Attack Character Tier List

Source

All ratings in this page are taken verbatimExactly the same without modification from the Gamewith tier list

This page simply shows the ratings in table format, and adds short summary of the character abilities.

Other notable tier lists

Includes a ★ ranking for how easy a character is to use for beginners. More stars means they're simple to use off-the-bat, while less stars means the character either has a learning curve or require more investment to reach full potential.

Reading the tier list

The following sections are general guidelines on how to interpret the tier list.

Important points

  • The value and usefulness of a character varies based on your rank, your team, fight length, fight mechanics and how you play.
  • Each element is evaluated on its own. A 9.5 rating in Fire is not the same as 9.5 in Water.
  • The rating reflects the median usefulness of a character. A character may lose points for being hard to use or fit in a team, or gain points for being strong in certain raids. Judging a character by HL usefulness alone may be unhelpful as HL teams tend to deviate from other content.
  • Ratings are based on the character's highest uncap level. Some character abilities may be dramatically different before reaching maximum level.
  • Ratings are strictly taken from Gamewith. Tier list remarks and bullet points on gbf.wiki are not necessarily from Gamewith and are usually from wiki contributors.
  • The Eternals and Arcarum Evokers have their own rating system separate from other characters.
  • At the end of the day a tier list is just a tool to help you find useful characters.

Please see this page for further notes

Role meanings

Roles describe what a character is generally good at.

  • Attacker - Focuses on dealing damage through skills and attacks, including selfish or mostly-selfish buffs and debuffs.
  • Defender - Focuses on protecting the party through damage mitigation or attack redirection. Includes Party DMG Cut, Substitute, high hostility, etc.
  • Debuffer - Focuses on decreasing an enemy's effectiveness or ability to do damage through stat decreases or statuses. Includes Delay and Gravity.
  • Healer - Focuses on directly restoring the HP of other party (or raid) characters. Does not include self-healing or shields.
  • Support - Focuses on increasing the party's (or raid's) effectiveness or ability to complete content through stat increases or statuses. Includes Clarity, Dispel, etc.

Rating range for each rarity

SSR Characters

SSR characters are generally scored between 7 to 10 points.
However, only characters that affect the balance of the game as a whole may score 10 points.

For SSR characters an easy way to read these ratings are:

10 ratingGamebreaking
9.5 ratingVital in many team setups
9.0 ratingFills the gaps between 9.5 characters
8.5 ratingUseful for specific fights or challenges
8.0 ratingFor teams lacking something or rare circumstances
7.5 ratingShould have been an SR.
7.0 ratingGarbage

SR Characters

SR characters are generally scored between 4.5 to 9.0 points.

9.0 ratingAn exceptional SR character. Equal power with average SSR characters.
8.5 ratingOutperform SSR characters with proper setup.
8.0 ratingCan compete with standard SSR characters for party slots.
7.5 ratingHigher SR standard. No real faults, and can complement a team well.
7.0 ratingMiddle SR standard. Competent functionality.
6.5 ratingLower SR standard. May perform a role decently, but will never excel.
6.0 ratingFunctional, but easily overshadowed.
5.5 ratingThe minimum SR usefulness.
5.0 ratingAsk for a refund.
4.5 ratingGarbage to detrimental. More trouble than they're worth.

R Characters

R characters are generally scored from 3 to 6.5 points.

6.5 ratingAs useful as an SR character
6.0 ratingOutstanding for an R character. Exhibit a special feature or exploit that gives them an edge.
5.5 ratingFunctionally equivalent to and typically able to replace a low-tier SR Character.
5.0 ratingUseful kits that can fit well into team compositions.
4.5 ratingUsable in standard situations.
4.0 ratingServiceable but lack outstanding contributions to the team.
3.5 ratingDetrimental to themselves.
3.0 ratingDetrimental to the team.

Filtered lists

All Character Tier ListThe EternalsArcarum EvokersSSR Character Tier ListSR Character Tier ListR Character Tier List
Fire CharactersWater CharactersEarth CharactersWind CharactersLight CharactersDark Characters
Attack CharactersDefense CharactersBalance CharactersHeal CharactersSpecial Characters
Human CharactersDraph CharactersErune CharactersHarvin CharactersPrimal CharactersUnknown Characters
RatingFireWaterEarthWindLightDarkAny
10
9.8 - 9.5







9.4 - 9.0
















8.5
8.0
7.5
7.0
6.5
6.0
5.5
5.0
4.5
4.0
IconNameTypeRatingRemarks
Abby

9.0
  • Role: Attacker/Support
  • Self-sustainable with consistently strong attacks.
  • Boost to Charge Attack Damage with StrengthATK is greatly boosted based on how high HP is
    .
  • Has notable durability and automatic healing thanks to Bobo, Over Here!Upon taking DMG: Bobo restores HP
    When debuffed at turn start: Bobo removes 1 debuff
    When foe uses a special attack: Bobo grants Shield effect
    (Can't be removed)
    Duration: 3 turns
    .
  • Boosts allies' Attack according to her current HP.
Abby

7.0
  • Role: Attacker
  • High firepower with her ATK UpATK is boosted
    self-buff.
  • Easy to boost attack for a charge attack.
  • Her Counters on DodgeDodge and counter one-ally attacks

    Counter attacks grant 5% charge bar per hit.
    duration is so short and only boosted with low Hostility UpMore likely to be attacked
    .
Aglovale

9.1
  • Role: Attacker
  • Strong self healing through his Charge Attack.
  • One of the few sources of ColdcageCan't attack
    Local status effect
    in the game.
  • StrengthATK is greatly boosted based on how high HP is
    Strength: 60%-20%Duration: 3 turns
    and 30% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
    Strength: 30%Duration: 3 turns
    synergize well with stamina grids.
  • A good sword specialty character in an element with few others.
  • Grants Water ATK UpWater ATK is boosted
    on Chain Burst.
Aglovale

9.7
  • Role: Attacker/Support/Debuffer
  • Quick buffer with constant Aurora CrestLight magic is amplified (Max: 5 / Can't be removed)
    generation.
  • Amount of buffs and debuffs improve as the number of Aurora CrestLight magic is amplified (Max: 5 / Can't be removed)
    increases.
  • Inflicts up to ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    and DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    on all enemies.
  • Useful in many situations, such as Full Auto and burst teams.
Alanaan

Albert

9.4
  • Role: Attacker/Debuffer
  • 100% Double Attack rate.
  • Very strong in the early game thanks to his 10x skill damage self-buff.
  • His DelayReduce a foe's charge diamonds by 1
    can be very useful in challenging content.
Albert

9.4
  • Role: Attacker/Debuffer
  • High normal attack firepower thanks to his support skill.
  • 3/6 turns uptime on guaranteed Critical Hits and KeenSupplemental DMG to critical hits
    .
  • Can DelayReduce a foe's charge diamonds by 1
    the enemy and inflict 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%
    .
  • Better in medium and long battles due to ThunderswiftMultiattack rate is boosted based on Thunderswift lvl (Max: 10 / Can't be removed / Chance to deal quadruple attacks at 7 or above)
    Duration: Indefinite
    's slow ramp up time.
Alec

