids, but those might be the only niche uses she has. | 1x Crit Up ★★★ 1x Debuff Success ★★☆ 1x Light Attack ★★☆ 1x C.A Damage ★☆☆ | |||
77 | Sakura Kinomoto | Buffer (SPE) | 15% stamina passive team buff Doesn't attack Stackable ATK and DEF down debuffs RNG team buff | She inflates your SSR count for free You love Grande racing memes | Pretty much useless outside of Grande racing memes | Grande summon aura | Baha HL | It's rather ironic how a SSR character handed out for free to the players, and thus that should benefit the most for new players with a limited character roster ended up being actually used only by racing tryharders with Grande (which are already a tiny minority even among racers) rainbow compositions, thanks to her 15% passive Stamina team buff. Overall, Sakura is pretty bad : she doesn't attack, her ougi only debuff and doesn't deal any damage, and her buffs / debuffs are rather unreliable. Only very early players that have litterally nothing from the gacha will try to make her work, other players will quickly forget her existence. | x2 Debuff success ★★★ | |||
78 | Nicholas (Shirou) | Defense (BAL) | 15% Attack Down, Substitute, Counter Tomokazu Seki | You ougi for the first time and get swept up in the hot-blooded Tomokazu Seki yelling, FOOOOOOORM CHAAAAAAANGE | From the Robomi Sequel event Long cooldowns | Erica, Rosamia, Noa, Amira | Fights with multi-hit ougis or triggers | A walking sentai/mecha reference character, they got the king of hot-blooded yelling to voice this guy who they renamed to Nicholas in the English localization because someone really wanted to make the "Mecha-Nick" pun. Anyway, this guy is Light's best tank, being able to combo his third skill that grants Dodge and Counter with his second skill which allows him to Substitute his face into a non-AOE attack for 1 turn. This allows him to safely absorb all the hits from any multi-hit ougi or trigger and get some free punches in at the same time. His first skill is okay, a 15% Attack Down but is really just filler and has a long cooldown like all his other abilities. His ougi activates his Turbo Boost, giving him a HENSHIN! to his True Form which apparently makes him Super Saiyan and more importantly cuts his all cooldowns by 2 turns. While glowing with hot blooded fury, his Attack, Multiattack and Crit rate are all increased but it will fade in ten turns. The Turbo Boost is disabled when he ougis again so you're really unlikely to lose his form from running out of time. Feel free to sit in his Turbo Boost as long as you want but don't try to milk it to the point where you are holding up your other character's ougis. You can use him for big hits from bosses or to just protect the few fragile characters Light has (Erica, Rosamia). Pairing him with Noa or Amira allows you to ougi freely to switch in and out of forms so you can keep cutting his cooldowns. | 2x Crit up ★★★ 1x Hostility up ★★★ 2x DA up ★★☆ 2x Def up ★☆☆ | If you have him on your Home Page it will change the background music to the Robomi Theme | ||
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80 | Arusha | Buffer (BAL) | Clear, 20% Attack/Defense Up, Double Attack Down | You pull off your first successful Celeste loop MVP | Not an SSR | Jeanne, Ferry, Noa | Everything, MVPing Celeste | One of the oldest Light SRs, Arusha has been a welcome stepping stone for many starting Light players. Her 1 is a bog standard Clear that has a good cooldown (5 turns) which lets you pair her with Ferry when you don't have the EX slot space to carry Clarity on your MC. Her 2 is a Dual Sided 20% Attack/Defense Up buff so you can stack it with Jeanne's Atk Up and also Noa's Defense Up. Her third skill is an AOE nuke which can come in handy sometimes with a Double Attack Down you'll probably never ever notice. She is mostly notable for just having some good buffs that play well with others but she's also being incredibly useful for MVPing Celeste. Her 2 will trigger Celete's Fog, giving you an extra 2 turns for your other cooldowns to come online and she has Clarity to remove Zombie so you can heal yourself up to eat Oblivion Fall. Many players' first loop had Arusha as the MVP! | 1x Light Attack ★★☆ 1x TA Up ★★☆ 2x DA Up ★★☆ | |||
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1 | Portrait | Name | Role | TL;DR | Peaks when... | Shortcomings | Synergises with... | Fight usage | Comment | Suggested EMP | Notes | |
2 | Dark - Element overview | (Note: Order is based on their ranking on the General Content Tier List) | Notes about EMP suggestions: - Only the more interesting masteries are listed, the rest depends on your playstyle - Assumes you're playing on element for crit - First point in attack is roughly similar to third point in element up. - DA and TA value decreases if you have MA buffs - One point in Def is always a good default investment For more explanations about EMP value, refer to https://gbf.wiki/Character_Extended_Mastery_Perks | |||||||||
3 | Primal setup** (F2P / Whale) | |||||||||||
4 | Characters | Offense | Utility | Defense | Solo content | Magna setup (I / II) | ||||||
5 | B | SS | B | B | SS | SS / S | C / A | |||||
6 | * Relatively to other Magna setup | |||||||||||
7 | * Relatively to other Primal setup | |||||||||||
8 | Pros | Cons | ||||||||||
9 | - Highest burst damage among all grids for short fights - Has enmity weapons for both magna and primal grids, and an enmity enabler - Great sustained dps - Can perform greatly with only a few key characters - Has the best weapon selection for magna grids - Primal grid is accessible without requiring huge whaling - Characters syngerize well with Atma Fist and Atma Sword - Parazonium is one of the stupidest main hand weapon in the game for dark | - One of the most difficult Magna raids for beginners - Defensive power is rather low, and can be a problem for newer players - The Primal grid doesn't reward as much Unlimited Whale Works compared to other elements, and it's impossible to build a F2P Hades grid - You need Summer Zooey to get to use all of Dark's potential, and she is limited - Little raid utility - Has a lot of outdated / gimmicky characters - Celeste Claw drop rate will make you cry - Avatar weapons have a rather niche use | ||||||||||
10 | If you're stuck in HTML mode and images/text looks weird | Click Here | ||||||||||
11 | QoL | |||||||||||
12 | Zooey (Summer Version) | Breaker of Balance Burst Enabler / Attacker (SPE) | Press 2 to Win (Reduce team HP to 1 + 1T Invulnerability for whole team + 15% HP Drain per turn for 4 turns) Hard hitting nuke, AOE that applies random stackable debuffs | You complete your Dark enmity grid and proceed to steal MVP from everyone | Unticketable, Only available during Summer/ selected Legfests Conjunction doesn't have a 5T CD | Everyone and Everything (So long as enmity is involved), Kirin harp and Kirin bow. | Any fight | To understand why Summer Zooey is hailed as one of the most broken characters in this game, one needs to first understand how enmity works in this game. Enmity-based teams, while capable of dealing some of the highest damage in this game, used to suffer from two main weaknesses. First, since enmity modifier scales with your characters' health exponentially, it was mainly a "high risk, high reward" playstyle as the ability to deal massive damage at low health is "balanced" by the risk of losing your character (or even your whole team when the boss retaliates). Second, there were few ways outside of a few characters' kit and weapon skills for one to lower their team's health both rapidly and consistently, and this generally led to enmity teams having both a slower startup than other weapon grid setups and their damage potential hampered in HLs or large raids where raid heals are thrown every other round. This changed on the 18th of August in 2016, where HRT and FKHR released a gacha version of the previously visa-exclusive character Zooey, with an ability that allows enmity teams to overcome their two weaknesses with just one click and enable them to deal immense damage right at the start of any battle. Zooey's signature skill, Conjunction, is easily the single most broken skill in this game. Not only does it allows enmity team to maximize their enmity boosts by reducing the health of all party members to 1, it also gives the whole team 1T invulnerability against all incoming damage (except neutral damage) and an undispellable Drain to recover 60% of their hp over 4T. The 60% mark is even conveniently set to allow most enmity weapon skills to out-perform the normal large attack boost skills. Perhaps because FKHR thought conjunction wasn't strong enough, he also gave her Resolution, an extremely hard hitting enmity nuke that always uses the element the enemy is weak to. (Caps at 700k) While this nuke does not benefit from the aura effect of Bahamut summon (except against light bosses), its multiplier at 1hp (after Conjunction) is so big that the damage would hit cap anyway. Using this skill also gives Zooey a huge enmity boost to all her attacks for 3 turns. Because why not. Her last skill, Thunder, is an AOE that applies one of the three stackable debuffs (atk, def, debuff resist down) on all enemies. While this skills "pales" compared to the rest of her kit, it is noteworthy that her stackable debuff resist down is actually one of a kind and stacks with all other debuff resist down debuffs and can be useful in some cases (especially when the raid has more than one summer Zooey in it to increase the likelihood of it being applied). Zooey's only weaknesses is really that her Conjunction has a long CD and that she is not really a "pick up and play" character for new players and requires their grid to at least have some resemblance of an enmity grid to function properly. The addition of Summer Zooey, coupled with the fact that Dark has access to some of the best enmity weapons in this game (Celeste Claws, Gisla), has turned Dark into the most feared element in any MVP race. Magna bosses and Event bosses are being vaporized left and right, and the the GWs following her release were mostly turned into a contest of how many darklords a crew has. Her addition has severely disturbed the balance of the six elements in the game (an irony due to her status as the overseer of balance of the world in the story), and is regarded by some as the main reason behind the introduction of bonus dmg resistance against neutral element attacks in GW Hell/Nightmare. | 1x Skill cap up ★★★ 1x Dark attack up ★★★ 2x Def up ★★☆ 1x HP ★★★ | Summer Zooey currently is a near-essential character to the current Dark meta. She would only be replaced by another Dark char only in a handful of fights (e.g. Baha HL). As most of the content in this game are short fights, those Dark players who do not have her are at a serious disadvantage compared to those who do using a similar grid. One needs to take this into account when starting as a Dark main, since she is unticketable (unlike Korwa) and only available during summer and when Cygames feels like getting money. She is also used in other elements (Wind, Fire and Earth in particular) to activiate enmity for their enmity teams. | ||
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16 | Seox (Six - GW Character) | Auto Capper (ATK) | Guaranteed DA (Not affected by quick down), +30% boost to Atk each turn while 3rd skill is in effect, Ougi gains 2 charges of mirror image | He constantly hits 440k Auto Cap in HL | Drops all his damage when tickled by a breeze, Self-buffs take a few turns to ramp up, A lot of button clicking (in the early stage of the fight), Mirror images are dispelled by AOEs | 100% DMG Cut, Blind, Charm, Kirin Bow (Hades) | Longer fights, HLs where enemy has increased defense | As one of the strongest sustainable attacker in the game, Six can be a powerful boon to less developped grids as he is able to hit cap extremely easily, with very little grid weapon support thanks to his huge self buffs and his guaranteed DA. However, those buffs are conditionals, and require Six to not get hit, which in practice can be difficult to manage. His first skill, Gate of Sin provides him with an attack boost of 10%, which is stackable for up to 50% in 60%. Each cast also grants him +5% to his charge bar. A good thing to note is that both Gate of Sin and Gate of Demons provide a unique attack multiplier, so it doesn’t get in the way of normal multiplier buffs such as Rage. Six's second skill, Thunderflash provides him a one turn, single attack counter as well as providing him with guaranteed triple attack for that turn. With a CD of 5T, it’s one way to help him maintain his Gate of Demons buff. Gate of Demons is the main strength of Six. When activated, he gains 30% ATK every turn up until reaching the 255% cap. If he is hit at any point, he loses the buff. Luckily, because the CD is 3Ts, it is easy to start building up again. To note that when his HP drops low, he gains a TA boost and and lifesteal. From 40% down, the cap is 666HP, while 25% and lower the cap is 1666HP. This helps him to survive at lower HP levels, making him a beast that works well with enmity. Six’s ougi, Void Claws: Terminus, provides two mirages for himself. Thus, further allowing him to maintain Gate of Demons. Six thrives particularly in raids where the boss is CC'ed constantly: charm, blind, fear, paralysis... Any effect that reduces his chances of getting hit allows him to keep his Gate of Demons effect and to increase his damage until he eventually reaches or gets very close to damage cap. Effects like DAO / Athena / GW fist ougi / Centurion skill / Conjunction can be extremely handy as well as you'll be able to further protect him. And he will of course appreciate any TA buffs that can allow him to exploit to its fullest the potential of his godlike autos. Unfortunately for him, the advent of new light enemies with White damage / AoE autos / Triggers on counter / Dispels / Multi-hits triggers hurt his viability a lot, and he ends up becoming a casualty of new boss mechanics who aimed to counter Zooey's almightiness in dark teams. A problem that his 5* version doesn't fix either unfortunately. | If you can't cap on element: 2x Crit Up ★★★ Else: 3x Attack ★★☆ 1x Dark Attack ★★★ 1x Dodge ★★★ 2x TA Up ★★☆ Enmity isn't actually extremely good on Six as it won't trigger before he reaches under 75% HP, and because of his drain he will often be at high or full HP (and he doesn't want to get hit anyway). Attack nodes are decent since he has a slightly lower base attack. | Using his 3rd skill again while his buff is already in effect actually raises its atk boost by one stage (as if an extra turn has passed) | ||
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18 | Jeanne d'Arc (Dark) | Ultimate Enmity Attacker (ATK) | -30% Def down debuff, a powerful self buff that boosts everything (effect varies with time), self hp reduction, passive gives innate enmity boost, 5T Invulnerability (Cannot go below 1hp) | She hits 1 hp, and she is at turn 3-5 of her buff cycle. You read her birthday/seasonal dialogues and realize there is at least one sexual reference in each of it | Massive stat down at the end of her buff cycle, no turning back once she starts her 5T last stand | Summer Zooey, Enmity grid, Kirin bow | Any fight (But excels better at short fights) | Dark Jeanne can be described as the second signature Dark attacker. She has the inherent playstyle of "High risk, High reward" that allows her to dish out extremely high damage with her enmity passive, and also a skill that combines both offensive buffs and self debuffs that grants her peaks and valleys of dps. Her first skill is a an extremely strong 30% Def down with a very high land rate, it's not unusual to manage to land it even off element, which makes her a must have for solo play. It will also grant her the "impurity" debuff, which will reduce her HP and make her lose 10% meter each turn for 3 turns. The HP loss actually helps her to get more damage from her enmity passive, and the meter loss isn't too much if an issue on a character that can DA/TA quite easily. Her second skill is a self-buff that lasts 6 turns and that will grant various buffs and debuffs that ramp up depending on the number of turn after the activation. All you need to remember is that by turn 3 you'll deal twice your usual damage and will have guaranteed DA and very high chance to TA, and that at turn 6 you'll lose all your buffs and will be cripled by a 50% atk/def down and won't be able to MA for one turn. Despite being extremely powerful, the skill will still most of the time reduce Dark Jeanne defense, making her pretty vulnerable especially if she's already lost some HP. Her third skill is here to paliate to Jeanne's main weakness which is that she can die easily: for 5 turns she will become invulnerable. It's worth noting that she will survive nearly anything, even white damage or poison (the only exception being Luna's knockout skill). The cost for activating this skill however is that once the 5 turns end, she will be knocked out. One way to prevent the knockout is to fully heal her before the end of the countdown (which will also remove her invulnerability), but it's pot consumming and will lessen your damagge as she won't benefit from her enmity passive. The skill is more treated as an emergency button that should be used only when you purposely want Djeanne to die or you know you can end the fight before the countdown expires. Finally her ougi grants 20% dark attack up and 20% light resistance up for 3 turns to the team. It's an extremely strong ougi effect to the team, and it's also why she should be positioned in the second spot of your frontline (so that subsequent characters will benefit from the buff directly after her ougi). In the end, Dark Jeanne is a character that cumulates everything you could dream of, a strong and reliable def down, a team buff on ougi, an extremely powerful self buff, an enmity passive that allows her to reach cap easily when combined with claws / Gislas and Summer Zooey. The only little nitpick you could have would be that her damage isn't very consistent (see Vira), but she definitely makes up for it by having extremely strong burst power during her peaks. | 1x Dark attack up ★★☆ 1x Debuff success ★★★ 2x Def up ★★☆ 1x HP up ★★★ If you are not capping consistently with jeanne, and play her on element (aka if you don't play enmity), you can get her crit nodes. | |||