7.0
  • Role: Attacker
  • High single-target skill damage with his 35% Skill DMG Up (Stackable) self-buff.
  • Skill cooldown is generally short for Damage skills, but has no functionality outside of them.
  • Limited to initial burst damage and periodic turns of damage spikes.
  • Damage to self is minimal and can generally be ignored.
Aletheia

 
9.0
  • Role: Attacker
  • High damage and very simple to use
  • Good synergy with charge attack focused teams
  • Very powerful in short fights
  • Nifty for farm content and multi-stage quests
Aliza

8.5
  • Role: Attacker
  • Very high damage potential with a strong 50% / 80% Critical Hit Rate UpDMG is slightly boosted for critical hits
    Strength: 50% chance of dealing 80% more damage.Duration: 4 turns
    , up to 50% ATK Up (Stackable)ATK is boosted while active (Stackable)
    Strength: 10% (Max: 50%)Duration: 6 turns
    , and a huge 50% DMG Cap UpCan deal big bonus DMG when DMG dealt in one turn reaches a certain amount
    Strength: 50%Duration: 3 turns
    .
  • Counters on DodgeDodge and counter one-ally attacks
    Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    and SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 2 turns
    can negate some enemy attacks and deal even more damage.
  • Excels in parties that let her use her Charge Attack often.
  • Rating rises to 9.0 for new players because she can deal high damage in relatively weak grids.
Aliza

7.0
  • Role: Attacker
  • Can recruit her early, which is great for beginners.
  • Her ATK Up self-buff is very potent.
  • Doesn't scale well into later game stages.
Aliza

7.5
  • Role: Attacker
  • Gains 40% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks

    Strength: 40%
    Duration: 2.5 turns
    Applied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    after each Charge Attack.
  • C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)

    Duration: 3 turns
    and StrengthATK is greatly boosted based on how high HP is

    Duration: 3 turns
    .
  • Low DMG cap on skills.
Almeida

7.0
  • Role: Attacker/Support/Debuffer
  • Boosts damage for all Draph in the party.
  • Can lower enemy debuff resistance.
  • Needs to be positioned fourth in the party in order to use Elbow Grease and still Charge Attack afterwards.
Almeida

7.5
  • Role: Attacker/Support/Debuffer
  • 25% DEF DownDEF is lowered

    Strength: 25%
    Duration: 5 turns
    Local status effect
    and 10% Earth DEF DownDEF is lowered for earth DMG

    Strength: 10%
    Duration: 180 seconds
    .
  • 15% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)

    Strength: 15%
    Duration: Until used
    has an 8 turn cooldown, but lasts until used.
  • Weapon Forge is a unusual skill that serves as both an offensive and defensive cooldown.
  • Needs to survive the turn in order for her Support Skill to activate.
Amira

7.0
Anastasia

7.0
Ange

6.0
Anna

4.5
Anna

6.0
  • Role: Attacker
  • Good all-foe damage.
  • Relies on SpellmarkedTargeted by a skill
    to get the most damage out of her skills, making her inconsistent.
Anna

4.0
Ayer

8.0
  • Role: Attacker
  • Enmity-based attacker with good damage output.
  • Has a viable counter attack skill unlike his SSR version.
  • Chance to dodge helps him stay safe when at low HP.
  • HP management may be difficult for beginners.
Azazel

 
9.3
  • Role: Attacker/Debuffer
  • Inflicts Dark DEF DownDEF is lowered for dark DMG
    and BlindedAttacks have a slight chance to miss
    .
  • Guaranteed critical against PoisonedHP is lowered on every turn
    foes and high C.A. DMG cap against foes that are both BlindedAttacks have a slight chance to miss
    and PoisonedHP is lowered on every turn
    .
  • Damage drops significantly against foes that cannot be BlindedAttacks have a slight chance to miss
    or PoisonedHP is lowered on every turn
    .
  • Potent 3-turn 70% Dark ATK UpDark ATK is boosted
    Strength: 70%
    .
Azazel

 
9.5
  • Role: Attacker/Debuffer
  • Strong attacker with 70% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 70% chance of dealing 30% more damage.Duration: 3 turns
    and KeenSupplemental DMG to critical hits
    Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns
    .
  • Can disrupt enemy charge attacks with DelayReduce a foe's charge diamonds by 1
    Base Accuracy: 100%
    and PetrifiedStops enemy's charge diamonds from filling.
    Base Accuracy: 100%Duration: 3 turnsLocal status effect
    .
  • Skills have extra effects if the enemy is affected by PetrifiedStops enemy's charge diamonds from filling.
    Base Accuracy: 100%Duration: 3 turnsLocal status effect
    , but isn't dependent on them.
  • Strong addition to a teams with multiattack boosts.
Balurga

5.5
  • Role: Attacker
  • Overdrive Assassin and a good attack stat to go with it
Barawa

6.0
  • Role: Attacker
  • Random damage nuke, can instantly hit for 10 million damage if you get lucky.
Barawa

7.0
  • Role: Attacker
  • Same Bluff skill as his R version, same 10 million damage cap.
  • Can reset Bluff's cooldown at the cost of 25% max HP and unclearable Curse.
  • Self-damage works well with Ecke Sachs if you can handle the lack of healing.
Barawa

7.0
Beatrix

7.5
  • Role: Attacker
  • Can gain Lethal Attack DodgedCan withstand lethal DMG if HP is 25% or higher (Leaves 1 HP)
    Duration: Indefinite
    multiple times throughout a fight with healing support.
  • Recurrent Drive takes a long time to reach full potential.
  • Has some natural synergy with enmity, but requires a lot of setup first.
Black Knight

 
9.6
  • Role: Attacker/Debuffer
  • Great utility with PetrifiedStops enemy's charge diamonds from filling.
    , DelayReduce a foe's charge diamonds by 1
    , and dispel.
  • Self-heal combined with increased defenses helps long-term survivability, and increased hostility can draw attacks away from allies.
  • Perfect kit for Luminiera Omega.
Cailana

6.0
  • Role: Attacker
  • High uptime 30% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
    Strength: 30%Duration: 5 turns
    .
  • 10% Water DEF DownDEF is lowered for water DMG
    Strength: 10%
    combined with her Support Skill make her a decent attacker.
Cailana

7.5
  • Role: Attacker
  • Skill effects are tied to High-TideMultiattack rate is boosted based on High-Tide's lvl
    .
  • High-TideMultiattack rate is boosted based on High-Tide's lvl
    is inconsistent.
Carren

7.0
  • Role: Attacker
  • Has self-buffs suitable for an attacker such as 10% bonus damage if the enemy has BurnedHP is lowered on every turn
    .
  • Her self-BurnedHP is lowered on every turn
    only deals 2% max HP damage per turn and is easily manageable.
  • Good Fire attacker for beginners.
Catura