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20 | Orchid | Attacker / Master of Puppets (SPE) | 40% Max HP shield Shield resets upon ougi While shield is active, 100% DA / 50%TA / 100% Atk up (normal mod) / 50% Def up/ 50% chance crit (1.5x modifier) 1m2 nuke Extremely vulnerable for two turns when shield is depleted | She's at low HP but still safe thanks to her shield in order to benefit from enmity in your grid, and DA/TA like crazy without a single care in the world. | No utility. Requires a considerably high HP pool to not lose her shield and get killed during the two following turns. Her nuke can't be unlocked until Chapter 73 | Everything | Any fight (excels in Light fights) | Orchid release seems to confirm that Cygames likes to make their loli stand users powerful. Unlike Sara though, Orchid pretty much holds the opposite role as she is one of the strongest dark attacker, which is quite the feat in an element like dark. She is very similar to Veight and perhaps slightly more performant overall as Orchid has less restrictions in order to maintain her effects. Her first skill, which makes orchid go in puppet mode, is a self buff that will grant her a 40% max HP shield. As long as she's shielded, Orchid will receive a 100% DA / 50%TA / 100% atk up / 50% def up / 50% crit chance for a 1.5x damage buff. Her ougi will actually maintain her buff as she will refresh her shield upon using her ougi. That very fact makes her a very "auto mash" friendly character, like dark affectionates them: press one button, keep pressing the auto attack button, enjoy. The fact that her self buffs give plenty of multi attack makes it very easy to maintain the shield in most circumstances, and to have as a result a potentially permanent self buff. What's more, in an element that favors enmity, the shield allows Orchid to remain extremely safe even at low HP. Finally, Orchid damage requires no ramp up time and you can use her at full power right away from turn 1, which is quite unusual for a dark attacker. Her second skill is similar to Amira's second skill : absorb mode gauge from the ennemy and meter from your allies in order to fill your own meter. While most of the time not needed, it can always be useful if you need to resplenish your shield before an ennemy ougi. Her third skill is a random target 3-hit nuke, capping to a total of 1m2 damage. A good source of damage, especially if her self buffs are activated, but rather difficult to unlock since you need to progress a lot in the story to get it. While her kit makes her an extremely potent and consistent attacker, it still comes with a few drawbacks. First, she has an innate 30% def down from one of her passive. It's most of the time a non issue since it's compensated by two things: her puppet mode gives her a 50% def boost (for a total of 20% def up when in puppet mode), and her passive also grants her chances to dodge (15%?) any attack. However, once she loses her puppet mode, this defense penalty adds up to another innate attack and defense reduction (and also MA reduction) for two turns. What's more, it's impossible to recast her first skill as soon as you lose the effect, you're forced to wait the two turns of penalty. And if Orchid gets targeted by even an auto during those two turns, she's extremely likely to die without a damage cut. And since you really don't want to lose this shield, it becomes pretty difficult to lower her HP for enmity grids once you've used Zoi, making Heals particularly annoying. Finally, optimizing for her will require you to get a substantial HP pool, which can force you to sacrifice a bit of damage in your grid. Getting LB masteries fortunately helps her a lot in that regard. Orchid still remains one of the most consistent dark DPS that can make her place for herself in any parties, whether it is Magna axes, Magna Claws, Odin... Even Hades will still use her despite the normal mod on her buff as she will basically get close to 100% TA chance thanks to trium. She's pretty much the "safer and more consistent" counterpart to Dark Jeanne. Which might be enough a reason to prefer her in dark lineups under certain circumstances. | 2x HP Up ★★★ 3x Def Up ★★☆ 1x Dark Attack ★★☆ 1x Support skill ★★★ Hostility down is to consider if you don't want her to tank damage for the team because her shield is too weak. Orchid Support skill is a 10% additional chance to dodge attacks. | It's worth noting that her shield functions the same as the normal Shield buff, and will absorb certain DoT that are supposed to lower Orchis HP until it's depleted, which means it will also absorb poison and burn damage. (It won't be affected by Zoi conjunction though). All Shield buff will have no effect on her so long as her first skill is active (due to her shield having a higher effect). Orchid's gacha weapon, Parazonium, is one of the strongest Main Hand weapon in the game for dark once FLB'ed, so don't reduce it! | ||
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24 | Vira (SSR) | Veiler / Attacker / Cover Girl (ATK) 5★ | Team veil, 2T guaranteed TA, -atk/-def debuffs Can merge with Chevalier/Luminera and gain massive stat boosts at Lv90 Official dakimakura #1 | She hits Lv90 You collected all the skins available for her (SR, Idol, Swimsuit, New Year, TCG, X'mas) ahahahaAHAHAHAHA AFFECTION OATH | Her usefulness is only average before Lv90, Skills have long CD, Debuffs have low hit rate Maximizing her potential requires putting Katalina in the back row Her Luminera Merge outfit overwrites your precious 3,000 Yen skins when transformed. | Everyone Katalina in the back row | Any fight (Particularly when Veil is need) | Vira, our psycho poster girl, has always been a character that is recommended to be on many players’ dark teams, and for good reason. Her abilities essentially allow her to behave in a similar fashion to a “Jack of all trades”; possessing self buffs, debuffs, a veil, lifesteal on a skill, and grows even stronger once she hits LV90. Layer Rise II provides her with a ATK/DEF down debuff, as well as an ATK/DEF self buff. A great advantage that she possess that you should take note is that it behaves as two single-debuffs, therefore stacking with Miserable Mist. While the debuffs won’t allow you to reach ATK/DEF caps, it’s more than helpful to have for solo quests. Evening Existence is essentially what makes Vira so great; it provides a veil and a guaranteed TA. (This becomes two turns of guaranteed TAs at LV100.) The Veil provides dark much needed protection against debuffs once, which in turn allows for better survivability to pump out more damage. Affection Oath provides her with a nuke with a light damage component as well. It also behaves as a life steal, for up to 1500 HP cap. (The limit is increased to 2000 HP once LV95.) Finally, she has Chevalier Merge, which she gains at LV90. When Merged, her attacks begin dealing light damage echo, and gains increased DATA rates. This allows her to deal even more damage even when autoing. Note that with her passive, when you have a Katalina in the party, she also gains ATK(roughly 15%), as well as a 1T reduction to all her skills; this would mean that your 8T CD veil becomes 7T CD. Despite her attacker label, Vira's damage is on the lower side compared to other dark attackers, and picking her for your frontline is depending on if you happen to need her Veil which can be useful and sometimes necessary when you just want to mash the attack button like dark affectionates it. Her echo allows her technically to break damage cap, but her lack of strong self-buff (unlike Dark Jeanne or Six) makes it harder for her to reach auto cap in the first place, and the fact that Hades aura won't boost her light damage echo doesn't help either. | 2x Crit Up ★★★ 1x Charge Bar ★☆☆ 1x CA Damage ★☆☆ 2x Def Up ★☆☆ 1x Debuff Success ★★★ | |||
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26 | Narmaya | Attacker / Doujin Queen (ATK) | Auto does 70% bonus damage (Echo), Overdrive Assassin, Slow, Def down, passive boosts Atk of fellow Draphs/UNK Official dakimakura #2 | The boss is in overdrive mode, she is in Freeflutter stance, and you press her overdrive assassin You pair her with Summer Zooey and destroy GW EX+ bosses in two turns. Her RNG reflect passive procs against Bahamut's Skyfall | Low defense, relatively high maintenance character | Summer Zooey, Other Dark Draphs/UNK, GW dagger, Trium | Any fight (But excels better at short fights) | The doujin queen with her own official daki, Narumea is the overbearing swordmaster that slowly kills you with kindness (and sheer amount of doujins). While her presence in the hearts of fans is certainly great, she’s also a strong attacker for dark. She offers flexibility her skills which offer different effects based on her current stance, while providing strong auto attacks with her own echoes. Stance changing also provides her a stackable attack boost, which means she also grows stronger the longer the fights are. Her ODA also provides her a tool for also being powerful in short fights as well. Overall, she’s a very powerful character with the only drawback being her stance change animation being long. Her passives are Fortified Vigor (+10% ATK for all Draph allies) and Lock Swords (slight chance to reflect 99% damage back to enemy.) The bread and butter of her kit is her first skill, Butterfly Effect. This allows her to change between Genji Stance (her default stance) and Kagura stance. Both stances have different effects for her abilities and her ougi. Each use of Butterfly Effect will provide a stackable 5% ATK for up to 50%, and -7% DEF for up to -35% DEF, and you cannot use skills on the turn of stance change. The large benefit of stance changing is that it also provides Naru her echo, which deals advantageous element damage. (Roughly 30% echo against off element, but 70% echo against light enemies.) Naru's second skill, Transient deals up to a 430k nuke. In Genji stance, it provides her +25% DA/+5% TA up. In Kagura stance, inflicts DEF down debuff based on amount of filled charge diamonds on the enemy. The defense debuff is -7% at 0 diamonds, and increases -7% per diamond up until the cap of -25%. Her last skill, Kyogasuigetsu has two effects. In Genji stance, you increase the enemy’s bar by 5%, but can also slow. In Kagura stance, you gain Overdrive Assassin for that turn, massively increasing your damage on next damage attack. To note that the ODA would be consumed if you were to use it, then Transient after. While the damage for ODA effects is around 2.9x multiplier for ougi, for auto attacks it’s roughly 4.2x. The auto attack cap for that turn is also increased from roughly 450k to 1.13mil. So the higher damage output would be to ODA, and then TA that turn. Her ougis also have different effects based on her stances. Dawnfly Dance (Genji Stance) gives her stacks on her attack buff (+5% up to 50%). Freeflutter Dance (Kagura Stance) removes all accumulated DEF down from stance changing. Ideally, you can consider using Dawnfly first, and then aim to ougi in Kagura to ensure that her DEF down does not become unmanageable. In practice, she is the queen of <20m HP content as when combined with summer Zoi (and an enmity grid), she will be able to just eradicate boss in overdrive, dealing by herself with her ODA up to 5,5m damage if she manages to TA. Which makes the Zoi / Naru pair a true QoL combo that will allow you to reduce to smithereens any Magna / Ex / Maniac battle. | 2x Crit up ★★★ 1x Support skill ★★★ 2x Def up ★☆☆ 1x HP ★☆☆ 1x Dark attack up ★★☆ The Hostility down node may seem attractive due to her's poor defense. The problem with this node is that it would make other Dark members take hit more often, and Dark doesn't really have many characters that are good at taking hits (other than MC). So choose this wisely. Her support skill grants her 10% chance to counter attacks, which is pretty reasonable to keep her safe (especially combined with her reflect passive). | |||
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28 | Cagliostro (Dark) | Healer/Buffer (HEAL) Doujin Queen (or King) | Massive Team Crit Buff (Dark only), Team Dark Up and Refresh buff with a long duration, Reduces all CDs by 1 when she CA The world's cutest uncle. Now with sparklier hair and smoother skin. | You are not playing Dark enmity (which is 90% of the Dark players out there). | Crit buff is useless against non-light bosses (which is where 90% of the players use their Dark team for) Refresh and passive interfere with enmity playstyle badly Victim of Dark's 3-slot Syndrome | Non-enmity grids, Elysion | Long, Light boss fights Solo content where sustainability is needed (e.g. GW NM 100) | This new body of Granblue's covergirl is definitely a much more stronger buffer than her old selves, but being born into Dark makes her new abilities pale compared to the other monsters in the same element. It does not help that her skill set was also designed to work with a playstyle that is directly opposite to the current Dark meta. Her first skill gives a 50% chance to do 40% bonus critical damage buff on top of her old +20% Atk/Def team buff from her old versions, and her 2nd skill gives a 25% Dark up team buff along with a 300 HP refresh with a long 7 turn duration. Both of them have a pretty good uptime too, with each ougi reducing the CDs of all her skills by 1. Number wise, these are some very impressive offensive buffs and are actually comparable to those of 5* Altair, the current "king" of buffer in Water. Her 3rd skill was changed from a standard team heal to a more "triage-based" heal. When used, it adds a flat +1000 extra healing to all healing received by the team during that turn. It includes not just her own refresh but also other team heals and drains from other characters or summons. Using this skill to its full potential requires a more "proactive" healing mindset but it has the potential to heal more than the traditional heals and save your team from being wiped. Unfortunately for Uncle Cag, the current Dark meta is all about filling your grids with as many enmity weapons and selfish attackers (which Dark has plentry) and defeat the boss (and your competitors) before it wipes your team. While the new Uncle Cag offers some signficant boosts to your Dark team's damage and survivability against tougher light bosses, those contents are far in between and the main battlegrounds for Dark teams remain to be those where enmity-based burst damage is king and the settings of the fight are not compatible to her new skill set. But this new version of Cagliostro is by no way weak. For those players who are not fortunate enough to own SS Zoey and/or are using an axe grid, you will see a very noticeable boost to your team damage by adding her to your team (provided you have a main source of DATA boost, e.g. Elysion) which pretty much makes her core when playing against light. Even for enmity teams, the new Cag can still contribute to boosting your damage by allowing you to "hover" at a low health level with her sustains. (Especially for double hades users who would benefit more from the element buff and has a a higher health pool, making her refresh less impactful to the team's enmity) She is also a very good 5th member in the party to replace any dead member in the front line. With more solo-based contents being added in the coming months (e.g. GW NM 95/100 and Arcanum), her usefulness would hopefully become more recognized in the future. | 1x Crit Up ★★★ 1x DA Up ★★☆ 2x Attack Up ★★☆ 2x Def Up ★☆☆ Rest in HP or ATK or DEF | Her passive only checks the first damage she received in a turn, so getting hit multiple times in a turn doesn't make her passive procs more often. | ||
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30 | Azazel | Attacker (ATK) | Weak blind + 25% Dark def down + Poison debuff Gain additional buffs depending on if the enemy is poisoned, blind or both 70% dark attack up self buff for 3 turns | You land both his blind and poison, and he gets to perma crit while dodging everything | No self MA buff His only steroid buff has a long cooldown Not as good off element | Warlock with Haze, Lady Grey, Cerberus, Dark Jeanne, Elysian, Trium | Fights where he can crit preferably Ubaha | Azazel is a pretty decent attacker (for Dark standards) who can bring some good utility, similarly to Dark Jeanne. His damage doesn't compare with the top powerhouses in dark though, and his utility isn't a must-have either for dark. Azazel's first skill is a blind + 25% dark def down debuff at the cost of 20% of his charge bar. The blind isn't as strong as DF's blind, but will be handy to Azazel regardless as he gets increased dodge chance against a blind enemy. The dark def down will actually stack with Dark Jeanne, allowing you to reach def cap without even bringing Mist. For content immune to regular Def down however like Ubaha, his dark def down is a blessing. His second skill is a generic nuke that will also inflict Poison to the enemy. Once again the poison is more useful than what it would appear at first, since Azazel will get a Crit buff against poisonned enemies (around 20% more damage on a 100% proc chance). The third skill is a 70% Dark attack up self buff, coupled with a 20% self light def down. The light def down isn't a big deal since Azazel has a lot of tools to protect himself, and isn't necessarily squishy outside of that in the first place. The skill has a pretty long cooldown though (3 turns duration for 8 turns CD) and will be more used in order to burst quickly an enemy. His ougi will give him a Mirror image much like Six, which makes him pretty good at surviving, although he doesn't have any stack he'd want to preserve like Six. Note that if the enemy is both poisoned and blind, Azazel's ougi will be strengthened, with damage multiplied by 1.75 and a final ougi cap of 2.4m Pair him with Warlock and feed him Trium through your grid to make the most of him, and Azazel should be able to become a pretty decent asset for your team if you don't have Dark Jeanne / Six / Orchid / Naru. | 2x Debuff success ★★★ 2x Crit ★★★ 1x Support Skill ★★★ 2x Dark ATK up ★☆☆ | |||
31 | Veight | Budget Orchid (ATK) | Awakening (+100% DA, +20%TA, +50% Atk unique mod, 50%/+30% Crit, +60% Dodge AND Hostility up) Ability to "add" a diamond to the foe's special counter, +30% Team ougi dmg buff #1 Cutest member on Grancypher | You MVP'd your RNG and Blinded / Charmed / Dodged every attack thrown at him Someone threw a raid phalanx on you but you are still one turn away from maxed diamond | RNG can screw you and make him lose his Awakening pretty quickly | Blind, Charm, 100% DMG Cut, mirror image Hades grids, Strike Time | Any fight that doesn't have too many multihits triggers | Grandcypher's n°1 trap, Veight, is pretty much a budget Orchid. They both have a very similar mechanic, with an undispellable buff greatly increasing their offensive abilities, and that gets disabled once they take too much damage, with a few turns spent weakened in exchange. His first skill is a random 6-hit nuke, that will totalize over 1m damage max. It will also cast a DA/TA down on the enemy, in order to make the enemy less likely to target Veight. Unfortunately, the debuff has a very poor hitrate, so don't count too much on it. Vampy's brother second skill is Awakening : it will sharply increase all his offensive stats, granting him +100% DA, +20%TA, +50% Atk unique mod, 50%/+30% Crit, +60% Dodge and Hostility up. If damaged twice, Veight will lose his buffs and will be weakened for one turn. In practice, Veight has 2 awakening stacks and will lose one each turn where he gets hit (multiple hits still count for one stack loss), and will lose his buff if the number of stacks reaches 0. If you recast Awakening while Veight has lost a stack, he will go back to 2 stacks, granting him additional protection, Recasting Awakening while weakned will also immediately overwrite it, so it's also good to know. The hostility up is however pretty awkward considering Veight doesn't want to get hit, so make sure to invest in his hostility down EMP to compensate a bit, unless you actually want him to draw the aggor and mitigate team damage through his dodge. Veight's third skill will fill one diamond to an enemy, and in exchange will grant 30% ougi damage to the team. While rather niche, this skill can be useful for the occasional moment when you have a phalanx on and the enemy is one turn away from using his ougi. But other than that, the 12t CD heavily limits its use. Finally, Veight's ougi grants him additional dodge chance; which pairs extremely well with his awakening considering that Dodge chance is additive. His EMP skill is the same as Anthuria, and grants him a 5% normal stackable and permanent ATK buff upon dodging. All of this combined make Veight a very good attacker, that only fears RNG. His special mod awakening buff can even make him a situationally better choice for Hades grids over Orchid, although his DA/TA and crit buff damage isn't as high. His lack of sword or fist proficiency synergy however might make people with a sufficiently well-rounded roaster to ignore him however. | 2x Hostility down ★★★ 1x Support skill ★★★ 2x Crit up ★★★ 2x Dark attack up ★☆☆ His support skill grants him a 5% stackable normal attack up upon dodging, stacking permanently | |||