 
9.5
  • Role: Attacker/Support
  • Grants MC and herself Charge Bar +100%Instantly boosts Charge Bar by 100%
    Strength: 100%
    and high heal.
    • Can clear all debuffs and grant C.A. ReactivationCharge attack reactivates
      in order on subsequent casts.
  • Up to 24-hit nuking skill which also inflicts local debuff, BlamboozledDMG taken is supplemented (Can't be removed)
    , supplementing allies' damage.
    • Trivializes most Battle System 2.0 multi-hit cancels.
  • Can consume charge bar every turn for guaranteed triple attacks, Bonus Wind DMG effect, and a supplemental damage buff.
  • Full-auto friendly.
  • Requires external support from weapons/summons for full potential.
Charlotta

9.4
  • Role: Attacker/Debuffer
  • Can inflict Dark ATK DownDark ATK is lowered
    and local Accuracy LoweredAttacks and special attacks have a chance to miss
    Local status effect
    .
  • Incredibly high MA and damage with her Holy Knight stacks.
  • Can survive powerful attacks thanks to a 2-hit UnchallengedNext DMG received will be ineffective
    buff.
  • Can refill Holy Knight stacks with her 3rd skill.
  • Overall a very offensive unit that deals incredibly high damage. Take care not lose her Holy Knight stacks for maximum power.
Chun-Li

7.0
Clarisse

9.1
  • Role: Attacker/Debuffer
  • Applies a 25% Light DEF DownDEF is lowered for light DMG
    to help cap DEF down with Miserable Mist.
  • Power Inhibitor easily caps her C.A., but needs protection on that turn due to the combination of DEF DownDEF is lowered
    and Hostility UpMore likely to be attacked
Claudia

6.5
  • Role: Attacker
  • Has two nukes, one of which does much higher damage but can miss
  • Her skill damage buff lowers defense and only lasts for one nuke
Colossus

 
9.3
  • Role: Attacker
  • Powerful Charge Attack, but it requires Colossus to have 200% charge bar.
  • Third skill instantly fills +200% charge bar, but can only be used after 5 turns and knocks Colossus out at the end of the turn.
  • Gains value in short battles if players can instantly meet the 200% charge bar requirement.
Cucouroux

7.0
  • Role: Attacker
  • Do decent damage when use a buff with some Powder KegPowder kegs are ready
    .
  • Needs time to set up Powder KegPowder kegs are ready
    stacks.
  • Hard to maintain Powder KegPowder kegs are ready
    stacks for max damage.
Cure Black and Cure White

8.5
  • Role: Attacker
  • 100% Double Attack rate.
  • Charge Attack becomes stronger if they received buff or heal.
  • Second skill grants them combination of SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    and DodgeTakes no DMG or debuffs while in effect
    for 1 turn which can be used to protect other allies.
  • Rating rises to 9.0 for beginners.
Daetta

5.0
  • Role: Attacker
  • Full Break has surprising utility for an R character, but only during Overdrive.
  • Extended Mastery Support Skill gives respectable damage potential, but relies on luck.
  • No real drawbacks outside of long cooldowns.
Daetta

6.5
Dante

6.5
  • Role: Attacker
  • Does significantly more damage when under the effect of Frozen BladeFrozen blade is cast
    .
  • Does a lot of Water damage, despite being a Fire character, making him less useful on-element.
  • Requires support from other characters to heal damage caused by Frozen BladeFrozen blade is cast
    .
Dante and Freiheit

 
9.5
  • Role: Attacker/Support
  • Black Cat Fancy1 is consumed upon one-foe attack (Restores every 5 turns)
    provides them with a +30% boost to both ATK and DEF
  • Still proves useful in CA-based grids thanks to high DPS
  •  Feline FreedomGain Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    .
    (Additional effect when 1 Black Cat Fancy1 is consumed upon one-foe attack (Restores every 5 turns)
    is consumed:
    Also gain Martial CatFreiheit's additional attack DMG and DMG cap are boosted
    Strength: 200% DMG Up / 100% DMG Cap UpDuration: 2 turns
    .)
    provides Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
    for a 2-turn period, accompanied by a strong buff in the form of Martial CatFreiheit's additional attack DMG and DMG cap are boosted
  • A very simple-to-use attacker with high DMG output
Dante

8.0
  • Role: Attacker
  • Can double attack every turn.
  • Loses some HP when doing so, but he can heal himself with Happy CatCats are purring contently
    .
  • Keeping Happy CatCats are purring contently
    at max is his main priority.
Eahta

Elmott

5.5
  • Role: Attacker
  • Good initial burst damage with skills.
  • Somewhat long cooldowns limit usefulness.
  • Skill Damage Up actually has to wait two turns for other skills to get off cooldown.
  • Outclassed by other SR Fire Attackers.
Elmott

6.5
  • Role: Attacker
  • Can inflict BurnedHP is lowered on every turn
    on multiple enemies at the same time.
  • Does additional damage to enemies with BurnedHP is lowered on every turn
    .
  • Support Skill boosts damage done by all Fire allies.
Eso

4.0
Eugen

9.4
  • Role: Attacker/Support
  • Three turns of full charge bar for high burst damage
  • Provides 20% uplift to an ally
  • Defends other characters with Hostility UP and Counterattack
  • Synergizes well with many Earth characters
Eugen

6.5
  • Role: Attacker
  • His nuke deals higher damage but only during Overdrive
Eustace

9.0
Eustace

 
9.2
  • Role: Attacker/Support/Debuffer
  • Grants potent multiattack, bonus damage, and dodge buffs to himself and an ally with 100% uptime.
  • Can inflict up to 40% DEF Down (Stackable)DEF is lowered (Stackable)
    .
  • High damage potential through unique ATK buff, increased C.A. DMG, and increased C.A. DMG Cap granted by LoadedWeapon is loaded with lightning power
    stacks.
Eustace

9.3
  • Role: Attacker/Support
  • Very high charge attack damage bundled with BlindedAttacks have a slight chance to miss
    Duration: 180 seconds
  • Provides party 30% / 30% Critical Hit Rate UpDMG is slightly boosted for critical hits
    Strength: 30% chance of dealing 30% more damage.Duration: 3 turns
    , 30% DA UpDouble attack rate is boosted
    Strength: 30%Duration: 3 turns
    , 15% TA UpTriple attack rate is boosted
    Strength: 15%Duration: 3 turns
    , and KeenSupplemental DMG to critical hits
    Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns
  • Can inflict 25% Earth DEF DownDEF is lowered for earth DMG
    Strength: 25%Base Accuracy: 80%Duration: 180 seconds
Farrah

7.0
  • Role: Attacker
  • Very large attack self-buff on a unique multiplier.
  • Can't attack while readying her self-buff.
  • Good charge bar generation due to self-10% UpliftedCharge bar is boosted on every turn
    Strength: 10%Duration: 4 turns
    with potentially very powerful Charge Attack.
  • Powerful nuke, even for beginners.
Feather

4.5
Feather

8.0
Feather

8.0
  • Role: Attacker
  • Stacking Attack buff lets him hit really hard in longer fights.
  • Has two nukes and decent DA for damage-per-turn usage.
  • His 5★ uncap greatly increases the amount of Charge Attacks he can put out.
  • No utility, only damage.
Feather

9.4
  • Role: Attacker
  • Guaranteed triple attacks and Azure FistATK and DMG cap are boosted (Max: 5 / Can't be removed)
    ensures constant high damage output.
  • Can recast all of his damaging skills by gaining 5 Azure FistATK and DMG cap are boosted (Max: 5 / Can't be removed)
    stack.
  • Azure FistATK and DMG cap are boosted (Max: 5 / Can't be removed)
    also increases his damage cap for higher damage output.
  • Great for short- to medium-term battles.
Feena

8.5
  • Role: Attacker/Debuffer
  • Can inflict DEF DownDEF is lowered
    which is hard to find among SSR Wind characters.
  • High damage output potential with her passive skill and multiattack rate.
  • Good early-game and mid-game Wind attacker, but outclassed by other more powerful Wind characters later on.
Feena

7.5
Fiorito

9.3
  • Role: Attacker
  • Auto-activates nuke skill when her HP drops below 25%.
  • Can immediately trigger enmity from turn 1.
  • Double StrikeAttacks twice each turn
    and support skills increases her attacking performance.
  • Can take a lot of lethal hits in conjunction with garrison-like support skill.
  • Needs a lot of melee weapons to increase her performance.
Forte

8.5
  • Role: Attacker/Support/Debuffer
  • Good firepower from skill damage and self-buffs, and increasing ATK from Support Skill allows her to excel in long fights.
  • Can support the party with Dark ATK UpDark ATK is boosted
    .
  • Decent capabilities but Dark has numerous stronger attackers.
Fraux

Gawain

 
9.6
  • Role: Attacker
  • Gains additional effects on his skills when he is under 25% HP.
  • Powerful autos through a combination of Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    , 50% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 50%
    , Double StrikeAttacks twice each turn
    , and passive boost to normal attack damage.
  • Unique partywide ATK boost based on how low his HP is.
Geisenborger

Gemini Sunrise

 
7.5
Ghandagoza

9.0
  • Role: Attacker/Debuffer
  • Counters on DodgeDodge and counter one-ally attacks
    Duration: 2 Turns / 3 HitsCounter attacks grant 5% charge bar per hit.
    and ATK Up (Stackable)ATK is boosted while active (Stackable)
    Strength: 10% (Max: 100%)Duration: 5 turns
    allow him to reach outstanding damage.
  • Powerful blind in form of Solar CrownAttacks have a slight chance to miss
    Strength: 85%Duration: 20 seconds
    that stacks with other blind sources.
Ghandagoza

7.0
Golden Knight

9.6
  • Role: Attacker/Debuffer
  • Facsimile user with great additional effect upon copying.
  • Can inflict Delay (Special)Reduce a foe's charge diamonds by 1
    Ignores foe's Delay immunity
    , one which bypasses most delay immunity.
  • Stronger Charge Attack specs with more buffs gained.
    • Charge Attack activates twice with at least 15 buffs.
  • Buffs she gain can't be dispelled.
  • Versatile unit who can fit various situations.
Grea

9.2
Grea

7.5
  • Role: Attacker/Debuffer
  • Support skill is very strong for an SR.
  • Requires DA/TA support from other characters.
  • Excellent 1-turn burst damage with her ATK Up (Dracoforce)ATK is boosted against dracoforced foes
    self-buff.
  • Although her 10% Fire DEF DownDEF is lowered for fire DMG
    Strength: 10%
    effect is small, it can still be helpful.
Grea

9.6
  • Role: Attacker/Support
  • High attack potential by herself due to Dracoforce.
  • Can strongly buff herself and an ally with 0 downtime.
Hallessena

9.2
  • Role: Attacker
  • Divine Death Saw of DeathATK, DMG cap, and multiattack rate are boosted based on Divine Death Saw of Death lvl (Can't be removed)
    greatly increases damage and multiattack but is lowered if she gets hit.
  • Can increase her damage further with HypeATK is boosted
    , Critical Hit Rate UpDMG is slightly boosted for critical hits
    Duration: 3
    , and Supplemental Damage.
  • Strong even without defensive support like Hostility UpMore likely to be attacked
    or SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    .
Hallessena

9.7
  • Role: Attacker
  • Party NightmareDMG dealt is supplemented /
    Triple attack rate is boosted
    (Can't be removed)
    provides all light allies with Supplemental DMGDMG dealt is supplemented
    and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
  • Can obtain both Counters on Dodge (3 times)Dodge and counter one-ally attacks
    Strength: 250%Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    and 80% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 80%Duration: 2 turns
    with  This Is Not a DrillGain Counters on Dodge (3 times)Dodge and counter one-ally attacks
    Strength: 250%Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    and 80% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 80%Duration: 2 turns
    .
    (Consumes 30% of charge bar)
  • Whenever she has Hostility DownLess likely to be attacked
    , her DMG output increases greatly
Haohmaru

6.0
  • Role: Attacker/Debuffer
  • His permanent chance to miss far outweighs his high-damage hits.
  • Inability to deal multi-attacks hamper his charge bar generation.
  • Rage mechanic is gimmicky.
Heles

8.5
  • Role: Attacker
  • 2 strong nukes.
  • Increased damage against foes in Overdrive.
  • Her 2nd skill allows quick accumulation of Charge Attack gauge.
  • Guaranteed triple attacks for 3 turns out of 8.
  • Outmatched by other fire attackers.
Heles

9.4
  • Role: Attacker
  • Reckoning DayTriple attack rate is boosted / Deals bonus wind DMG for one-foe one-ally attacks (Can't be removed)
    gives her guaranteed triple attacks and bonus damage for as long as she doesn't take damage.
  • Can protect herself with rather high dodge rate (provided she has Wind ATK UpWind ATK is boosted
    ) and 2-hit Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    .
  • Her 3rd skill's ATK UpATK is boosted
    and DefianceATK is boosted for foes in Overdrive
    can turn whole party into powerful overdrive assassins but it's on very long cooldown.
  • When affected by Wind ATK UpWind ATK is boosted
    , which she can provide to herself, her attack power as well as Charge Attack specs are boosted.
  • Doesn't need support from other characters to become a very effective attacker.
Hiro Ryugasaki

8.0
  • Role: Attacker/Debuffer
  • Deals high charge attack damage once his PPWhen PP is 7 or above: Activates Overflow and boosts C.A. specs (Max: 10 / Can't be removed)
    reaches 7.
  • Can inflict Fire DEF Down (Stackable)DEF is lowered for fire DMG (Stackable)
    with at least 6 PPWhen PP is 7 or above: Activates Overflow and boosts C.A. specs (Max: 10 / Can't be removed)
    stacks.
  • At least 4 turns are needed to unlock his true potential due to PPWhen PP is 7 or above: Activates Overflow and boosts C.A. specs (Max: 10 / Can't be removed)
    building.
  • Can deal a free attack and gain permanent ATK Up (Stackable)ATK is boosted (Stackable / Can't be removed)
    and DEF Up (Stackable)DEF is boosted (Stackable / Can't be removed)
    every 6 turns.
  • Shadoba Tanoshii!When almost knocked out at end of turn: All skills' cooldown ends / Instant C.A. standby (1 time / Can't be removed)
    Unofficial status name
    allows him to deal huge blow if he's close to knock out.
Illnott