32 | Olivia | Lesser Lucio (SPE) | Can prevent enemies from using their C.A or gain diamond for two turns (local debuff) Delay that becomes a double delay after ougi 10% Seraphic-like damage boost against light when under the effect of a dark attack up 3% echo and self light def down (unclearable) per turn, to a maximum of 30% | You play her on element and her debuffs dont miss You don't need Vira and you need a last member for your full Atma trium sword dark team It's trial mode and her echo is still 5% per turn up to 50% (which wasn't very impressive to begin with) | Unimpressive damage against non light Echo takes too much time to ramp up Paper defense against light, which is often a problem in dark (especially magna) Her cooldowns are way too long | Debuff resist down, Cerberus, Ultima sword team, Dark carbuncles | GW Nightmare raids | The hesitation between making Olivia a great attacker or a great support could be seen on release, as cygames was wary of not making the mistake as for Lucio with her newest primal angel grand series character. As a result, when she was released at the end of 2017, she ended up becoming neither a great attacker due to low (and nerfed from trial) numbers, and high cooldowns for rather subpar skill effects. Fortunately, Cygames decided to fix their mistake by granting Olivia an additional effect on her signature move Sterling Sea, making it able to delay triggers, which is quite the QoL improvement in fights with a high amount of triggers (such as GW) The fallen archangel first skill is an AoE nuke that caps at 650k base damage and that will inflicts DA down and a local debuff called Twilight Terror. Twilight Terror will prevent the enemy to gain diamonds, and if an enemy has max diamonds it will prevent them from using their CA, and more importantly it will also disable triggers. It's pretty useful overall as dark is relatively squishy, but the lowish accuracy will most likely require you to use her third skill on conjunction to secure the landing of the debuff. Olivia's second skill is a 850k damage nuke that will get the Dragon Knight treatment on ougi, i.e it will be casted twice after an ougi. It also has an additional slow effect, which means that you will be able to perform a double slow after ougi. However this skill has an indecridibly high cooldown (8 turns), which makes it somehow unpractical especially when you need to choose between Nuking and benefitting from the double slow. Her third skill is also a lesser version of Lucio's third, providing Olivia a 30% TA up and a 10% debuff success up, as well as a 100% crit chance buff (1.3x damage). This buff has a rather low uptime, and pales in comparison to Lucio's 90% echo, although it benefits more from high defense raids where it's more difficult to cap. Olivia's passive will boost her damage gradually by granting her a 3% stackable echo per turn, up to 30% after ten turns. She will also get a 3% stackable light def down on herself, making her pretty squishy. Where it wasn't a problem for Lucio thanks to Chev swords and his third skill cut, dark tends to have low base HP and Olivia's paper defense makes her definitely susceptible of blowing up against light enemies. Finally, where Luco gets a stackable DA/TA self buff, Olivia gets a more restricting primarch passive granting her 10% final damage multiplier, but only when fighting on element (and you'd rally wish those kind of passive would apply to null element enemies nowadays) and when under the effect of a dark attack up buff. Her dark attack up effect does not stack with Dark Jeanne or Ultima ougi, so you'll have to look somewhere else to get a permanent activation of her passive. Altogether, Olivia is a rather imperfect unit, but that shines well in raids where she can make the most of her kit, namely Guild Wars. Being a sword proficiency character is also pretty nice, and well geared hades players will find in her a great replacement to Vira and Orchid, allowing them to use a character with some more beneficial utility and that can overcap. | 1x Crit up ★★★ 1x Debuff success ★★★ 1x TA up ★★☆ 1x Dark atk up ★★☆ 2x Def up ★★☆ | |||
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35 | Black Knight | Fearmonger / Offensive Support (ATK) | FEAR & CRITS Slow + Dispel (in one package), a short CD nuke that hits hard and recover 2000 hp Can benefit from Non-Dark Carbuncle's element dmg boost (except Light carb) | You can make use of Delay, Dispel and Fear in the same fight, or you want to play safe in a particular HL. Your team is totally wiped and her passive makes her skills hit like a truck and she KO's the boss | Weaker off-element offensive capability compared to other Dark attackers Most laggy ougi in the game (even on PC) Her Dispel comes after her quad-element burst making her a very poor choice against Reflect | Kirin Harp, Hades Grid | Light bosses, Advanced content Ultimate Bahamut | The Black Knight is an interesting character in that she is one of the two (relevant) characters who has access to Fear - one of the strongest status moves in this game. This makes BK stand out from other Dark attackers in that it is an ability players will want to consider when building teams for HL or other harder contents. Black Knight also, like Vira, has a self heal, however BK's drain is on a much shorter cooldown (5T), and this gives her a much higher survivability than the other Dark attackers (except Seox). Both of her damaging skills are also given some relatively high damage cap and can hit up to 620k. BK used to suffer from having lower damage than the other Dark attackers as she has no mean to boost her own damage. However, the EMP Update in June bestowed her with FOUR Critical Hit zeniths which have greatly improved her dps against light foes. This suits her "Fear and Mash" playstyle very well as her damage is not dependent on any active buffs. Though as critical hit doesn't work against non-light bosses, her offensive capability in off-element fights remains limited. Despite her usefulness, BK is not without her glaring shortcomings. Her Quadspell, while good on paper, isn't as perfect in practice. There are times where you have to commit to one of its two debuffs--slow or dispel and save the other for another time, but its relative long cooldown prevent you from doing so. There's also the fact that her Fear button is locked behind 63 story chapters. The last two chapters have you fighting bosses with 30 million and 15 million HP respectively, which can be a test of stamina for people with underdeveloped grids. Regardless, Black Knight is a solid choice for any team composition, and should always be in the back of your mind when assembling HL squads, especially with the advent of Atma sword trium dark teams, which makes up for her lack of DA/TA. | 4x Crit Up ★★★ 1x Debuff Hit Rate ★★★ 1x Support Skill ★★★ Black Knight's support skill is a 10% additional debuff chance when she's not debuffed, ideal to increase her fear accuracy | BK's gacha weapon, Blutgang, is a valuable weapon for Primal End game builds, so don't reduce it! | ||
36 | Jamil (Dark) | Enmity Attacker (ATK) | Can reduce his own HP and get the Jammed self buff Gets permanent break assassin multiplier against a foe in break, but will neither perform a multi attack, nor break auto cap. 15% dark attack down, self crit buff. | You have a full celeste claw grid / Hades grid, lower his HP and he gets to deal more damage than any of your character except six, without even needing Zoi | Managing his HP is difficult since he has to keep his Jammed buff alive No DA/TA self buff, not being able to DA/TA during break is a dps loss against low def enemies | Enmity weapons, Korwa, Dark Cagliostro, Vira, Break keep, Trium, SS/Elysian | Any in the early game High def enemies in the late game | Interestingly enough, Jamil is some sort of reverse Predator in terms of gameplay: he doesn't have any multi attack buff, and sometimes even have a MA self debuff, but compensates by having extremely high auto attack damage at the cost of living on the edge with a low amount of HP. And instead of drawing aggro toward him, Jamil lowers his own aggro the less HP he has. It might be ironical that the first character in dark, the enmity element par excellence, that can reliably lower his own HP in a regular way gets to be a SR character. But even though all his numbers are SR levels and weaker than what you'd find on a SSR version, it doesn't prevent Jamil to be a more performant attacker than half the cast of SSR attackers in the game. For 30% of his HP (usable every turn), his jammed buff on his third skill boost his damage tremendously, up to 50% special mod multiplier at low HP. Coupled with enmity weapons, reaching cap is but a formality for Jamil, although one will have to be careful about his health management as the uptime of his self buff is rather short (5 turns) compared to other characters with a similar skill. The rest of his kit is far from useless, and actually serves to make Jamil an even more impressive SR character. His first skill is a nuke that gets stronger the more he casts it (similarly to Melissabelle), up to 6 times. But the important part isn't that much the nuke, but the self crit buff he gets every time he uses this skill. And even better, his skill CD resets every time he uses his ougi. His second skill consumes 40% of his meter to cast a nuke that will also apply dark def down. The skill has only one turn of CD, so it can be pretty handy if you wanna have several chances to be able to land your def down. Jamil's passive is pretty particular: everytime the enemy is in break, Jamil will get a permanent break assassin multiplier on his damage (roughly x3 multiplier), but at the cost of not being able to DA or TA. The passive is a bit of a double edge sword as the more you progress and get DA/TA buffs and a good grid, the more you'll actually prefer Jamil performing a TA with 250k damage each than a single 440k auto. But against boss that have a very high def and where reaching auto cap is very difficult, Jamil's gorilla auto are more than welcome and fit very well the "Mash auto" dark playstyle. For any player that wish to play with an enmity grid, but lack Zooey, Jamil is a very cost effective solution that will grant you damage that has nothing to envy to full SSR lineups. Off element, on element, prepare yourself to see damage amount that you thought only Six and Dark Jeanne could reach. And he's only a SR. | 3x Crit up ★★★ 1x CA Damage ★☆☆ 2x Def up ★★☆ 1x HP up ★★☆ | |||
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38 | Beatrix | Attacker / Victim of Bullying (SPE) | Complex "clock-themed" self-buffing mechanics But really all you need to know is 3 1 2. (one skill each turn) | She gets a few TA at the start of the battle. You see the cute face she makes when she is bullied. | Requires TA buff support, slow startup, higher hostility Seox (Six) does her job better in most cases | TA buffs (e.g. DI3, GW dagger), Cortana, Cerb guns, Atma trium sword | Longer fights, HLs | Beatrix, often frown upon due to her strong reliance on TA buffs and other help, still is a powerhouse when you can get her engine going and with the dawn of the Atma/Ultima Sword this is a whole lot more accessible than it used to be: Her core mechanics relies on 3 different states that change each turn, 1. Nayde Neli (Yellow): Refresh (500), 30% Def Up, Hostility Down, 30% ATK Down, 50% Charge Bar Speed Down 2. Nayde Seiste (Purple): 50% DA Up, 30% TA Up, Hostility Up 3. Nayde Null (Blue): 50% ATK Up, 30% Def Down Her skills consist of you manipulating the position of these 3 buffs (Abi 1 extends current clock buffs, Abi 2 freezes her clock for 3 turns and her Abi 3 moves you to the next effect) while her passive allows her to extend them upon triple attacks (only the buffs, not the demerits including hostility), your primary goal is to avoid the yellow clock as much as possible while taking advantage of the purple position to extend her buffs. To achieve this, you start with her third skill to skip the yellow clock, then her first to extend the purple clock and then finally the second to stop the clock at blue (Each skill use on a different turn; 3 -> 1 -> 2). This turns her into a powerhouse with high overall MA and a 50% unique mod. The general rule of thumb is the more TA she has the more consistent her setup as she will extend her buffs into high-turn counts that won’t ever fall off. In a best-case scenario, you never have to press her skills again after Turn 3 which makes her attack-mash friendly. The downside to all of this is that she WILL be relatively squishy due to her hostility up and def down early in the raid and in longer raids, which is the only application she should have due to her relatively long start up time, her yellow click will also get extended which (sadly) includes a 500 refresh which neuters her usability in enmity setups a fair bit. It will also, should you be on it’s turn, nerf her damage, her 30% ATK Down mod like her 50% ATK Up mod is on a special modifier which when both active maths out to a total 5% attack gain. The good news is she will not extend her ATK Down with her passive. Since her rebalance her Ougi includes the Jammed buff, an extremely powerful enmity buff which coupled with her purple buff will allow her to have extremely high DPS after using it, which sadly, again, conflict with her 500 heal tick (and to a smaller extend her slower charge bar gain). It will also reduce her skill cooldown by one but practically speaking this has little application. All in all, Beatrix is a usually squishy strong attacker, however due to her faults she is generally overshadowed by Dark Jeanne in her role and brings no utility to the raid. | x2 Enmity ★★★ x2 Crit ★★★ x1 HP ★★☆ If you struggle to keep Beatrix HP low, it's a good consideration to invest in attack nodes rather than enmity | She's extremely reliant on DA/TA buffs and really only shine in fully completed Hades grids | ||
39 | Sarunan (Dark) | Former meme master / Enmity attacker (SPE) | Full enemy debuffs dispel and own party buffs dispel A "super nuke" that has an extremely high damage ceiling Jammed self buff on ougi | You have Zoey with enmity grid and you can use Lunamare with 7 stacks of Spell Sacrifice at 1 HP to deal MASSIVE damage, and proceed to make a tweet/video about it; or You actually have the time to reduce his HP to make use if his Jammed buff | Having to press 7 times in a row a button to make him lose 7k HP is really unpractical His refresh is actually an inconvenient in enmity grids His full dispel also dispels your own buffs | Summer Zooey Old memes | Chevalier UBHL | Press F to pay respect to the death of Unia as we knew it. More seriously, with the December 2017 update, Dark Sarunan finally graduated from meme master to an actually usable unit that synergizes well with the Dark enmity playstyle. His first skill is the highest cap in the game nuke, 10m damage. It used to not have a cap at all, which prompted Cygames to quickly nerf it (and every other skill in the game by the same occasion) when Summer Zoi got released by introducing a max cap of 10m damage for any instance of damage. The multiplier is still a relatively normal one, so don't expect to reach this cap easily without any other added buff unless you are a space whale with 9 gislas. Casting this skill will also grant your team a 300 HP refresh for 3 turns, which is not so good considering dark generally likes to keep their HP low. His second skill used to be his signature skill as it was before a FULL dispel that would remove every buffs and debuffs on your party and the enemy. Yes, it was rather... unpractical to say the least, and it was often used to troll players by removing other people debuffs. It has now been changed to a simply full buff dispel on both you and the enemy. While still inconvenient, it can still have some pretty interesting use, especially against enemies that like to grant themselves several layers of buffs in a row. Dark in general doesn't have many buffers, and a lot of self buffing characters have undispellable buffs (Dark Jeanne, Orchid, Veight... Rip Six though). Note that you cannot dispel Zooey's drain with it (but you can dispel the refresh from his first skill for what it' worth). Sarunan's third skill works in combination with his first skill, increasing by 100% the multiplier of his first skill nuke for each press, on a 0 turns CD, meaning you can pretty much press it whenever you want. The boost goes up to 7 stacks. Once Sarunan uses his empowered nuke, he will lose 1k HP per stack used (so up to 7k HP lost), which is a good (albeit annoying) way to manage his enmity. Finally, his ougi will grant him a self Jammed enmity buff, 25% ATK up on enmity mod at 100% HP and 80% ATK up at 1 HP. for 4 turns Since it's a special mod, it's a very decent buff to use in combination with Zoi and his self harming skill. Pair him with some Trium or DA/TA buffs and he will make for a surprisingly decent dark attacker, although lowering his HP is a real pain when racing. | 1xSupport Skill ★★★ 2x Dark Attack ★★★ 1x Enmity ★★★ 1x Skill Damage ★★★ His support skill seems to be the same as Magisa (99% chance to survive DoT with 1 hp) | |||
40 | Marquiares | Healer + Burster (Spe) | 2m6 damage ougi cap with his first skill Clunky MP system similar to Mystic 2t guaranteed TA, 1500 HP heal + 2k barrier Reduced base HP but constant 200HP team refresh BA ☆ KU ☆ RE ☆ TSU | You don't have an enmity grid nor SS Zoi and you need a healer | His MP system is rather complex to use. He doesn't have a clear unlike other dark healers. He's a potato which messes with Baha synergy | Axe grids, Baha Axe | Solo fights where you need sustain Short fights where you can blast enemies with his ougi UBH UBHL | Marquiares might finally get a bit of time under the sun (good thing he has shades) with the change he got with the December 2017 patch. Mainly used as a healer, Marquiares also has some surprisngly good offensive burst with his ougi, and his revamped MP system makes him much more rewarding and easier to use. Marquiares will start the fight with 3 MP, and will gain 2 MP with each passing turn. While his skills still consumme MP, the base effect of each skill has been changed to not cost MP anymore and instead only less important additional effects will consumme them. Having MP will also increase Marquiares ougi damage (1050% ougi modifier at 10 MP instead of the usual 450%), making him ougi pretty hard compared to other characters. Marquiares first skill will make him unable to attack for this turn, and in exchange will gains a 150% special mod ATK up buff coupled with a 110% boost to ougi cap, as well as automatically grant him 10 MP. Just use the skill once Marquiares is ready to ougi, for a nice 3.7m ougi. No need to even try to time your stacks, since casting the skill automatically bring you to full MP. It will however increase his hostility, which can be an issue with Marquiares innate low HP His second skill is a 2 turns guaranteed TA, on a 6 turns CD. It's overall a pretty great skill, although Marquiares' attack isn't the highest, but it can have some use to build up ougi faster. If you have 3 or more MP, 3 MP will be automatically consumed to also grant Marquiares Revitalize and a 50% light damage reduction for 2 turns. His third skill is a 1500 HP team heal. If you have 3 or more MP when casting, it will consume 3 MP to grant a 2000 HP shield to your team as well. This can be further increase with his Heal EMP and EMP support skill. Finally, Marquiares ougi will grant him a 20% meter and will consume automatically all remaining MP, boosting his ougi damage in exchange. His support is a permanent 200 HP refresh to the team while he's on the front line, but note that his EMP support will not affect the healing of other allies with this passive (it will remain +200 instead of +400). Overall a very decent unit if you're looking for heals or an ougi burster. Which is a relatively good niche, even in dark. | 1x Dark Attack ★★☆ 2x Def Up ★★☆ 1x C.A Damage ★★☆ 1x Overdrive Attack ★★☆ Take heal if you're not using enmity | |||
41 | Will | Lesser Cagliostro 5★ | Team heal (1.5k) + 15% debuff resist up + 10% meter generation 50% DA team buff 15% ATK/DEF down on ougi (summon side) Has the almighty sword proficiency | You don't have Dark Jeanne / Want to cap your debuffs with Mist + Vira You need sustain and you don't have Dark Cog You don't have Trium weapons / multi-attackers yet | DA up isn't that useful in dark No debuff success up EMP Rather long CDs | Vira, Cagliostro, Atma sword trium | Fights where you need heals / need additional debuffs | Will has a really good niche in dark, he's pretty much the only healer in dark with Cagliostro who will not kill your damage thanks to the various buffs / debuffs and utility he will provide. Him having a sword proficiency automatically qualifies him for all sword team setups with Atma trium, which is quite important since dark will mainly play with an atma sword. His first skill is a 1500 HP team heal (1700 if you decide to take his EMP skill) on a 6 turns cooldown. It's a decent heal, although it might probably look a bit meager when compared to Uncle Cog. But in exchange, this skill will also provide team buffs : 10% meter generation rate up and 15% debuff resistance up. Nothing incredible, but it can has its use. Will's second skill is a 50% DA team buff, that will last for 3 turns. MA buffs are nearly inexistent in Dark, so having someone who can provide this is actually a godsend for players who don't have yet weapons that can supply said MA through Trium skills (Cortana, Atma, Cerb guns). In the late game though, once you start to have characters with high natural MA rates (Dark Jeanne, Orchid, Six), the skill will become irrelevant. Will's third skill is a weak Break lock. Avoid using it in HL raids as it will build up resistance for nothing. Finally, Will's ougi will cast a 15% ATK/DEF down on the target. The fact that it comes from an ougi means that the debuff is a summon side debuff, and as a result it will stack with both Mist and Single sided debuffs (like Vira's atk/def down), making it much easier to reach def down cap (granted dark doesn't have a real problem reaching it in the first place). If you'd like to double down on the healing and own Cagliostro, know that Will's support skill will also boost the healing provided by your favorite Uncle by 200 (which will increase Cog's total heal by 1400 on her refresh). | 1x Crit up ★★★ 1x Support skill ★★★ 1x Healing ★★★ 1x Dark attack up ★★☆ | |||
42 | Vampy (SR) | GothLoli (SPE) | Same kit as her SSR, but with additional Vampyr stack mechanic | You can stack her Vampyr stacks to 2 without ever having to use them | She painfully reminds you how much SSR Vampy needs a buff... You need to choose between Delay and Dispel | Nothing in particular | Chev | Vampy chan gets a new SR version that is pretty similar to her SSR, as it does roughly the same, Dispel, Charm, Delay... The main difference is that instead of draining meter to your team, this version of Vampy gets more offense, with a DA and Crit self buff when under the effect of Vampyr drops (obtained through using her skill one, max two drops), and a permanent echo if you press her skill every 3 turns. While stacking her Vampyr drop bonus will require you to give up on her utility, but it's not necessarily a bad trade since her utility is not that needed in dark in the first place. | x2 Dark attack up ★★☆ x1 C.A Damage ★★☆ x2 DA up ★★☆ | |||
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45 | Lady Grey | Debuffer (SPE) 5★ | -30% Def down debuff, Slow, 10% dark resist down, 25k Poison, 700k and 630k nukes both on a short cooldown | You don't have Dark Jeanne yet | Weaker late-game dps capability compared to the other top tier Dark SSRs, "strongest poison in the game" is still just 25k damage per turn | Kirin Harp, Xmas Rosetta | Solo fights / Fights where you need her Delay | Lady Grey has her ups and downs. Previously, she was core on Dark teams because of her utility in providing max DEF down alongside MM, as well as a slow at LV100. Over time with the meta changes, Lady Grey saw less use because she does not offer the damage output as her peers, as well as her DEF down duties being overtaken by DJeanne. (Who offers heavy short-term damage and syngergizes with enmity, on top of DEF down.) In the recent rebalance in Feb 2017, she gained a huge boost to her nuke damage as well as getting a Dark resist down on Dark Energy, and her poison skill also received an inital nuke component. While she is still pretty much outclassed by DJeanne in the damage department, at least she’ll now be able to output moderate damage. Dark Energy provides her with a 700k nuke and a 10% dark resist down, making grey one of the only character (with Mahira) able to reduce def down by 40% when coupled with Deep Down, which provides a 30% DEF down (so you'll reach def down with Miserable Mist), and also provides a slow at LV100. With a short cooldown of 5T, it’s fairly useful in helping to stall bosses. Bane inflicts poison, which deals 25k damage per tick. Post Feb 2017 update, it is also a 630k nuke on a 5T CD. She's still overall a great character, but overshadowed by Dark Jeanne who will take her role of capping def down, but can at the same time deal extremely high damage unlike Grey; and the presence of DAO in most dark summon grids makes her slow less relevant. She's still a character with a very high amount of utility when you're starting or if you don't happen to have Dark Jeanne. | 1x Crit Up ★★★ 1x Debuff Success ★★★ 1x TA Up ★★☆ 1x HP Up ★★☆ 2x Def Up ★☆☆ | She's one of the 6 possible characters in the "guaranteed first SSR" pool for new accounts, and is a great reroll choice for people who really want to play Dark | ||
46 | Vaseraga | Attacker (ATK) 5★ | 1.9 mil nuke, self ATK + OD Suppression Buff, Deals 20% extra damage against foe in OD mode, Very high raw stats Very tanky at low HP | You can provide him good DA/TA buffs, lower his HP, and he reaches auto cap. You mvp your RNG and proc his EMP passive for a 4m nuke damage | Signature nuke has an OD-only restriction until he hits lv90. He lacks self DA/TA buffs to become a truly great dark attacker | Full Draph team, SS/Elysian, Qilin harp | Any fights | Vaseraga is what can be described as a very selfish attacker. His whole kit consists of nukes and self buffs in order to hit the ennemy harder. He hits hard (and with his 5* upgrade he hits even harder), but the counterpart is that he offers absolutely zero support, whether it is team buffs or debuffs. Another issue is that despite his status as a hard hitter character, the main dark attackers not only do his job better, but can even offer better utility to the team. As a result, he's pretty much a character to use "when you have nothing better" that will do the job, but nothing more. His first skill is extremely generic and will deal aoe damage to all ennemies while granting 20% meter to Vaseraga. His second skill starts out as an Overdrive Burst (550% damage) but end up becoming a strong unconditional nuke once he reaches lvl 90: 800% damage capped at 1.2m. However, if you use this skill after Vaserag's ougi, the damage and damage cap of the nuke will be increased up to a 1.6m damage cap, making it one of the highest hitting nuke in the game (in the same league as Scat and Lucio nuke). His third skill is a self attack up (50% special mod) coupled with a 20% dark echo that will last 3 turns and an added mode bar cut effect. His first passive grants him 20% more damage against enemies in overdrive, and his second passive works as a retaliation; upon taking damage he has a 50% chance to counter the enemy. He also gets a garrison effect: the lower his HP gets, the higher his defense (close to 200% def up when reaching 25% HP), which makes Vase a rather sustainable enmity attacker. His lack of DA/TA self buff and the low uptime on his third skill makes is pretty much what prevents Vaseraga to be a top tier attacker, but if you're able to provide those for him, he'll be able to dish really high damage for the turns where his self buff is active. | 3x Crit Up ★★★ 1x Enmity ★★★ 1x Dark attack ★★☆ 1x HP ★★☆ 2x Def Up ★☆☆ His EMP support node is a 3-5% chance to cast twice his nukes. | |||
47 | Zeta (Dark) | Lesser Vira (ATK) | 15% AOE Dark resist down + burn, 20% light damage reduction (not cut), 3/8 turns guaranteed TA, 20% auto attack and ougi echo against burned enemies | She was still in trial mode and had a better suited element and a much stronger skillset. | No strong self buff in order to abuse her constant echo Dark resist down land rate isn't reliable Her first skill is extremely weak She's not Fire | Fire zerkers and apsaras in your raid, Lucius, strong enmity grids, Luchador | Shorter fights to abuse her 3 initial turns of TA | This new version of Zeta was supposed to be the Next Big Thing for Fire, being the only SSR Fire character who could apply Burn to give near-permanent echoes to MC wielding a Xeno Ifrit Axe. She also had a stamina self-buff similar to that of Percy's 3rd skill and a 30% echo on attack passive, making her a very strong attacker. So you can imagine how disappointed the Fire players were when FKHR told them they were changing her element to Dark and her skills accordingly because Fire had too many characters. In the end, what could have become an incredible fire attacker turned out to be a rather unremarkable dark attacker. She does the same things as Vira (Def down, guaranteed TA, perma echo), but is inferior to her in every aspect (other than the debuffing part). Her first skill got nerfed compared to her trial version, and got the stamina buff removed in order to get instead a mediocre nuke with a 20% light damage reduction, which is unfortunately not a cut, making the skill completely forgettable. At least it has a decent 3/6 uptime. Her second skill is an AOE dark resist down (15%) coupled with a burn. The resist down part isn't extremely reliable due to its AOE nature, and generally speaking not extremely useful if you happen to have other sources of def down in your team already. She still applies burn with that skill, which grants her 20% echo on autos and ougis; her one saving grace. Her third skill is the same skill as Summer Heles, granting her 3 turns of guaranteed TA at the cost of 30% meter. A decent skill to abuse enmity turns with Zoi, and can be used with Luchador Tag team to get one more turn of TA. Zeta ougi will buff herself by a miserable 10% dark attack up for 5 turns, which really pale in comparison to Dark jeanne ougi (and the buff won't stack with Dark jeanne anyway...). All in all, Zeta isn't a bad character per say, but the fact that she was expected to be much stronger, and swapped element at the last minute without trying to see if she would get a use in the element meta made her a character that has a hard time finding her place, and eventually led her to the "Use until you get something better" category. | 2x Crit Up ★★★ 1x Debuff Success ★★☆ 1x TA Up ★★☆ 1x HP Up ★★☆ 2x Def ★☆☆ 1x C.A Damage ★☆☆ | |||
48 | Vania (Vampy) | Anti-Chev Magna Specialist (SPE) | Dispel, Charm, Convert enemy's mode gauge to meter (+20% for whole team), Ougi does 50% bonus damage against charmed enemy | You want to solo Chev Magna | Focus on utility means that her damage pales in comparison to Dark's attackers | Korwa | Chevalier/Luminiera Magna, Any Fight | “Vampy is core!” Vampy, compared to her Dark brethren, focuses on utility rather than damage output. She offers a lot of utility between dispel, slow, charge, and charm that she’s very helpful for solo content. Her passive, Selfish Royal, also allows her to occasionally crit as well. Testament is a 600k nuke that also dispels one buff, with a 7T CD. Super handy for soloing Chev to get rid of her Aegis. Scarlet Gift allows Vampy to slow if the foe has charge diamonds. If there is no diamond, the skill fails and you gain nothing. If there are diamonds and it succeeds, charge diamond is reduced by one, and your party gains +20% charge bar for themselves. Charm Throb provides a Charm, as well as providing Vampy with +20% ATK/DEF/DA/TA for herself. Her ougi, Purification by Blood, has a hidden effect. If the enemy is charmed, she deals more damage with her ougi. It helps her cover some ground over the damage that her peers are inflicting. While Vampy is a great character that can carry your early and mid game alike, she still suffers from a few issues. First of all, the land rate of her debuffs isn't as good off-element, and she will often either need you to play SS in order to land them, or either Vampy's sole use will be to be a dispel bot. Secondly, her damage isn't very high, and as you grid progresses further and further and you find yourself able to blast boss with ease, the utility she provides will become obsolete as you'll just want more damage to reduce clear time. Even more so once you unlock T4 jobs and dispel becomes more readily available to use. | 1x Debuff success ★★★ 1x Support skill★★★ 2x Dark attack up ★★☆ 2x Def up ★★☆ 1x HP ★★☆ | |||
49 | Forte | Benchwarmer (ATK) | Hard hitting nuke that can hit twice after ougi, team rage buff + Atk debuff on enemy, Boost to Atk as turns pass (works in the back row) | It is Turn 15+ and one of your frontline members has died | Very long startup time Not sword proficiency | Back row | Longer fights | Forte is a formidable attacker and her strength comes from long fights that allows her passive to kick in. Her passive increases her own attack by the amount of turns passed, 3% per turn for up to about 50% increase. (Post 15 turns.) Combined with her EMP passive, she can get up to 95% ATK up on a special modifier, although it will take her a very long time to get to that point. BlackWyrm Lash is Forte’s standard nuke on a 5T CD. After her ougi, she’s able to doublecast Blackwyrm Lash on next cast. Battlecry provides a 20% Dark ATK up to the party and a 10% stackable ATK down.. Conqueror Wing provides Forte a buff to herself that increases her crit rate by 30% (damage +50%) and provides her a substantial amount of DA, although a DA buff is very underwhelming in an element where TA buffs are everywhere. As a result, it's really difficult to justify bringing Forte in most dark teams, even though her kit isn't bad, she is definitely hardly outclassed by all the better attackers dark has to offer, and her meager utility does not make up for her lack of damage, especially in short fights. | 3x Crit up ★★★ 1x TA up ★★☆ 2x Def up ★☆☆ 1x HP up ★★☆ 1x Support Skill ★★★ Her support skill is a 10% chance to get a 10% attack up (spe mod), stackable 3 times. | |||
50 | Cerberus | Triple Attacker / Pseudo debuffer (SPE) | Chance to apply charm/blind/burn, permanent TA after her first ougi Applies stackable debuff resist down on TA | She uses her ougi for the first time in the fight, and she reaches 100% TA chance for the rest of the fight so long as you don't hold her ougi | Lackluster skillset Her EMP passive is pretty useless | Dark Fencer, Korwa, Luchador, Black Knight, Vampy, Lady Grey, Cosmos Fist grid, Gisla grid, Magna axe grid | Solo fights for debuffs, Raids for the auto potential | While labelled as a special character, she’s rather potent as an attacker due to having an unnaturally higher TA than most characters thanks to her passive, as well as two damage skills. However, compared to the rest of Dark’s fearsome attackers, she doesn’t particularly stand out well from her fellow peers. The Feb 2017 rebalance changes have tried to address that in providing TA up to her on ougi (8% for 3 turns), as well as increased TA on per passive (30% total base TA). It's worth noting that her self ougi buff won't cumulate with GW dagger effect, making it a rather disappointing buff. But after that, on the July 2017 update, Cygames decided to pull out all the stops, and litterally give Cerb permanent TA: 50% base TA, 50% bonus TA for three turns (ougi turn excluded) as an ougi effect, granting her effectively 100% TA chance as long as you ougi regularly. Her skills unfortunately weren't touched much by the rebalances and as a result remain mediocre and dated. Staying true to her theme of three, her first skill hits three times, up to a cap of 360k total, and also grants healing up to 1333. Her second skill has a similar output of three hits, up to a cap of 360k total, but applies Debuff Resistance Down, which is rather helpful for landing her own debuffs.Her third skill has a chance of applying Charm, Blind, or Burn. The debuff rate seems to be rather hit or miss, so remember to use her second skill in order to improve your chances. Furthermore, Cerberus now also applies a stackable debuff resistance down on her auto attacks, which has a high chance to be a special debuff that can stack with most things. It can be particularly handy in certain raids where you have participants with Song, or if you simply have BK yourself in the team. In the end Cerberus best selling point is that she is by herself an auto monster who can nearly constantly TA, meaning that you can just mash the auto button without having to care about her skills. For solo play situation she is still pretty good as she can not only facilitate your team to land debuffs (can be useful off element), but also herself applies crowd control debuffs that can help a lot some dark characters who'd rather avoid getting hit. Being an unknown can also be an advantage for magna grids and Baha weapon synergy. However, her lack of self attack buff makes her a better option for very offensive oriented grids that focus entirely on damage/enmity, and ignore DA/TA, as most grids will struggle to have her reach high auto damage output past the initial Zooey conjunction burst. | 1x Debuff Success ★★★ 1x Dark Attack ★★☆ 1x HP Up ★★☆ 2x Def Up ★☆☆ 1x C.A Damage ★☆☆ Her EMP passive is utterly useless since Cerb TA permanently. | She actually has 0% natural DA rate. Probably to "balance" her higher-than-usual TA rate. | ||