9.2
Ilsa

 
8.5
  • Role: Attacker/Debuffer
  • Inflicts 25% DEF DownDEF is lowered
    Strength: 25%
    and PetrifiedStops enemy's charge diamonds from filling.
    Local status effect
  • 20,000 plain damage on normal attacks
  • Extremely powerful nuke under correct conditions
Ilsa

 
9.0
  • Role: Attacker/Support/Debuffer
  • She deals a lot of damage thanks to  Future Nova500% Fire damage to all foes (Damage cap: 550,000).
    Inflict 10% DEF Down (Stackable)DEF is lowered (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 95%Duration: 180 seconds
    (Max: 40%).
    (Gain HVAP RoundBlasts an HVAP Round at end of turn while in effect (Can't be removed)
    Duration: 3 turns
    , blasting an HVAP Round at the end of each turn for 3 turns)
    which gets recasted for multiple turns.
    • Each cast also inflicts 10% DEF Down (Stackable)DEF is lowered (Stackable)
      Strength: 10%
      which stacks up to 40%.
  • When paired with characters or classes that have red-bordered skills, she provides a practically permanent 3% Fire ATK Up (Stack)Fire ATK is boosted (Stackable)
    Strength: 3%
    which stacks up to 30%
  • She can inflict ParalyzedCan't attack
    Local status effect
    and Accuracy LoweredAttacks and special attacks have a chance to miss
    Local status effect
    which help in mitigating damage taken by the party.
Io

9.0
  • Role: Attacker/Buffer
  • 30% Cut to Wind DMGWind DMG is cut
    Strength: 30%Wind Damage Cut.
    that stacks with Phalanx that lets you reach 100% DMG Cut.
  • Her nuke easily caps thanks to her 3rd skill.
  • Gives your party survivability in longer fights.
Izmir

9.2
  • Role: Attacker/Support
  • High personal damage via self-buffs
  • Can deal massive damage even with underdeveloped grids
  • Provides large party Critical Hit Rate UpDMG is slightly boosted for critical hits
  • 20% Seraphic modifier against Fire enemies
  • Seraphic modifier does not stack with Wand of Gabriel
Izmir

9.0
  • Role: Attacker
  • 15% ATK to all allies by simply being in the frontline.
  • Relies on Charge Attacks for damage.
  • Requires healing/defense support due to her low durability.
  • Rating rises to 9.5 when used with a high-HP Varuna weapon grid.
Izuminokami Kanesada

7.5
  • Role: Attacker/Debuffer
  • Excellent for short battles.
  • Good damage output overall.
  • Inflicts 10% Fire DEF DownDEF is lowered for fire DMG
    Strength: 10%
    .
Jamil

7.5
Jeanne d'Arc

9.3
  • Role: Attacker/Support/Debuffer
  • Can easily reach very high damage output in Enmity grids due to her passive Enmity and self-buffs.
  • Inflicts 30% DEF DownDEF is lowered
    Strength: 30%Single-sided
    , stacking with  Miserable MistInflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    .
  • 5-turn UndyingCan withstand lethal DMG (Leaves 1 HP)
    allows her to remain at low HP to maximize Enmity with no risks.
  • Very strong frontline choice.
Jin

8.5
Jin

7.0
  • Role: Attacker
  • Can build Charge bar quickly.
  • Buffs his own ATK at the cost of DEF.
Jin

7.5
Juri

8.5
  • Role: Attacker
  • Unique mechanic through Imperial SoldiersNumber of attacks and boost to C.A. DMG change based on number of Imperial Soldiers
    .
  • Guaranteed TA and increased damage with 2 stacks of Imperial SoldiersNumber of attacks and boost to C.A. DMG change based on number of Imperial Soldiers
    .
  • Loses value substantially with each stack of Imperial SoldiersNumber of attacks and boost to C.A. DMG change based on number of Imperial Soldiers
    lost.
  • 20% DEF DownDEF is lowered
    Strength: 20%
  • Very consistent if you can keep him from taking damage. Conversely, very underwhelming when he gets hit.
Kallen Kouzuki

9.0
  • Role: Attacker/Debuffer
  • Boosted normal attack damage and Charge Attack specs based on Radiant WaveDMG dealt is supplemented based on Radiant Wave lvl / Deals bonus fire DMG for one-foe attacks (Can't be removed)
    level
  • Inflicts GravitySpecial attack max charge turn is extended
    , BlindedAttacks have a slight chance to miss
    , DA DownDouble attack rate is lowered
    , and TA DownTriple attack rate is lowered
  • Resets Radiant WaveDMG dealt is supplemented based on Radiant Wave lvl / Deals bonus fire DMG for one-foe attacks (Can't be removed)
    level and self-inflicts 30% DEF DownDEF is lowered
    Strength: 30%Duration: 2.5
    after C.A., making her less suitable for prolonged fights
  • Charge bar fills 25% slower, but can be partially mitigated by her EMPs.
Karin

7.0
Karyl

8.5
  • Role: Attacker/Debuffer
  • High damage skill.
    • Activates twice if used after Charge Attack.
  • Can increase her skill damage cap by 45%.
  • Provides Dark DEF Down (Stackable)DEF is lowered for dark DMG (Stackable)
    , which stacks with  Miserable MistInflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    on all foes.
    /  Armor Break100% elemental damage to one enemy and inflict 20% DEF DownDEF is lowered
    Strength: 20%Base Accuracy: 80%Duration: 180 secondsStacking: Single
    .'"`UNIQ--ref-00000000-QINU`"'
    and can cap DEF Down when combined with either.
  • Innate enmity from support skill, great in enmity-based grids such as these utilizing Celeste Claw Omega.
Kumbhira

 
9.5
  • Role: Support/Attacker/Debuffer
  • Reckless AbandonDouble attack rate is boosted / Triple attack rate is boosted / DMG and DMG cap for one-foe attacks and counterattacks are boosted (Can't be removed)
    Duration: 3 turns
    buffs party's multiattack rate as well as damage and cap on regular attacks.
  • Very powerful in an endgame team that can hit the damage cap.
  • Takes time for Reckless AbandonDouble attack rate is boosted / Triple attack rate is boosted / DMG and DMG cap for one-foe attacks and counterattacks are boosted (Can't be removed)
    Duration: 3 turns
    to ramp up, additional multiattack is helpful to both get the buff up faster and make full use of it.
  • Carries 20% Light DEF DownDEF is lowered for light DMG
    Strength: 20%Base Accuracy: 90%Duration: 180 seconds
    and a large amount of nuke damage.
  • Can off-tank with Hostility UpMore likely to be attacked
    Duration: 3 turns
    , Counters on DMGCounters upon taking DMG
    Strength: 100%Duration: 3 turnsCounter attacks grant 4% charge bar per hit (includes Recklessness Incarnate).
    , high HP and self-heal.
Kumbhira