51 | Nicholas | Tank (DEF) | 5% AoE Atk down stackable to 25% Dodge + Substitute + Counter all in one skill 60% cut Phalanx High hostility | You need a tank to protect your squishy team | Very little offensive power | Six, Veight, characters who dislike getting hit in general | Difficult fights with deadly triggers Ultimate Bahamut | Nicholas is relatively straight forward as a character, he's there to tank the damage for your team, and is actually the first SSR character to bring a Phalanx in dark (sorry Zaja). His first skill is 4 random hit nuke that will cast a 5% stackable ATK down (up to 25%). The ATK down might feel weak, but Nicholas ougi will allow him to cast the skill twice and proc the ATK down effect twice. Nicholas second skill is a Dodge + Taunt skill that will grant him 20% meter, and render him unable to attack for the turn. Procing the dodge, which should happen unless the enemy is para'ed / asleep / charmed will make Nicholas unleash a 800% damage counter (1.16m damage cap) and cast an additional 10% stackable ATK down on the enemy (the same type as his first skill). His third skill is a 60% Phalanx, with a 6 turns cooldown. Nicholas will also draw aggro and have higher innate DEF through his passive, and will also drain up to 800 HP when dealing damage if he is under 50% HP. Overall a very niche character that does the job he's required for, but who might not necessarily see much use unless your grid is on the weak side, or special fights that require protection. | 2x Crit up ★★★ 1x Skill cap up ★★★ 1x Hostility up ★★★ 1x DA up ★★☆ | |||
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54 | Katalina (Dark) | Defender (BAL) | Available from the first DVD/BD bundle of the anime. Refresh (1500 over 3 turns) + Clear, 25% damage cut every three turns, guaranteed TA nuke | You put her in the back to boost Vira, and when she comes out because your team died she's not useless | Lacks damage No room for her in the front line most of the time You have to spend 60 bucks to get her | Vira | Any fight in the backline if you use Vira Fights where clear + damage cut is more important than damage. Celeste Omega when you still have to cheese her | Dark Katalina is an intermediate between her SSR limited version and her SR version. From the SSR version, she keeps the first skill nuke that guarantees a TA, the refresh and the spammable 25% damage cut every 3 turns. From the SR version, she keeps the bland ougi with no added effect and the passive. The only novelty that this version brings is that she packs a clear instead of a veil with her refresh, which is rather welcome so that her role doesn't overlap with Vira, and since that the only other healers with clear in dark are limited. They are a token few fights where having a clear is better than having a veil, and the damage cut she provides can be useful against dangerous boss, especially since dark tends to have a low HP pool. Still, most of the time she'll just remain in the backline as her main purpose is to boost Vira. But at least now, she will be able to benefit from the power of your grid in case an accident happens and she comes to the front. Now, is it really worth to spend an entire $60 for that sole purpose? It's for you to see. | 1x Crit Up ★★★ 3x HP Up ★★☆ 3x Def Up ★☆☆ 2x DA Up ★☆☆ | |||
55 | Cagliostro (Halloween) | Healer / Buffer (BAL) | -10% Def down debuff, Team 2000 Heal, Team buff | Her 2000 heal can save your life. | Team buff has low effect and a super long CD | Nothing in particular | Fights where you need heal and clear | Halloween Cagliostro is pretty similar to her (old) regular version, she shares the same skills, except the Halloween version doesn't need to go through the hellish lvl 100 grind in order to become a buffer. They still however share the same issues: - The def down is weak (10%), and is relatively useless in an element that doesn't lack def down characters (Vira, Dark Jeanne, Grey) - Phantasmagoria has an insanely high cooldown for a buff that isn't even that strong (it shares the same CD as Ferry's third skill, but is nowhere near as powerful). The 1 turn CD reduction on ougi helps, but it doesn't solve the problem. And you'll sstill have to choose between the clear and the buffs most of the time when using the skill. - Her heal is good, but pretty generic, and is a bit outdated compared to healers like Marquiares who will also grant a shield while healing. In the end a pretty disappointing unit for a limited, and which will only serve in the rare case where you'll really need a healer with clear. | N/A | She is currently the only Dark SSR who can benefit from cosmo BAL weapons. | ||
56 | Zaja | Defender (DEF) | Cover (with 20% dmg cut), 40% Team dmg cut, High Def He is currently the only defensive char in Dark | You need a tank to prevent your Dark team from being wiped | No offensive skill | Full Draph team | Fights where you need a tank, Pendant Team | Zaja has one job, and it's to protect your team from dangerous triggers / ougi with his 40% damage cut and his cover. Other than that, he's pretty niche and offers no offensive power to your team, but he can be handy in the early stages of the game or when you need to turtle in order to beat a boss with a dark team. | 1x Crit Up ★★★ 2x Hostility Up ★★★ 4x Def Up ★☆☆ | |||
57 | Predator | Mini-Six / Glass canon (ATK) | Permanent TA 30% ATK up special mod Break assassin Dodge all skill Extremely low DEF and hostility up | You can get hit just enough to trigger enmity, and unleash a poweful Triple attack with Break assassin on the enemy | Can get OHKO'ed very easily by an enemy auto Very difficult to sustain in long solo fights Lowest base attack of all characters | Claw grid / Cosmos fist Hades grids GW Fist Six SR Deliford Zaja | Shorter fights that break easily Fights where the enemy is disabled by CC | Claw proficiency, assassin, permanent multi-attacks, special mod self buff attack, dodge ability... Does that kit ring any bell? As most people will probably have noticed, Predator is pretty much a SR (and female) version of Six. And she even surpasses him on one point: she gets guaranteed TA whenever she attacks. This allows her to automatically top the ranking charts in terms of offensive power in an element like dark, which is a prowess for a SR character. However, unlike Six, this firepower doesn't come without any drawback. With each single target attack, Predator will be stacking 10% def down and hostility up, to a total of 5 stacks. With a 50% def down at 5 stacks, it makes Predator extremely fragile and vulnerable. Fortunately, with each ougi, Preadtor will decrese her number of stacks by 3, allowing her to not be constantly a walking suicide taunt machine. While it would look like her constant TA would allow her to ougi enough to manage her stacks to a reasonable level, our Six wannabe has a 30% meter generation penalty (so her TA only grant 25% meter), forcing you to slowly accumulate Death Door stacks. Her first skill insists as well on this signature high risk, high reward playstyle, granting her 10% atk (special mod) and 10% def down. The effects are cumulable up to 3 times. Stacking all of the def down together, Predator can potentially end up with a -80% self def down, which will most of the time be fatal if she gets targeted. To paliate to that, her second skill is a one turn dodge that will be pretty handy not only to avoid the heat on the turns where she is the most vulnerable, but also potentially tanking dangerous multi-hit triggers for the team with her high hostility. Finally, her third skill is what makes all the interest of the character, a break assassin, which pairs extremely well with both her guaranteed TA and ability to trigger enmity by tanking hits. Overall, Predator's role is simple, it's to get hit at the start of the fight, break the enemy and use a Break assassin TA on him while her HP is low and she can benefit from the full strength of your Claws/Gislas. For longer fights however, this lowered defense and increased hostility become a default rather than an advantage, and she will inevitably end up getting OHKO'ed by an auto or an ougi once it becomes impossible for you to keep her stacks low. But even then, in that timeframe, she remains a pretty good bodyguard for Six as it's very likely that she will be targeted in his stead. | 2x Crit Up ★★★ 2x Def Up ★★☆ 3x HP Up ★☆☆ 2x ATK up ★☆☆ | Avoid using Cortanas with her as she will see no benefit from Trium and really suffers from the HP cut. She's one of the very few character that will prefer a Cosmos Claw based build as the additional stats help her a lot because of her riddiculously low base attack and because of her Claw proficiency | ||
58 | Mika Jougasaki | A bit of everything (SPE) 5★ | Has a 5* uncap Blind + Charm 40% team DA buff on a 3/5 uptime 20% echo against blinded enemies | You don't have any dark attacker powerhouse, and a DA team buff is a gret asset to you | Her nukes don't hit that hard Her blind and charm are only SR level | Cerberus, Lucius, Ranko, Dark Zeta | Any, but on element is better | With her 5*, Mika actually gets the strongest MA buff that you can find among dark characters, a very serviceable 40% DA up to the team that lasts 3 turns and on a 5 turns CD. She also brings a surprisingly amount of utility by herself as she can cast both blind and charm on the enemy. Despite all of that utility, she remains an actually strong attacker, as she not only gets 3x crit nodes in her EMP, but her EMP support grants her a free 20% echo against blinded enemies. And if you couple her with a character that has a reliable burn like D.Zeta or Ranko, she will be able to make up for her lack of damage on her nukes and ougi. Overall a very decent character, don't hesitate to pair her with Ranko so she can benefit from Ranko's EMP support skill! | 3x Crit up ★★★ 1x Support skill ★★★ 1x Dark attack up ★★☆ | |||
59 | Deliford(SR) | Taunt bot (DEF) | 20% ATK down debuff 4 turns of taunt until he reaches 20% HP | You use him to protect squishy characters | No damage at all | Six, Predator, Luchador | Fights with lots of multi attacks UBHL for the Sirius taunt | A decent tank that fills the opposite niche of Zaja, he has a 4 turns duration taunt that is extremely useful to protect squishy characters. The taunt will end either after 4 turns, or either if he reaches 20% HP (which can put him in a good spot for enmity | 1x Aggro up ★★★ 2x Crit up ★★★ 3x Def up ★★☆ | |||
60 | Shao | Paralyze bot (SPE) | Low accuracy para + Fear | You pack so much debuff success up in your grid and team that his paralyze becomes semi-accurate and breaks Guild Wars NM 100 battles | His para will often fail | Mithra main summon, Elysian, Qilin harp, Spe cosmos, Thor, Cerberus, Water Yuel, Altair, Monkey, Soul Pilfer, Sharom bow, Song 5* para extend, Lunalu | Paralyze cheese against light enemies where song hit rate is shaky | Shao is pretty easy to use, but requires a rather heay setup to make him work. The goal is to pack up as much debuff success rate up as possible, and to fire it to para a light enemy that Song would have otherwise failed to para. pair him with Song 5* to extend the para, and it works the same as usual parabotting, although it's likely your damage will be xextremely due to bringing non offensive summons and weapons. | 1x Debuff success ★★★ 1x Support skill ★★★ | |||
61 | Rosetta (Christmas) | Support (HEAL) | Dispel, Team 1500 Heal + Cleanse, a 500k nuke (against poisoned target) | You need both her Dispel and Heal | Little offensive power | Lady Grey | Fights where you need her Dispel/Heal/Cleanse | Largely overshadowed by other dark characters, this version of JK isn't strong enough or useful enough to justify a frontline spot in most content. her nuke caps at 250k, but hits twice if the target is poisoned for 500k total, which is decent given how old she is, but still below average compared to more recent dark characters. Dispel is useful situationally, but it has the same cooldown (7 turns) as the dispels on vampy and black knight, so it does nothing to stand out. Her heal + clear is the most interesting part of her kit, but most of the time you can either rely on other players in the raid, or bring sage yourself. | 2x Dark Attack ★★☆ 2x HP Up ★★☆ 1x C.A Damage ★☆☆ 2x Def Up ★☆☆ Take heal if you're not using enmity. | Her Clear actually comes after the heal (similar to Yuel), making it less useful in Celeste Magna (e.g. takes damage from zombified debuff before clearing it) | ||
62 | Lunalu (R) | Copycat (SPE) | She copies your Ground Zero, Esser TH, Paralyze,etc... | She succeeds her copy | She fails half the time Quite a lot of skills are impossible to copy (especially those working with a resource system) | Sarasa, Sarasa 5*, Esser, MC, and all you can think of that could be good to copy | Wanpan teams Pendant teams | Lunalu is pretty easy to use. Press her first skill, press the skill you want to copy, and watch her succeed and fail. The two main use of her skill is for Sarasa Ground Zero and Esser's TH skill. In the case of Ground Zero, the damage will be calculated based on her own HP (and note that her skill cap up EMP skill will allow her to actually cap higher than sarasa if you have the HP). Copying Esser will result in a 100% success TH3 much like esser, so it can be extremely handy to reach for sure TH9. There are quite a lot of combinations, Lunalu can for example copy an ingition skill, or a paralyze/fear, or nukes... Just know that the damage she will deal will be based on her own stats, meaning that she might copy the skill but without an adequate grid she will deal very low damage. Also know that most of the more "complex" skills are not replicable, and will end up in a "no effect" when attempting to copy. | 1x Skill Cap ★★★ 1x Support Skill ★★★ 2x Debuff success ★★★ | |||
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65 | Danua (Summer) | Support / (Former) Doujin Queen (SPE) | Team 1200 barrier, -25% Atk debuff, a very spammable 640k nuke + self hp reduction, Ougi has a chance to apply FEAR Lots of crit | You mvp'd your rng and landed a fear with her ougi | Barrier effect is weak, does not offer any unique utility RNG fear from ougi can be dangerous in advanced content | Full Draph team, Veil | Solo fights | There's not much to say about Summer Danua. Her only interesting skill is that she has an equivalent to Arrow Rain III as her third ability, Her first ability is a 1200 team shield, which is extremely weak. Her second skill is a 720k nuke that will also sacrifice 10% of her hp at the end of the turn, which can be rather handy if you're using enmity centered builds. Her other gimmick is that she can apply Fear on her ougi, but much like random paralyze procs, a bad fear can buildup resistance early in a raid where you'd want to keep Fear for more strategic moments (especially if you own Black Knight). Her EMP are pretty good still, and complement the various part of her kit, with debuff success up and skill cap up. The three crit nodes she has also allow her to deal very reasonable damage on element. | 3x Crit up ★★★ 1x Support Skill ★★★ 1x Debuff success ★★★ 1x Skill cap ★★★ | |||
66 | Danua | Team Reflect (SPE) | Team reflect (30% on self, 20% on other members too at Lv90), 1000 hp drain nuke, ougi has a chance to apply Sleep (5* only) | It is IM@S Collab and you are farming Lv 120 Black Pinya Nightmare for fire UNK axe | Her team reflect is not going to save you from Bahamut's Skyfall | Full Draph team | Solo fights | SR Danua has the particularity to get, with her 5* uncap, a team reflect, which is something relatively rare and can be used with other damage cut in order to get a full damage cut. The rest of her kit is pretty mudane, with a powerful nuke that will sacrifice 15% of her HP in exchange, and a 1k HP drain nuke. Her ougi has a chance to cast sleep on the enemy, much like Anriet, so it's better to put her in second position to benefit from the 25% increased sleep damage for the subsequent ougis. | 1x Crit ★★★ 1x Skill Cap ★★★ 1x HP Up ★★☆ 1x Overdrive Attack ★☆☆ 2x Def Up ★☆☆ Her passive is a bad fit with enmity | |||
67 | Lucius | Nuker (ATK) 5★ | 3 nukes, 1 has a chance to apply blind, ougi has a slight chance of applying Death (OHKO) | You land Death on Apollo HL during the final 5% phase with his ougi | Most raid bosses are immune to Death (except one) Nukes have relatively low damage cap. | Cerberus | Pendant team | Lucius is a SR that has a convenient second ability which will inflict blind on ennemies, which can be pretty clutch at lower level. His damage comes mostly from nukes, and he will deal additional damage on his third skill against burned ennemies. With his 5* upgrade, he becomes less reliant on other character burns as his ougi can inflict burn on ennemies, and he also gains a chance to inflict Death (which unfortunately most boss will be immune against... except Apollo HL). | 3x Crit Up ★★★ 1x Debuff Success ★★★ 1x Skill cap up ★★★ 1x Support skill ★★★ | DON'T REDUCE HIS WEAPON! His purity blade is a must have to slime blast with Sword Master | ||
68 | Ranko Kanzaki | Chuuni Demonlord (ATK) | Slow buildup to become a decent attacker with good charm hitrate along with ignition and 50% charge attack up on a 6 turn cooldown | You reach 10 stacks of Power of Darkness and she's awakened You have a Grande team with Anastasia and Airi for extra chuuni banters | You go through all the steps to see her (final?) form and you're gaining 1 to -1 stack of Power of Darkness a turn because the enemy hates cute chuunis | DA/TA buffs, Lucius, Predator, Mika Jougasaki, Koume Shirasaka | Pendant team, ghetto Grande team with other idols | Ranko is a decent SR dark attacker that takes some effort and support to awaken, but is capable of dishing out some good damage once is does. As one of the IM@S collaboration characters, her passive (gaining 10 ougi for every ability used) along with a 6 turn cooldown ignition allows you to easier break or connect your ougi chains. Max her friendship points for some nifty extra stat and when she gets her 5th star, and believe me she will (probably), bring her along on your team and envelop the world in pitch-black darkness. | x2 Crit up ★★★ x1 Support Skill ★★★ x2 Dark attack up ★★☆ x1 C.A damage ★☆☆ Her support skill is a 20% attack boost to idols at max level, Ranko included. Does not work from the backrow. | |||
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1 | Portrait | Name | Role | TL;DR | Peaks when... | Shortcomings | Synergises with... | Fight usage | Comment | Notes | ||
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3 | Every non light/dark GW Character also gets a 20% damage + cap increase against their favored element, those passive do not stack with seraphic weapons and were omitted in the writeups | |||||||||||
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5 | Portrait | Name | Role | TL;DR | Peaks when... | Shortcomings | Synergises with... | Fight usage | Comment | Notes | ||