 
7.5
Kyojuro Rengoku

9.3
  • Role: Attacker/Support
  • Support skill and ResolveDMG cap is boosted / Charge attack can be used (Consumed upon charge attack / Can't be removed)
    grant him huge ATK boosts and DMG cap up.
  • All of his skills deal impressive damage due to having high DMG multiplier and DMG cap.
  • Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    from first skill; skill cooldown resets after charge attack.
  • Unworldly charge attack multiplier, but requires ResolveDMG cap is boosted / Charge attack can be used (Consumed upon charge attack / Can't be removed)
    .
  • ResolveDMG cap is boosted / Charge attack can be used (Consumed upon charge attack / Can't be removed)
    recovery speed hinders his charge attack frequency in non-Enmity setups.
  • Has 70% DMG CutTaking 70% less DMG
    Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    , effectively a Phalanx but at longer cooldown.
  • DelayReduce a foe's charge diamonds by 1
    is on 6-turn cooldown.
Ladiva

7.0
Ladiva

6.5
Ladiva

9.5
  • Role: Attacker/Support/Debuffer
  • Skills gain many additional effects when an enemy has GrappleATK is lowered / Anticipating each other's moves (Can't be removed / Can't grant Grapple effect to more than 1 foe at a time)
    Local status effect
    .
  • Inflicts single-sided 25% DEF DownDEF is lowered
    Strength: 25%
    (plus StunnedCan't attack
    Local status effect
    if Grapple is active).
  • Party-wide multiattack buffs and HypeATK is boosted
    for 3 turns (plus DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
    if Grapple is active).
  • Inflicts large damage and DelayReduce a foe's charge diamonds by 1
    on all enemies if she is targeted while Grapple is active.
  • GrappleATK is lowered / Anticipating each other's moves (Can't be removed / Can't grant Grapple effect to more than 1 foe at a time)
    Local status effect
    is limited to a single foe and has poor uptime; lasts 1 turn and has a 7-turn cooldown.
  • More useful for newer players.
Lancelot

 
9.3
  • Role: Attacker/Debuffer/Defender
  • Dodge-tank with skill auto-reactivation for additional damage
  • Little party utility before his 5★ uncap
  • Requires reaching Level 100 to gain ATK/DEF Down and a permanent, unique ATK boost
Lancelot and Vane

 
9.3
  • Role: Attacker/Debuffer
  • Guaranteed multiattack
  • Automatic skill activation after C.A. gives immense burst damage.
  • Becomes significantly stronger after 3 turns, when Uberuption is able to be cast.
  • Strongest in medium/long battles
Lancelot

 
6.5
  • Roll: Attacker/Debuffer
  • Support Skill give him a boost for being paired with Vane.
  • Synergy with Supplemental Damage through Southern Cross.
Lancelot

 
9.0
  • Role: Attacker/Debuffer/Support
  • Gives the party DA/TA and Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    .
  • Has two powerful nukes: one of which applies a rare DEF Down (Stackable)DEF is lowered (Stackable)
    Strength: 10% (Max: 20%)Duration: 180 seconds
    that stacks with all other normal debuffs.
  • Charge Attack applies 20% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 20%Duration: 5 turns
    to self, giving effectively infinite uptime on self echoes and activation of his passive.
  • Increased Charge Attack Damage and Charge Attack Damage Cap while under Bonus DMGDeals bonus DMG for one-foe one-ally attacks
    effect.
  • Passive 20% increased damage against Earth enemies.
  • Rating rises to 9.5 if used with an Ultima Sword and Strife Key.
Lecia

 
9.5
  • Role: Attacker/Debuffer
  • Can reach the 50% DEF Down cap on turn one.
  • Strong charge attack after using skill 3.
  • Additional damage after chain burst, but only when in sub ally position.
  • Very useful for C.A. oriented formations.
Leona

7.0
  • Role: Attacker
  • GravitySpecial attack max charge turn is extended
  • 100% TA on a 3/6 uptime, at the cost of 100% Charge bar.
  • Self-synergy between Support Skills. Takes a little while to get going.
Leona

9.5
  • Role: Attacker/Debuffer/Support
  • Strong, self-sufficient attacker due to her self-buffs.
  • Inflicts GravitySpecial attack max charge turn is extended
    Duration: 180 seconds
    and an unremovable ATK/DEF down with CloudcleaveATK and DEF are lowered (Can't be removed)
    Strength: 10% ATK Down / 10% DEF DownDuration: IndefiniteLocal status effect
    .
  • Boosts the party's damage with KeenSupplemental DMG to critical hits
    Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    and critical hit cap; works best in a grid that can guarantee critical hits.
  • Offers additional support with Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.
    and Dodge All (1 time)Takes no DMG or debuffs while in effect for a set period
    Duration: Indefinite
    .
Leona

7.5
Levi

 
9.0
  • Role: Attacker
  • Guaranteed triple attacks, as long as he has BladeUses 1 Blade per attack (Can't be removed)
    , help him accumulate charge bar.
  • RiesenjagdATK is boosted
    is a 100% ATK boost that also increases his CA DMG Cap by 50%.
  • Can lower efficiency of foe's attacks with BlindedAttacks have a slight chance to miss
    .
  • Has high dodge rate but is very fragile.
  • After using RiesenjagdATK is boosted
    practically useless until his BladeUses 1 Blade per attack (Can't be removed)
    are restored as he cannot attack at all without them.
  • His rating raises to 9.5 in short fights.
Lobelia

 
Lowain

5.5
  • Role: Attacker
  • Surprisingly strong buff with excellent uptime if the rest of the team is female.
Lowain

5.0
Lucius

7.0
  • Role: Attacker
  • One of very few characters that can inflict Lethal HitInstant death for the victim.
    .
  • All his skills have low damage cap, lowering his performance in more developed grids.
Lucius

7.0
  • Role: Attacker
  • Three nukes, with one being an all-enemy Blind.
  • Suited for long fights with his support skill and second skill.
  • Requires BurnedHP is lowered on every turn
    for maximum effectiveness, but cannot inflict it himself.
  • Charge Attack's DEF DownDEF is lowered
    is trumped by summoning Colossus Omega.
  • Designed to synergize with his sister Teena.
Lucius

 
9.4
  • Role: Attacker/Debuffer
  • Powerful burst character best suited for shorter fights.
  • Two of his nukes activate twice with C.A. buffs, and his third nuke grants him Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.
    and refreshes his other nukes' cooldowns.
  • Demon PursuitATK and C.A. specs are boosted based on Demon Pursuit lvl (Max: 6 / Can't be removed)
    greatly increases his ATK and charge attack specs.
  • 4 Skill Damage Cap EMP nodes make his nukes hit even harder.
  • Inflicts up to 30% Dark DEF Down (Stackable)DEF is lowered for dark DMG (Stackable)
    Strength: 10% (Max: 30%)Duration: 180 seconds
    .
Ludmila