6 | Anre (Uno) | Water Zoi (DEF) | Gets a full one turn Anytime Assassin button on 6 turns CD Team 20% Stamina buff + shield on ougi 3 turns 50% damage cut with a damage drain (Once per battle, 10 turns countdown unlock) | You have him | Reliant on DA/TA buff to make good use of his assassin For Magna grids, his fourth skill isn't really as gamebreaking | Fimbuls, Murgleis and Varuna grids Luchador tag team Xuanwu Fist Elysian, Quatre 5* Morphe and Phoebe, Silva, Diantha Ultima spear with skill cap up | Any | Despite the Defense typing, Uno's 5* upgrade makes him the attacker Water always wanted. Nevermind that Cygames has a long tradition of making Defensive characters that hit harder than most attackers (Yngwie, Juliet). Much like Quatre's upgrade, Uno moves away from his defensive wall role and adopts the ability to become attacker, nuker, buffer and protector all at once. As if it didn't hit hard enough already, Uno's first skill gets an increase in cap damage to about 1.5 million base, pushing to 1.8 million with Seraph Weapon or his passive. The bonus damage still only applies against enemies in Overdrive so hitting the cap might be difficult on turn one unless you look at the upgrade to his second skill. As a Substitute + Counter skill with a fairly long CD lasting only one turn and with one counter, Uno's second skill was pretty unremarkable before his 5* upgrade. With his upgrade, Cygames decided to make him pretty broken by giving him an anytime Assassin that lasts for the whole turn instead of on next hit (so better than a Shiva call-in but only for him). So what this means is: - His nuke will benefit from the attack boost and won't consume the buff (hello 1.8m!) - His auto attacks will be boosted and have the usual 1.16m assassin cap before other modifiers (1.4m after Seraph/Passive) - His counter will be boosted as well since it still happens before the turn ends - Luchador's Tag Team allows Uno to get two auto attack rounds off during Assassin since the turn doesn't end when you press Tag Team His ultimate skill grants 50% Damage Reduction (not cut) and Damage Absorption for 3 turns. What this means is that your characters will receive 50% reduced damage (after cuts) which is healed back at the end of the turn so you effectively take 0 damage for the duration of the buff as long as you don't outright die before the heal kicks in at the end of the turn. Naturally, the buff is extendable by Quatre. Uno's ougi now grants a 20% unique Stamina buff to the party as well as a 2000 damage shield. As it's a unique multiplier, it's basically a 20% damage buff on top of all your other damage if your team is close enough to full HP, which the shield helps to maintain. Note that the strength of the stamina buff remains at 20% until your team reaches less than 50% HP. Uno with his 5* upgrade synergizes extremely well with Varuna grids. Their dependence on Fimbuls and high HP to deal damage is a match made in heaven with Uno with his shields, damage cuts, taunts and invulnerability. His damage and assassin skill benefit from the Genbu Shellfist, allowing him to deal 2 million auto attacks from the fourth position echo. The presence of DA and TA in Varuna grids allows him to more reliably multiattack during those assassin turns. However, for magna grids the defensive parts of his kit aren't as great (still useful!) as there is no huge priority on maintaining a high HP percentage to keep Stamina going. The lack of DA/TA buffs from the grid to ensure a TA assassin turn and lack of Shellfists in grid also makes him less attractive of an option. If you happen to own Diantha, and also have a skill cap up Ultima weapon, Uno litterally becomes a Water Zooey, as he becomes able to guarantee a TA with his assassin (twice with Tag Team), all while having a 2m damage nuke thanks to the skill cap up on Ultima, making you able to reach close to 25m damage in one turn against fire enemies. | ||||
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8 | Tweyen (Song) | Parabot Mk.II / Gorilla #4 (BAL) | 90 seconds debuffs extend that will grant up to 150 sec paralyze (once per battle, 10 turns countdown unlock) Newest light Gorilla with also hard hitting nukes Team 100% Crit chance with 50% multiplier on Ougi Silva and Song hold hands in her fate episode. L-Lewd! | You don't have Lucio, and you need a new Gorilla You para a 6-man raid, extend, and it dies without using any of its trigger. It's Baha HL, and the chicken gets rekt from 50% to 0% without being able to attack once | Her debuff extend can miss, so it might not be extremely reliable off element. Multiple Song 5* debuff extend are not cumulable Not a good innate DA/TA rate | Elysian, GW Harp, Dominius harp, Thor, Debuff resistance down debuffs in general Zeus builds with Gambateinns | Pretty much anything that isn't para-immune | Similarly to Esser 5*, Song gets a pretty nifty upgrade in her 5* process, not only improving what she does best (aka Paralyze), but she also gets some great offensive buff, transforming her in yet another Gorilla that hits hard in Light. She even gets one of the strongest team buff in the game, as if it was not enough already. Her first skill gets an additional ~30% skill cap raise added to the pre-existing 50% normal attack up and other-self. The cap up works extremely well with the various nukes she has, and the 3/5 skill uptime is what makes Song be an effective Gorilla. Her third skill nuke now becomes a multi-target nuke that, like its former iteration increases its damage the more enemy debuffs, but now also increases in damage the less ennemies (similarly to Carmelina). The nuke will hit 30% harder with two enemies, and 60% harder against a single target. Damage caps to 1.18m, and will reach 1m53 if first skill is active. Her fourth skill is the real gamebreaker, it's a 90 seconds debuffs extension against all ennemies that is also accompanied by a nuke, 165k x2 damage per debuff, with a 10 hits limit. If first skill is used, total damage burst with 5 debuffs will be around 2m1 cap. The whole point of the ability is of course to extend Song's own paralyze in order to offer to the raid a 120 or 150 second disabled boss that everyone can whack to death to their heart content. In order to not let multiple Song 5* owners litterally abuse para extend, any application of the extension after the first successful cast will have an extremely reduced land chance (i.e don't count on applying it more than once in a fight). It's important to note as well that while the extend is very reliable on element, its land rate off element isn't guaranteed and will fail if you don't try to cumulate enough effects to improve the accuracy. As for subsequent Extend applications after the first one, it will only have a chance to land if ALL the debuffs that were previously extended have expired. Otherwise, you'll get a "No effect" message. Song's ougi now not only provides a 60 second para, but it also grants with its 5* a 100% activation / 50% damage crit buff to the whole team for 4 turns (ougi turn included). It's one of the strongest offensive buff in the game, to the condition you're playing element. The change on Song's para to be activated on The Clincher instead of directly on her ougi is a real blessing as now her crit buff and her para are separate entity, and you can manage the two separately. Basically, you can now ougi whenever no matter what, and as such get her stupidly strong crit buff nearly permanently as well. With her 5*, Song becomes not only a godly support that can help to bring down the toughest fight in the game without breaking a sweat, but she also carves her own place as a light gorilla thanks to her first skill, but also her passive that grants her around 12% increased damage against single targets. With her EMP + Ougi buff, she also becomes a crit monster that hits extremely hard on element. But the one thing people didn't necessarily expect with her upgrade is that brings such broken utility to the team that she is, much like Korwa, actually a good fit in off element teams (!). The crit buff isn't limited to light, which makes up quite a bit for the lack of Song's dps, and while you might not be as efficient as Korwa, the amount of debuffs brought by Depravity and the prospect of having para or extended para to simply whack the enemy boss is invaluable. If you decide to do so, the whole game now is to find as much debuff success up and debuff resistance down effects as possible to land and extend more successfully your paralyze, allowing to even bring down 6-man HL with ease as they get stunlocked into oblivion. | A pretty important point: a paralyze that has been extended will be reset if you successfully apply a subsequent paralyze over it. Which means, if you extend to 150 seconds a para, and you ougi and successfully apply para again, the para timer will be 60 seconds regardless of how much time was left. Which means it's pretty important to extend a para where you're sure you won't cast another para over it to reduce the duration inadvertently. Either you'll have to wait for a 2nd or 3rd para, or either you'll have to refrain from casting another para until 60s is reamaining. This is especially true if fighting on element as it is more likely to land several para in a fight. | |||
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10 | Threo (Sarasa) | Better Yoda / Ultimate enmity attacker (ATK) | Higher Ground Zero cap with earth def down 60% unique atk up, 70% echo, Crit, DA/TA self buff 1,999,998 plain damage on Sword Form ougi FOUR TURN AUTOIGNITION | You have a Titan grid with enmity weapons You press her 4 and run away with MVP You use GROUND ZERO on anything and everything, from Chev HL to Arcarum | Her sword form is still iffy if you miss the echo buff | Same as 4* | Everything, but shines the most in fights that last 10-20 turns | With her 5*, Cygames somehow cranked up Sarasa's already high damage output up to 11. Ground Zero now not only has a higher damage cap at 1.2m, but also brings utility by inflicting 25% earth resist down on foes. Do note however if you have Mahira that this won't stack with her 2. The higher cap also improves her QoL attributes as this enables her to one shot all hard raids with the exception of Leviathan and Celeste. In Axe mode, her Rage buff from Vorpal Rage now gives her increased critical rate, and Berserk Forge gives her 60% attack up for 3 turns on a unique modifier, which inflates her already high worth in Titan builds as this will not be diluted. As an added bonus her Axe ougi also gives her 20% earth attack up. Her Sword mode now has much more worth compared to 4*, as the Agitation buff from Vorpal Rage will give her 70% echo for 5 turns. If you miss the buff however then she'll be stuck with the same problem she has with her 4* where you want her to change back to axe form ASAP. Sword Berserk Forge is still only 1 turn long, but now gives lower hostility, which can be useful if you're trying to take heavy advantage of the enmity. The most striking thing about her Sword mode, however, is that her ougi now comes with 1,999,998 plain damage. This is made even more ludicrous thanks to her new signature skill. Her 4th skill, Three-Tiger Blessing, sharply boosts her attack for 1 turn, and then gives her AUTOIGNITION for 4 turns. Along with her bonus plain damage, she has the potential to dish out 15m~ of damage over 4 turns. Not only is the damage obscene, but you can also use this as a form of uplift, useful if you're running Korwa and/or H Eustace with her. Like all the GW 5*s, this skill can only be used once, so try and time it wisely. Note that the first turn of autoingition grants an extremely high ougi damage buff to Sarasa, allowing her to reach 5.4m damage with primarch and celestial fist. As there is no fundamental difference between 4* and 5* aside from potency of extreme damage, team compositions remain the same. You can use her with a buffer and another attacker, or you can use her with an ougi spam team to reap the benefits of her plain damage ougi. Mahira by far tops the list of buffers that synergise with Sarasa as her buff contains ougi cap up, which can especially be taken advantage of when using Sarasa's 4th skill. If you decide to run an ougi spam team, the best candidates to go with her are Okto and Eugen, as they can feed ougi to her like cake. For those still running Tezcat teams, Sarasa now threatens Halle's position as the Draph candidate as she can inflict similar amount of damage with more stability. For dedicated wanpanner, note that if you happen to have a Skill cap up ultima weapon, Sarasa 5* Ground Zero can reach 1.8m plain damage. | ||||
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12 | Feower (Quatre) | GW Dagger / Debuffer / Nuker (SPE) One of the few Water waifus, now with bareback | GW dagger effect on ougi (35% DA/TA buff to the team for three turns) First skill is more reliable and Poison is gone, also gets a new debuff called Forfeit: 10% attack/def down that goes over the regular 50% cap Resets nukes CD (e.g first and second skills) and can cast 4 more nukes for free (once per battle, 10 turns countdown unlock) | You hit Forfeit, Para, Def down, and your damage skyrockets. You combine his ougi with Elysian buff to have your whole team TA for 3 turns | Even if more reliable, random debuff is still random Forfeit is great support, but also helps your opponents if you're racing Fourth skill is nice, but nothing extraordinarily broken like some other charas. | Same as regular Quatre Uno 5* | Any | Quatre 5* becomes quite the beast as he upgrades from an already core water character to a must-have in every water parties. Rumors say that once you put him in your team, the “Remove” button cease to exists. He got a number of improvements that range from QoL upgrades to straight out broken buffs. First of all, his ougi will now provide the exact same buff as the fully upgraded GW dagger (35% DA/TA). Which kinda makes sense since he literally becomes the GW dagger in his fate episode. It generally renders most dagger classes obsolete, even more than with his 4*. Starting with his 4th skill, it will reset your two nukes (first and second skills) CD and allow you to cast either of those for free 4 more times. Meaning that the ideal rotation would be to cast your first nuke, your second nuke, use your fourth skill, and then use your first skill 4 times and use your second skill again. Quatre also gets a debuff success up self buff while his fourth skill is active. The interest of this ultimate skill is obviously to stack debuffs on the enemy through his first skill, and it also transforms quatre as an incredible nuker, which can be very handy for solo fghts. His first skill will now apply two debuffs that are always different (i.e you can't proc blind twice), which is a major improvement that makes Quatre more reliable to proc the debuff you'd want. Most of the debuffs he had with his 4* remain the same, but two major exceptions are noticeable: - Poison gets replaced by a new "Corrosion" debuff, which is a poison + debuff resistance down status. The debuff resistance portion is quite strong, and can help you to proc debuffs even off element. - Quatre gets a new exclusive debuff called "Forfeit", a 10% def/atk down that goes over the regular 50% cap. In practice, this means that if you have reached atk/def cap already, Forfeit will grant you (and your raid) an additional 25% damage increase do the raid, and a 25% damage decrease from the boss. While it makes the skill much more valuable than before, it remains slightly unreliable as the debuffs are still random and you could still get debuffs with lower value than what you'd wish for. The debuffs obviously synergize very well with his ultimate, as it will make it very likely for quatre to proc a useful debuff. His gravity was buffed both in effect and damage, it's now a 900k base cap nuke (still random target), and it can now also dispel. Nothing groundbreaking, but an addition that is always welcomed. As usual, avoid spamming the skill too much in long fights (even moreso if you're using his ultimate) as gravity resistance can build up very quickly. In the end, Quatre 5* is an excellent GW character that is helpful both for solo play and raids. While Uno might be more suitable to Varuna parties, Quatre will be a formidable boost to any Magna grid as he solves the lack of DA/TA while still boosting your team's damage. Naturally, he will still find his place in Varuna grids as well, and you'd ideally want both Uno 5* and Quatre 5* in a perfect world. His supportive ability through Forfeit / Corrosion / Para allows you, but also your raid teammates to perform better, which is nice until the moment when those teammates also become your competitors to MVP race. The only downside he might really have is the fact that his debuffs remain random, and can fail you when you need them the most, even when using Quatre's ultimate. | ||||
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14 | Fif (Funf) | Babysitter (HEAL) | Grants team Revitalize instead of Refresh (500 HP per turn) and debuff resistance up Fully resurrect team (Once per battle, 10 turns countdown unlock, doesn't work from the backrow) Further reduces dark damage through her passive and ougi | You use her in a Zeus team with a full ultima staff comp and she allows you to keep your Stamina at full power all the time | Still no offensive power Her resurrect team fourth skill doesn't activate from the backrow (you need to spend ten turns with funf in the frontrow before you can use the skill) | Io, Huanlong Katana, Ultima staff teams, Zeus whale grids Dead party members | Baha HL, Solo 6-man raids, UBHL, any fight if you have a strong enough Zeus grid | There's not much to say about Funf 5*. She pretty much does what she already did with her 4*, but better. Her first skill heals more (up to 5k HP) and now also grants Revitalize for 3 turns, on a 5 turns CD. Her full clear now is also coupled to a pseudo-veil (extremely high debuff resistance to all allies for three turns). Her ultimate is a full team heal, but there's a catch to it, it will resurrect your teammates in the reverse order of death, and only until your frontline is full, which is rather disappointing as it will most of the time only resurrect 2 characters. What's more, it can't really be used if Funf is in the backline since the 10 turns countdown doesn't start until the character arrives in the frontline, which is highly unpractical. Her ougi will cast a dark damage down debuff as well as a DA/TA down debuff. Like the other element attack down, those don't count toward the 50% attack down cap and can be cumulated to reduce further the enemy dark damage. With her two kit and two passives that also reduce dark damage (like SSR Io) and prevent skill seal, Funf 5* becomes the strongest healer, that will cure and protect your team from any evil that might befall your team.The revitalize can also be extremely helpful to character like Io to build up her meter faster as well, the clear all can be extremely handy when buffs nowadays tend to pierce through veil, and the frequent Dispel on ougi is valuable with boss often casting local self buffs. While it might seem like she has a relatively niche skillset, Funf actually shines a lot in Zeus light setup, as it is a grid reliant on Stamina, and who has enough offensive power to make even a healer like Funf hit cap. What's more, she is the only character able to grant you three stacks of Huanglong Katana on turn 1, which is quite important when Double Primal and Double Magna builds are frequent builds. | ||||
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16 | Seox (Six) | Ultimate Stand Attacker (ATK) | Both his attack ups scale faster (final multiplier is unchanged though), first skill now provides hostility down and damage cap up (15%) Third skill now provides one hit invulnerability on cast. Invulnerability for six turns (Once per battle, 10 turns countdown unlock) | You reach damage cap in 3 turns when it would have taken you twice longer with his 4* version. You realize Six is now usable in solo play and doesn't need any exterior babysitting anymore | If you weren't able to reach cap with his 4*, you still won't be able to, his upgrade makes him much more comfortable to use but not that much stronger White damage is his bane and has become more and more frequent. His buffs are also dispellable (and his ultimate as well) Has no team utility whatsoever His ougi animation is a bit riddiculous | Cover / Taunts, Ultima auto cap up, TA buffs | Baha HL Anything that doesn't have a lot of multihits ougis or white damage | With his 5*, Cygames made the choice of not focusing on improving Six's maximum damage output, but making him easier and more comfortable to use, and it was definitely the right call at the time. Being able to keep his stacks intact would guarantee you to have a cap-breaking auto attacker in nearly all circumstances, and the few times where he would lose his buffs you could just enable them again and they would ramp up quickly. But that was before Cygames decided to include Anti-Zooey mechanics in nearly all of their light raids, mechanics that often end up countering Six (white damage, counter on auto, AoE autos, etc). His first skill still gets quite the upgrade, first of all it now provides Hostility Down, which is one of the first tool given to Six to avoid multihits more reliably (although it's still not guaranteed). He gets now a stackable damage cap up (5% per cast), up to 15%, allowing Six will hit up to 510k auto attacks (Kirin bow excluded). His unique mod attack buff now grants 20% per cast, and has a 60% cap (50% previously). Which means that Six gets less clicky than before (but still relatively clicky compared to characters like Orchid), you only need to cast his first skill thrice at the start of the fight, and then simply use it once every 5 turns. His second skill becomes now much more useful, as it now lasts 2 turns and will give Six 3x counters. The cooldowwn is also reduced to 5 turns. While it's not certain that in racing conditions it's a skill worth clicking for the damage provided by the guaranteed TA, it remains a good self protection tool for solo play, or even during the first few turns of the fight when Six has yet to get mirror images and his stacking his Gate of demons. Except when the boss decides to unleash hell on your team when you ever proc a counter, which seems to unfortunately become a common mechanic. His third skill and iconic Gate of demons also gets a major boost, not only does the attack boost rate increases to 50% per turn (up from 30%), but also provides him a one-hit invulnerability. Coupled with the extremely short CD of the skill (3 turns), this addition completely negates one of the banes that Six previously had: AoE ougis. The attack cap of gate of demons is still 255%, that Six will reach in 5 turns. His ougi effect is the cherry on top, as it will grant Six 3 turns (ougi included) of Dodge rate up on top of his usual 2 mirror images, which cumulates very well with his LB mastery and passive, so that if everything else fails, Six might still not get hit by this Multi-hit trigger from the enemy. Unfotunately, mirror images do not protect against AoE autos, which are also becoming more frequent nowadays. His ultimate skill will provide 6 turns of invulnerability. Six actually gets an other-self buff (much like Sidewinder), which means that even debuffs won't affect him during this time frame. While it might seem like a powerful move at first glance, the lack of team utility it has (as compared to what most of the other Eternals get) or the lack of increased offensive power during it quickly becomes disappointing. The worst part is that due to the omnipresence of white damage with light enemies, Six isn't even guaranteed to not lose his stacks. And to add insult to injury, this buff can get dispelled (which is extremely annoying in UBHL). In the end, Six 5* is a powerful attacker who is getting penalized by Cygames boss design choices. In a meta where most Eternals 5* all bring some kinda of team utility, Six ends up being the selfish one, and his main niche is to cap auto attack damage in crowd controlled content. And even then, with grids getting stronger and stronger (Ultima, Xeno, Magna FLB, Grand Series weapons), him being able to reach cap easily becomes much less impressive, and this will probably not improve until Cygames decide to buff him in some way or another. | ||||
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18 | Seofon (Siete) | Ougi burster (ATK) | Maximum swordshine level is now 5, casting skill grants two stacks, stacks remain longer, only gets harder hitting crits from 3 to 5 swordshine stacks Higher ougi damage cap and gets one hit immunity on ougi Full team ignition with 150% Ougi damage up and 90% cap damage up (Once per battle, 10 turns countdown unlock) | You use a triple full chain burst combo to end a fight quickly / steal MVP | Swordshine still has long animation, and doesn't give any way for siete to break cap on his autos (echo/cap up) | Nio 5*, Melissabelle, Jeanne, Lennah, Petra, Yuisis, Lecia, Gawain, Trium atma sword | On element fights UBHL | Interestingly enough, Siete with his 5* got pretty much the exact opposite evolution compared to Six, he started off as pretty weak at the time of his release, but the different game mechanic change (shorter ougi lockdown, higher ougi cap, Ultima sword) as well as a balance updates gradually propulsed Siete to a must have unit in Wind. His Swordshine stack system gets an important upgrade, not only granting twice more stacks for each first skill press, but also now capping to 5 stacks with increased stats bonus. At 5 stats, Siete becomes a crit monster with a 100% crit chance at x1.7 multiplier, pretty much guaranteeing him to cap on element with a solid enough grid, and making him easily the hardest hitting character against null element enemies, especially since the 100% TA remain. He also now will only lose 2 stacks of swordshine instead of all of them upon getting hit, which is an extremely important upgrade, making you able to virtually maintain full stacks so long as you do the effort of always casting swordshine each turn. His second skill now grants Siete a 30% charge bar increase, which is to put into perspective with his new added ougi effect: Siete gains a one-hit invulnerability (similarly to six 5*). The invulnerability definitely helps Siete to keep his stacks, but it might not be enough to save him from multi-hits. The aggro down mastery fortunately helps in that regard, although it's not completely foolproof. The damage cap has been increased to 900k damage, so it makes for a very potent nuke against single target at least. Siete's fourth skill is an improved version of his third one, if Siete has more than 3 swordshine stacks, he'll be able to grant a full ignition to the team with an added 100% ougi damage + 100% ougi cap. While it allows to reach some rather impressively high numbers (especially if combined with things like Lecia cap up or Yuisis ougi). On fights that end before turn 20 though, this amount of burst will often help you to get a MVP. While he might seem like he would require a high amount of maintenance, Siete is still valuable through his passive ougi buff to the team as the ougi cap that is extremely difficult to reach naturally, and through is special normal mod ATK up on ougi to the team (arguably, those already existed on his 4* version). He does get a 10% increased ougi cap for the whole team on his 5* though. To make the most of him, using Siete with Nio 5* might be the best option as they both synergize pretty well in general, and the presence of Nio can allow you to forego using Korwa. At the end of the day, in a meta where people are not as reluctant to chain burst as before, Siete is pretty much king. Especially with more and more characters who have either great ougi effects (SS Jeanne, Lancelot) or who benefit from ougi-ing as much as possible (Lennah, Nio 5*, Melissabelle). Add to that a sword proficiency (that he doesn't necessarily need since he can guarantee triple attacks) that is always welcomed, and fights shortening to duration that exactly fits Siete's burst peak (< 15 turns), there's really little reason to not get Siete 5* as a wind player. | With the May 2017 EMP update, Siete can now improve the duration of his swordshine by putting points in his new EMP support skill | |||
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20 | Eahta (Okto) | Last Samurai / Critlord Auto attacker (ATK) | Has even more DA/TA buffs Critlord, also has very high ougi damage Grants 20% earth attack up to the team on ougi, stacks with everything and even itself if he double ougi. 20% uplift permanent (once per battle, 10 turns countdown unlock) HAHAHAHA OMOSHIROI | You fight against water and cap your autos without any restriction unlike other earth attackers | Doesn't shine as much off element Even with ougi skip, his samurai 200% ougis can be slightly impractical for racing | Meter hungry characters Mechanic Double Yggdrasil builds with Alexiel weapons | Any on element fight (or UBH where he can also crit) Fights that last for a long time | While Okto and Sarasa continue to share a relatively similar position among earth teams, their 5* specializes and differentiates them each a bit more, while Sarasa focuses on burst and enmity, Okto is centered around consistent Multi-attacks and crits. While he already had a niche use with his meter share ability to the team, he now also gets team buffs that are pretty potent. Okto's first skill gets upgraded to a 75% chance / 100% damage crit self buff, and the 10% meter cost is removed. Using the skill will grant to Okto the Arda Favra buff, which will last for three turns. It is not consummed on the next ougi anymore, so with enough TA it is very possible to benefit from Arda Favra two ougis in a row. This buff will give to Okto 10% ougi damage cap if okto ougi once, or 30% ougi damage cap + 20% ougi damage if Okto ougis twice (200% ougi). His third skill now also gets additional effects, every time Okto absorbs 30% meter with this skill, he will gain special stacks granting him various stats increase that cumulate to a maximum of 3. The first stack will grant him ATK and DEF buff (20% Spe mod), the second a 25% DA/TA buff, and the third a 10% auto cap up + ougi cap up buff. It will take 10 turns for Okto to max those buffs, and they are very beneficial to him, allowing him to get some great damage, especially on non enmity reliant grids. His ougi now also provides to the team a 20% earth element up buff, that cumulates with earth carbuncles and earth element up skills (like H-eust, Elysian). The buff lasts for three turns, ougi turn included The interesting part is that it will also cumulate with itself on a double ougi from Okto, although the the double buff only remains for the ougi turn and after that only one buff remains.Thanks to his double meter generation it's pretty easy to upkeep this buff constantly. What's more, he also gains 50% DA (added to previously 50%TA) self buff after his ougi, which allows him to be a strong auto attacker. His fourth skill is a full ignition (200% meter) with a permanent 20% total uplift per turn. That allows Okto to shine even more in fights that last for more than ten turns, and make him a true ougi monster and meter battery for the team. Okto 5* is definitely the go-to choice for on element fights in earth teams. While he might not shine as much as Sarasa off-element, his damage is much more consistent, and isn't subject to the risks often encountered when using enmity attackers. And the advent of Alexiel as an element summon that doesn't force you to use different races means that it's definitely possible, and even encouraged to use several draphs together in the same lineup. | ||||
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22 | Niyon (Nio) | Korwa QoL support / Buffer (SPE) | 20% normal attack up buff (Sharping), 20% DA/TA buff (Harmonics) on second skill. Sharping and Harmonics don't stack with Korwa buffs.and get their buff duration increased by three turns by ougi 20% damage reduction from Tuned enemies Team 100% TA buff + Wind echo for 4 turns (Once per fight, 10 turns countdown unlock) | You press all her skills turn 1 and cap while completely disabling the enemy for a few turns You get enough meter support to be able to have her Harmonics and Sharping buffs on permanently | The upgrades she got might not be as noticeable as other Eternals Nio joins you for the harp, yet you have to reduce the harp in front of her. | Everyone in general, but particularly Korwa, Anriet, Birdman, Siete, Melissabelle | On element fights mainly | If Siete 5* is the King of Wind, then Nio 5* is the Queen. While her kit doesn't get a very noticeable upgrade compared to what other Eternals could have had, the boosts she got hit all the right notes, making Nio a character that is easy to play, fits any team composition and has a great return in investment as there is no reason to ever not slot her in a wind team. Her second skill gets two new components called Harmonics and Sharping. They are both equivalent to Korwa Esprit and Astuce buffs at 0 fil, i.e 30% normal attack buff and 20%DA/20%TA buff. Naturally, those buffs will not stack with Korwa. The skill still ends up being a 60% atk up, 30% def up, 70% DA up, 20% TA up on a 3/6 uptime, which is an extremely strong buff. Note that those buff only work on wind allies. Her third skill gets a 2k damage added shield, which is nice to protect characters like Siete or people with low remaining HP and benefit from enmity, but it's rather impractical if you want to benefit from the crit on turn 1 as it will prevent you from lowering your HP to proc enmity. Her fourth skill is pretty much the same as Ferry's ability, it will grant to the whole team 4 turns of guaranteed TA with a 50% wind echo. Arguably more valuable than Siete's fourth skill, the echo will stack with Rosetta and Lecia's echo. It brings an incredible burst and fit extremely well with characters that have assassin moves. Her ougi will now also increase the duration of Harmonics and Sharping by three turns, which allows to keep a near permanent uptime on the skill (and pretty much permanent if you're using characters like Anriet). Note that only harmonics and sharping get their duration increased on ougi and not the other buffs. Likewise, Nio can't extend korwa buffs and Korwa can't extend Nio buffs. She also grants the team 20% reduced damage against characters affected by Tuning, which is handy but somehow aggravates an issue she was already having, making it harder for enemies to reduce your team HP quickly to proc enmity. With grids getting stronger and the release of Grimnir as a Shiva-tier elemental summon, the need for Korwa levels of normal buffs is less needed than before, and due to fights being shorter now, it pretty much made Nio 5* supplant Korwa as Wind go-to buffer. Her all in one buff that only requires the press of a button to be effective, and needs zero setup time, and barely requires effort to keep up during the whole fight. And of course, Coma is still OP. Even better, with the advent of Magna II weapons and Grimnir Harp, the damage reduction Nio was bringing is not a handicap anymore, since the access to Stamina for wind makes you want to remain at full HP for as long as possible. | ||||
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24 | Tien (Esser) | Break Assassin / Placebo Bot (BAL) | 10% passive boost to drop rates Guaranteed TA + Echo self buff against TH9 enemies (2/6 turns) Break Assassin also applies Break Lock Team Break assassin that applies the effects of her self buff to the team (Once per fight, 10 turns countdown unlock) | The fight lasts more than 11 turns (ideally with a break state at the 10th turn) You trust in the placebo | Break assassin that also applies break lock can be tricky for Baha HL use Her main relevant skill is a one trick pony Her guaranteed TA buff loses value in Agni because of Trium No sword proficiency really hurts her | Shiva, Fire Metera, Characters with strong nukes in general And the backrow, as usual | Fights where you'll have the time to reach 10 turns to unleash her potential Any fight where you want TH9 but also reasonable damage | With her 5* update, Esser can pretty much be summarized with this question : "Will the enemy break before 10 turns without dying?". If yes, she is a monster that will make your team burst for a few dozens of millions of damage in the nick of a time. If not, she mostly retains her placebo functions but also improves on them as she now grants a 10% improved drop rate. Her Break Assassin now has Break Time and Break Damage debuff added to it, stacking with Hawkeye Break Extend. Now you don't have to carry those useless Medusa and Macula summons around! It can however kinda screw you in raids where you'd want to assassin, but not break lock (fortunately there is pretty much only Baha HL where it's the case). More importantly, her 3rd skill now gives her buffs based on an enemy's TH level. Fully stacked at TH9 she gets 30% Echo, 30% Fire Attack and guaranteed TA for 2 turns on a 6 turn cooldown. Her fourth skill grants the same buffs for 2 turns to the entire team as well as Break Assassin for one round letting you do a truly tremendous damage turn. The only drawback is that the 30% Fire Attack Up buff is really her only damage increase aside from her passive crit chance so you'll need quite a strong grid to make her pull off ridiculous numbers. The fact that it lasts 2 turns makes it a perfect fit with Shiva call, allowing you to get two consecutive turns of sky-high burst damage that's enough to bring a lot of bosses to their knees. Her ougi now grants a skill damage cap up buff to the team, although not especially remarkable. Free damage good to have in an element where quite a few characters have hard hitting nukes that hit their existing cap super easily (Percy, Sturm, Yuel, Magisa). Esser with her 5* gets to justify her place in the frontline combining both the need for TH and better drop rates with increased performance making her a worthy attacker that can guarantee TA + echo on her Break Assassin turns. The burst she can provide for your whole team is also insanely good but the ten turns restriction makes it difficult to use for shorter fights. Esser herself won't get to scale very well as an attacker before you've applied a few TH stacks, and overall the important team buffs she provides are a one time thing, even though it can be enough to decide MVP in certain raids. Even if you don't use Esser for her offensive prowess, she still remains the ultimate backline droprate placebo, and that might already be all the reason you need to make her. If you do not believe in the placebo drop rate effects, and if you happen to already have a complete Sword Proficiency roaster in your frontline however, or if you get to the point where 90% of your wind fights can be settled before the turn 10, Esser might arguably lose in value. | ||||