5.0
  • Role: Attacker/Debuffer
  • Her 10% DEF DownDEF is lowered
    Strength: 10%
    stacks with Miserable Mist.
  • Can reach high damage output for normal attacks thanks to her support skill and Critical Hit Rate UpDMG is slightly boosted for critical hits
    ...
  • ...if she won't miss.
  • Can increase normal attacks' hit accuracy with her skill but not without downtime.
  • Random effect of Charge Attack can debuff her or even hurt other allies.
  • Difficult to manage and hard to fit into any party.
Mariah

6.5
  • Role: Attacker
  • Three offensive skills, but long cooldowns.
Medusa

8.0
Meg

 
8.0
  • Role: Attacker
  • High firepower the more Summer/Yukata Characters allies are in the party.
  • 10% ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable)
    Strength: 10% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite
    ensures her high damage output after every Charge Attack.
  • Has potential as an early attacker unit.
  • Can deal huge damage with ATK Up (1 time)ATK is boosted (1 time)
    , but it's on initial 3-turn lockdown.
Melissabelle

 
9.0
  • Role: Attacker
  • Her skills require a few casts (five for Right Hairsaber and four for Left Hairsaber) to reach maximum damage output.
  • With her Charge Attack lowering her skill cooldowns by 2 turns and a passive that has a chance to lower them another turn, it is possible for her skills to reach the hit cap much earlier than normal.
  • Her first skill fills her charge bar but is on a very long cooldown and costs 20% of her maximum HP. Without a way to keep her from taking damage, it may do more harm than good to use it.
  • Relatively low damage output that gets outshined by other Wind attackers.
Melleau

 
9.4
  • Role: Attacker
  • Allow Spear- and Axe-specialty allies damage to deal 10% Bonus Earth Damage upon dealing triple attacks.
  • Multitude of offensive self-buffs and ImmuneDebuffs will be nullified
    with 100% uptime in one buffing skill.
  • Has defensive buff which enhances permanently after every triple attacks.
  • Can protect allies from one-foe attacks with 1-turn 100% Hostility UpMore likely to be attacked
    .
  • Great attacker for medium- to long-term battles and full-auto setups.
Metera

9.5
  • Role: Attacker/Debuffer
  • Has high damage output due to her 80% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 80%
    having high uptime.
  • Can provide CharmedAttacks are slightly limited
    and DelayReduce a foe's charge diamonds by 1
    which can help the party survive by avoiding dangerous charge attacks.
  • Has 3 damage skills that help with dealing damage early on.
  • Needs to sacrifice a turn off of her 80% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 80%
    to add DelayReduce a foe's charge diamonds by 1
    to  Adorned Remittance200% Fire damage to a foe.
    Inflict CharmedAttacks are slightly limited
    Strength: 35%Duration: 180 seconds
    (Damage cap: ~270,000).
    Consume Aetherial SealAetherial Seal is casted
    :
    Also inflict DelayReduce a foe's charge diamonds by 1
    .
    At level 75:
    Effect enhanced.
    or remove the debuffs from her  Descent of the Flames550% Fire Damage to a foe (Damage cap: ~700,000).
    Self-inflict 20% DEF DownDEF is lowered (Can't be removed)
    Strength: 20%Duration: 5 turns
    and Hostility Up (Stackable)More likely to be attacked (Stackable / Can't be removed)
    Duration: 5 turns
    .
    Consume Aetherial SealAetherial Seal is casted
    :
    Don't self-inflict 20% DEF DownDEF is lowered (Can't be removed)
    Strength: 20%
    and Hostility Up (Stackable)More likely to be attacked (Stackable / Can't be removed)
    .
    .
  • Very reliant on external multi-attack rate boosts to make full use of her 80% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 80%
    .
Mikasa

 
8.0
  • Role: Attacker
  • High attack power with BladeUses 1 Blade per attack (Can't be removed)
    stacks due to guaranteed triple attacks.
  • Generates charge bar quickly along with high Charge Attack damage
  • Her natural dodge rate is useful, but has extremely low DEF.
  • Excellent attacker for an SR character.
Miku Maekawa

7.5
Milla Maxwell

6.5
Milleore and Sahli Lao

 
9.3
Mimlemel and Pun-Kin

 
7.0
Mimlemel and Stumpeye

7.5
  • Role: Attacker
  • High damage based around OverheatedHP is lowered on every turn
    stacks.
  • Managing damage from OverheatedHP is lowered on every turn
    is difficult.
Mireille and Risette

 
9.4
  • Role: Attacker
  • Has low DEF and debuff resistance, but always deals triple attacks.
  • LiberationATK is sharply boosted by Liberation (Can't be removed)
    increase their damage output for a whole turn.
    • LiberationATK is sharply boosted by Liberation (Can't be removed)
      is on a 0-turn cooldown, can be casted whenever needed.
  • Increase allies' firepower from Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    mechanics.
  • Great attacker with proper Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    management.
Mirin

9.0
  • Role: Attacker/Debuffer
  • EMP skills let her get to 200% Charge Bar on the first turn with the right setup.
  • Uncommon 10% Wind DEF DownDEF is lowered for wind DMG
    Strength: 10%Duration: 180 seconds
    on Charge Attack.
  • Charge Attack with 200% meter is a single, powerful attack with bonus nuke, useful for saving time and utilizing one-time buffs.
  • Useful character for clearing short fights quickly.
Mirin

8.0
Mugen

 
9.5
  • Role: Attacker/Defender
  • Can protect allies with Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    and 100% / 50% ArmoredChance of lowering DMG taken
    Strength: 100% chance of taking 50% less damage.Duration: 1 turn
    .
  • Gives permanent but random buffs to all allies.
  • Turns into a powerful but uncontrollable attacker once an ally falls below 25% HP.
  • Works particularly well on Full Auto since you can't control him during Rampage mode regardless.
Nakoruru

6.5
  • Role: Attacker/Debuffer
  • Good damage dealer for early-game.
  • Loses effectiveness once she hits her skill damage caps.
  • Rage mechanic is gimmicky.
  • Rating rises to 7.0-7.5 for beginners.
Narmaya

9.6
  • Role: Attacker/Support/Debuffer
  • Very high damage output from Butterfly EffectDeals bonus superior element DMG for one-foe one-ally attacks
    's bonus damage, DefianceATK is boosted for foes in Overdrive
    , and ATK Up (Stackable)ATK is boosted while active (Stackable)
    .
  • Fragile due to low HP and self-inflicted DEF Down (Stackable)DEF is lowered (Stackable)
    , and skills may be complicated for beginners.
  • Dependent on external multiattack, though this is somewhat alleviated by gaining a 3-turn Guaranteed DAGuaranteed double attack regardless of Double Attack Lowered debuffs
    at level 95.
  • With the right setup, she is one of the strongest Dark attackers.
Narmaya