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1 | End game meta is a bit of a different realm for most players, as it often is more a question of mindset over rank (although the two are often related). It is heavily subject to bias, and the way I decided to regroup characters under one and unique "end game" tier list is already quite quesitonable, since the characters who shine on UBHL are not the same who shine on BHL, or magna II racing, or Guild War Nightmare soloing, etc... It's a bias I completely assume and is more of a practicel one since I couldn't afford to make more than one list. As such, this list should not be your reference when looking up character strength and weakness, but more of a sneak peak into what are the characters priviledged by end game players for efficiency or one trick pony gimmicks. Please use your best judgement to determine in what content they should be used. | |||||||
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7 | Fire | |||||||
8 | Core | Anila | Shines the most in magna builds, but still very powerful in Agni. She brings utility that helps actually the whole raid, and has a low maintenance, high uptime and powerful team buff. The sustain and protection she brings is also helpful in difficult fights. | |||||
9 | Beatrix | Self sufficient attacker thanks to her sword proficiency who will pretty much permanently cap. Her dodge rate actually allows her to be much more resilent than what it would look like at first. And ODA is very stronk. | ||||||
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11 | SS | Therese | Actually the best burst attacker in fire for short fights, thanks to her ability to get 80% echo + 100% TA for two turns. The HP cut isn't really that much of a problem thanks to her sky high dodge rate up, and she can even take some heat for other characters with her high aggro. She only needs ATK up buffs (or enmity) to reach her peak dps. Of course, Sword proficiency makes her even better. | |||||
12 | Sturm | Self sufficient sword attacker who will easily cap thanks to her special ATK mods, she can also help to cap DEF down. Has some of the most consistent damage thanks to her passive, but has no tool to break cap by herself. | ||||||
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14 | S | Percy | Great backline character with his self buff + fear that he can cast right away. Otherwise his cooldowns are a bit too high to make him a permanent fit in the front line. Benefits greatly from siding with Yuel, or having Prometheus FLB. | |||||
15 | Yuel | Her main points are her clear + team echo, making her desirable if you're in a situation when all your characters already cap, but Yuel's own low damage and long animation for low returns prevent her from being a go-to character | ||||||
16 | Esser 5* | Does the fight last more than ten turns? Will he be in break before dying? If you answer both yes to those questions, then you'll want to use Esser's stupid burst damage to get MVPs. If not, she'll still be a good placebo bot in the backline. | ||||||
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18 | A | Grea | Guaranteed TA + Special mod buff + high ougi cap + Dispel + Fist prof gives her a good niche for Fist teams or short fights where the outcome is decided before her debuff expires | |||||
19 | F.Metera | Generally used as a (powerful) one trick pony. 90% echo at all times is plenty poweful but will require gimmicks like S.Zoi + Nighthound + Fire Societte MA buff to function well. | ||||||
20 | Magisa | Veil can save your ass, unless you have a MLB Freyr / FLB Apollo, or if Clear + Anila is enough to protect you. So yeah actually she's mostly useful in Ultima staff teams since she's a hard hitting Gorilla who needs MA support | ||||||
21 | F.Societte | Used for gimmicky fights where you mash the orange button, often swapping Zoi with her in the front line once Conjunction has been used. | ||||||
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23 | B | Overall | Honorable mentions : - Aliza for fist teams, thanks to her special mod ATK up and cap break skill - Flaretato for... well, flare. Her fire attack up + staff proficiency is useful as well - Dokkan for her Staff proficiency and powerful DEF down | |||||
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27 | Water | |||||||
28 | Core | Uno 5* | Do I even need to say why this guy is here? | |||||
29 | Quatre 5* | Your own personal yelling GW dagger. The rest of his kit is also naturally really powerful | ||||||
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31 | SS | Altair | You'll never have to bring Mist again. His most powerful buff is actually the crit buff on ougi. His meter up really helps Quatre and Uno to get started earlier on their ougi buffs. | |||||
32 | S. Diantha | For Varuna, she'll be mostly used for her Tag Team Luchador Uno wombo combo. For Levi, she is the best buffer to get and will allow you to actually reach damage cap while not always dealing single attack. | ||||||
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34 | S | Vane | Spear proficiency, 800k auto attacks for a few turns, 5m damage cap ougi, extendable by Quatre, tanks for your team... The only real regret is that Jammed makes him lose HP and doesn't compensate the loss of Stamina modifier on Fimbul (and potting him is bothersome) | |||||
35 | Yuel | She is the more reliable option to cap Def down over Quatre, and her echo can be a sizeable boost in damage. Her DA/TA team buff is not strong enough however to justify bringing her permanently in the frontline unfortunately. | ||||||
36 | Silva | Shines really mainly as the ultimate backliner as she will grant you an instant 5m damage ougi. Her fourth skill combo is nice, but rarely used in practice. | ||||||
37 | Drang | Caps DEF down and ATK down for you, but is also a very good self sustained attacker, and brings some decent utility. | ||||||
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39 | A | S. Izmir | Blizzard. That's about it really. | |||||
40 | Societte | The healing / sustain option, although you'll give up quite a lot of damage over Altair | ||||||
41 | Katalina | Her water ATK up on ougi is a special one stacking with nearly anything, which makes her valuable for pure DPS | ||||||
42 | Vajra | She actually has a niche in fights like Shiva if your grid is sufficiently developped, where her double strike can give you the edge. She's still horrible to use though. | ||||||
43 | Minami | Mini Altair with Spear prof, makes her quite useful | ||||||
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45 | B | Overall | Honorable mentions : - Anne with her Spear proficiency and Defensive abilities that are actually not completely redundant with Uno - Lily who brings a Water ATK up buff on ougi (that doesn't stack with ultima however) | |||||
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49 | Earth | |||||||
50 | Core | Sarasa 5* | She allows you to cap Def down, has a lot of powerful self buffs, and her turn 10 burst is outright disgusting. Also lots of white damage which is always valuable. | |||||
51 | Ayer | Have you ever seen 1m auto attacks without Assassin? If not, get Ayer, get a Titan, use Ultima fist, whale some AK and Stratomizer, and enjoy. | ||||||
52 | Okto 5* | The Ayer of Magna builds, he can't hold all those crits between your Alex axes, his first skill and his EMP. Also serves as an ougi battery for the rest of your team. Prefers long fights to stack his Aiki and get his perma meter. | ||||||
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54 | SS | DLF | Brings Earth ATK up for Double Ygg comps, and heals / protects you for stamina. Her buff applied on Sarasa will guarantee her to cap. And of course, sword proficiency. | |||||
55 | Alexiel | Her kit is just way too good to pass up, and even if you need none of the defensive tool she provides (which is rather unlikely) she remains a powerful attacker in double primal/magna setups. She will also buff your team very noticeably if paired with Okto 5* or DLF. | ||||||
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57 | S | Siegfried | Low maintenance high damage character, his ougi hits especially hard, and he can protect your team with a water cut, always a solid choice for Sword teams | |||||
58 | Vaseraga | He doesn't have a sword prof but he protects more actively your team and hits extremely hard on element. His meter boost can be pretty handy as it's the same as Altair. | ||||||
59 | V. Medusa | Will allow you to cap def down without needing Sarasa to go full kamikaze, and grants good protection through her cut + stared stiff debuff. She will need ultima fist to keep a decent MA rate however. | ||||||
60 | Yaia | I'm calling the police She's like a dirt Korwa, without the DA/TA, but with added DEF up that works well on Stamina builds again. Substitute + dodge is also a scary combo that can own many bosses. No ougi damage is annoying however. | ||||||
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62 | A | Cagliostro | Her main selling point is her clear, her first skill is a dead skill, her heal is useful but a bit overkill, and her team buff has a rather low uptime for it to truly be relevant | |||||
63 | Mahira | Her def down has decreased in value now that Sarasa 5* exists, and setting up her drum beats is often bothersome | ||||||
64 | Hallessena | Used mostly if you know the enemy is getting paralyzed | ||||||
65 | Arulumaya | A lot of utility (among them Veil) that can be useful if the situation requires it. Her buffs require a lot of click however, which is always frustrating | ||||||
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67 | B | Overall | Honorable mentions : - Catherine for Entice - S. Vira for her dispel + charm and sword prof - H. Eustace for his (short) paralyze | |||||
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71 | Wind | |||||||
72 | Core | Siete 5* | The king of burst, and also a TA monster. He can easily win you MVPs on fights that end around turn 10. His sole presence shifts your team orientation toward an ougi centered team. | |||||
73 | Nio 5* | The queen of sustained DPS, she will feed your team DA/TA and if ever Siete was not enough, you can use her Ultimate to secure even more that MVP | ||||||
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75 | SS | S. Jeanne | The one character to slot between the two eternals if you're solo-ing. She allows you to cap Def down, secures Nio's ougi on turn 3 to extend her buffs, and has a nice wind ATK up on ougi. And her stamina + heal buff is dumb as well. | |||||
76 | Melissabelle | Thanks to Siete's additional full chain bursts, all of Melissabelle rotation and cooldowns get sped up , making it possible for Melissabelle to ougi much more than other characters with her ignition. Will also hit hard in longer fights with her EMP + Special mod ATK buff, and of course Sword proficiency | ||||||
77 | Lancelot | A great attacker, who actually boosts your team DA/TA and with echo to break cap, and is overall quite self sufficient, sword proficiency helping him as well. Overall very mash auto friendly, and breaks cap with his echo. | ||||||
78 | ||||||||
79 | S | Lennah | Her heals are actually great if you have Grimnir harps, her revitalize helps Nio to maintain her buffs, her ougi hits pretty hard and benefits from being paired with Siete, and double clear is great. She is the best in slot for your last member in UBHL thanks to her resurrection | |||||
80 | Lecia | Sword proficiency and ATK orders can make some interesting combo for one turn cheese with Zooey and Helnar, otherwise a decent character to have if you have specific comps where you can use her order system efficiently. | ||||||
81 | Birdman | A very potent attacker who is mostly limited by the fact that you need the enemy to be in break to unleash all of his damage, which tends to not always happen. | ||||||
82 | ||||||||
83 | A | Scathacha | 30% team wind ATK up on a special frame, as well as a way to trigger her own enmity, she is useful for double Tia comps, but the lack of sword proficiency and her Erune race hurts her | |||||
84 | S. Sieg | 20% Wind def down is his main draw, which is pretty useful in UBH / UBHL. Sword prof helps him to not lag behind too much in damage, but he mainly serves as a tank. | ||||||
85 | Rosetta | The eternal JK remains useful for niche fights such as GW nightmare battles where her def buff and echo can tremendously decrease your clear time | ||||||
86 | Levi | While he remains extremely squishy, Coma can negate completely that weakness for short fights, and his high ougi damage + guaranteed TA can prove to be a great asset in raids like Alexiel. | ||||||
87 | Mirin | Pairs extremely well with Siete 5* with some stupidly high double ougi damage, and Siete is in every wind team at this point anyway. Can even be used in UBHL for her wind def down | ||||||
88 | Helnar | Who thought team break assassin was a good idea? Add in Zooey, Lecia and Nighthound for more fun. | ||||||
89 | ||||||||
90 | B | Overall | Honorable mentions : - Gawain for his Phalanx - Tiamat for her veil | |||||
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94 | Light | |||||||
95 | Core | Song 5* | Paralyze was a mistake. But other than that, her crit buff will allow any team to reach cap very easily on element (which is important in Magna). And the other debuffs she provides are far from being useless. | |||||
96 | Io | Io is core for Zeus teams, as she brings a very important 20% Cap up that more or less substitute to a seraphic effect. Plus her heal is important to keep up Stamina, and just by being there she increases your light atk up, which is crucial in double Zeus. Use with a few Gamba + Ultima staff and you won't have any meter issue. | ||||||
97 | ||||||||
98 | SS | Seruel | One of the best character for light Magna thanks to his Veil, meter boost and crit buff on ougi. He has a good DA/TA rate, and also a sword proficiency making him a top pick for Light magna teams both in terms of utility and damage | |||||
99 | Funf 5* | Her role in Zeus grids is to maintain you at full HP all the time while increasing Huanglong Katana stacks as fast as possible. Past that point, it doesn't really matter if her offense is low because she will still cap on low defense content granted your grid is stacked enough with Edens. | ||||||
100 | Clarisse | She is the obligatory third member in Zeus staff team, especially in solo fights situation since she allows you to cap Def down with her 25% Light def down. Her dispel is also pretty handy, and with her 20% increased base damage she'll be the first character to hit the cap. | ||||||
101 | ||||||||
102 | S | Vira | She is best slotted in the backline, since she can instantly come out to grant a free boosted TA to your team, all the while protecting them. But she has a good offensive potential thanks to her seraphic passive on element, and she is also pretty useful in TA team combos with Ferry and Mary | |||||
103 | Juliet | Her main role is to be a Light ATK up bot for double Chev or Double Zeus, through her first skill and activating huanglong katana with the two others. She hits pretty hard, but her terrible innate DA/TA makes her hard to use, even with the use of an Ultima spear. | ||||||
104 | ||||||||
105 | A | Sandalphon | Good sword character who suffers from the "Jack of all trades, master of none" syndrom | |||||
106 | Robomi | She feels like a lesser Therese, great for 3 turns burst but once her ammos are used her complete lack of utility restrains her use | ||||||
107 | S. Heles | Mostly used for short fights where Heles 3m burst damage with ODA makes a difference | ||||||
108 | Ferry | She will see a use mostly with other TA buffer (Mary and Vira) for 7 turns of TA extravaganza with Luchador, but that's a relatively niche combo. | ||||||
109 | Albert | Auto mash friendly, and sword proficiency with guranteed DA keep him from being a mediocre unit. | ||||||
110 | Mary | A nice TA buff and single target buff, but the most valuable part is her TH for Arcarum farm | ||||||
111 | Jeanne | She caps your def down, inflicts ATK down, has good sustained DPS but... SWORD PROFICIENCY WHERE CYGAMES??? | ||||||
112 | Lucio | Other than high damage, he doesn't provide a lot at the end game, and no sword proficiency is once again really annoying. | ||||||
113 | ||||||||
114 | B | Overall | Honorable mentions : - Sophia with her staff proficiency and ability to resurrect teammates - De La Fille who can have a niche with her Echo, mirror image and sword proficiency | |||||
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116 | ||||||||
117 | ||||||||
118 | Dark | |||||||
119 | Core | S. Zooey | You can also add her somewhere in Wind and Fire to be perfectly honest | |||||
120 | D. Jeanne | Caps def down, powerful self buff, powerful passive, team buff on ougi... She was definitely meant to be llimited. | ||||||
121 | ||||||||
122 | SS | Olivia | The third sword proficiency character you'll want in your dark team, she provides great utility that is often needed these days with the amounts of annoying triggers light boss tend to have. Her seraphic effect is also much welcome, especially if you're also using D.Jeanne. | |||||
123 | ||||||||
124 | S | Naru | 80% Echo with ODA is scary. Just pray that you will actually get a TA on this turn. She is rarely used for longer fights however. | |||||
125 | Orchid | One of the most consistent and safe dark attacker (more performant in magna though), thanks to her shield that will rarely get depleted with HP EMP, plus marks and high level summons. She won't actually mind white damage, and even benefit from it since it will simply ignore her shield and reduce her HP, keeping her in a great but still safe enmity spot. | ||||||
126 | Six 5* | If you're fighting BHL you can up him to the highest tier, but otherwise the apparition of mechanics meant to counter Zooey and that he cannot deal against prevents him from being higher. AoE autos, white damage, multi-hits, Dispel, trigger on counter, pick your poison... He is still a great attacker, but not as almighty as he once was. Definitely the best dark backliner however. | ||||||
127 | ||||||||
128 | A | Azazel | He actually has some pretty decent debuffs, and good sustained damage, but his lack of good DA/TA buff hurts him. | |||||
129 | Veight | He is a less practical Orchid overall, even though he can potentially hit harder than her, his buff will make him draw some unwanted aggro. | ||||||
130 | Vira | Her main use is as a veilbot nowadays, the fact that her light Echo gets heavily diminished in Hades really prevents her from being a good dark attacker despite the sword proficiency. | ||||||
131 | Black Knight | BK is here for her utility, mainly her Fear, Delay and Dispel which are all pretty useful. She keeps a reasonable damage output through her passives + Crit EMP | ||||||
132 | Beatrix | A good sword attacker replacement, with great self buffs and high TA rate that require little maintenance once she gets going. Only her self heal is a bit annoying, but this can again be solved through having a higher base HP pool | ||||||
133 | ||||||||
134 | B | Overall | Honorable mentions : - Cagliostro who provides some pretty good buffs on a decent uptime, maybe someday if dark meta ever shifts from enmity... - Nicholas who brings the perfect little Sparta kit for you | |||||
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136 |