10
  • Role: Attacker
  • Extraordinary offensive power with superior Bonus DMG effect, assassin buff lasting whole turn, and guaranteed triple attacks.
  • Can defend the party with Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    along with 99% RepelTaking less DMG and reflects attacks
    Strength: 99%Duration: 1 turn Damage Cut reducing damage taken and reflecting attacks.
    Warning! Does not work for Plain Damage!
    to mitigate damage.
  • Eight WaysATK and DEF are boosted based on Eight Ways lvl (Can't be removed)
    provides both offensive and defensive power through boosted stats and activating Perennial Beauty (nuke + self-heal) when Narmaya is targeted.
  • Performs well both in short and long battles.
Narmaya

9.4
  • Role: Attacker/Debuffer
  • Auto-focused attacker with powerful self buffs.
  • Slow build up; requires many turns to improve her skill effectiveness and power.
  • Can contribute in higher difficulty content with Dispel and DelayReduce a foe's charge diamonds by 1
    Base Accuracy: 100%
    on dodge.
Narmaya

6.0
Nectar

 
9.4
  • Role: Attacker/Debuffer
  • Mana FlowDeals triple attacks / Bonus Wind DMG effect / Uplift effect / Hostility is boosted (Can't be removed)
    allows him to inflict OnslaughtTakes effects that activate against foes in break
    Local status effect
    and bursts damage with Salted Wound (1 time)ATK is boosted when foe is in break mode
    and 10% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
    Strength: 10%
    .
  • Guaranteed TA from Mana FlowDeals triple attacks / Bonus Wind DMG effect / Uplift effect / Hostility is boosted (Can't be removed)
    as long as it retains ensures high damage even without dealing charge attack.
  • Inflicts potent 30% DEF DownDEF is lowered
    Strength: 30%Local status effect
    with only 1-turn downtime.
  • Every charge attack extends Mana FlowDeals triple attacks / Bonus Wind DMG effect / Uplift effect / Hostility is boosted (Can't be removed)
    duration, allowing the buff to possibly maintained with 100% uptime.
  • Build up speed is slow without external charge bar support.
Nemone

 
8.0
  • Role: Attacker, Debuffer
  • Can gain a sharp damage boost by consuming NemoneNemone is storing up power (Can't be removed)
    stacks.
  • Inflicts DEF Down (Stackable)DEF is lowered (Stackable)
    Strength: 10%
    on a foe.
  • Permanently reduced DEF, but gains more charge bar when hit.
Nezahualpilli

9.5
  • Role: Attacker
  • Massive burst potential during Break mode with his self buffs.
  • Self-inflicts DEF DownDEF is lowered
    which is a huge liability until level 100.
  • At level 100, becomes a stable DPS machine instead of a glass cannon.
  • Only team utility (+3% Triple Attack rate) is gained at level 95.
Nezahualpilli

8.5
  • Role: Attacker
  • Assassin skill available at any time for high burst damage.
  • Can gain 2 turns of 100% TA UpTriple attack rate is boosted
    Strength: 100%Duration: 2 turns
    in exchange for DEF DownDEF is lowered
    Duration: 2 turns
    and 20% charge bar.
Nicholas

 
9.4
  • Role: Attacker
  • Self-supplies his offensive performance from Breaking the LimitMultiattack rate and dodge rate are boosted based on lvl / Attack specs and C.A. specs are boosted at lvl 5 (Can't be removed)
    .
    • With 5 Breaking the LimitMultiattack rate and dodge rate are boosted based on lvl / Attack specs and C.A. specs are boosted at lvl 5 (Can't be removed)
      levels, he can also gain Double StrikeAttacks twice each turn
      Duration: 1 turn
      .
  • Can inflict DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    with his skill, and auto-activates after charge attack.
  • Dodge AllTakes no DMG or debuffs while in effect
    , Hostility UpMore likely to be attacked
    Strength: 100%
    , and Counter BladeHyper Gigante Blade activates upon dodging (Can't be removed)
    nullifies most lethal one-ally attacks.
  • Grand God Kaiser Mode massively increase his damage performance, but blocks other allies from participate until it ends.
  • High damage output even for beginners.
Nina Drango

7.5
  • Role: Attacker
  • Enormous damage when in dragon form.
  • Strong but RNG-dependent nuke.
  • Her nuke doesn't have 100% chance of being successful even under Skill Precision BoostedSkill accuracy is boosted
    Strength: 20%Duration: 3 turns
    .
  • Needs very specific party to unleash full potential.
Pengy

 
9.6
  • Role: Attacker/Debuffer
  • Strong attacker that can attack without using turns.
  • Strong C.A. damage, boosted according to her number of P-EN1 is consumed upon normal attacks / Deals bonus DMG / When 0: Countdown starts at end of turn (Can't be removed)
    .
  • Good for starting formations, eventually being replaced by a sub-ally when knocked out.
  • Better suited for short battles because of her P-EN1 is consumed upon normal attacks / Deals bonus DMG / When 0: Countdown starts at end of turn (Can't be removed)
    consumption and self-knockout.
Percival

9.4
  • Role: Attacker/Debuffer
  • One of the only characters that can inflict the PetrifiedStops enemy's charge diamonds from filling.
    debuff which makes bosses easier.
  • Easy to play; high damage output is obtainable even for beginners.
  • Narrow utility, but his damage output is reason enough to use him regardless.
Percival

7.0
  • Role: Attacker
  • Easy high damage for early-game players with DA UpDouble attack rate is boosted
    and StrengthATK is greatly boosted based on how high HP is
    self-buffs.
  • Lacks the PetrifiedStops enemy's charge diamonds from filling.
    utility that his SSR version has. Only provides damage.
Predator

8.0
Predator

9.8
  • Role: Attacker
  • Extremely high damage through guaranteed triple attacks, Double StrikeAttacks twice each turn
    , Salted Wound (1 time)ATK is boosted when foe is in break mode
    Strength: 280%Duration: 1 turn
    (boosted damage against foes in Break), and OnslaughtTakes effects that activate against foes in break
    Duration: 3 turnsLocal status effect
    (afflicted foes are treated as if in Break).
  • Boosts allies' attack based on how low her HP is, and she consumes her own HP for certain skills.
  • Innate 70% lower defense can quickly get her killed without sufficient support.
  • Effective in parties meant for MVP racing and short battles.
Randall

5.5
  • Role: Attacker
  • Kick it Up boosts CA damage.
  • DA support through Charge Attacks and Support Skill.
Randall

7.0
Ranko Kanzaki

7.0
  • Role: Attacker/Debuffer
  • Can potentially fend off attacks with CharmedAttacks are slightly limited
    Only on Awakening mode.
    .
  • Awakening mode increases her potential, but build up time is long.
  • Low base C.A. damage, but the bonus Fire and Water damage complements it.
    • Soul GuideATK is boosted / Deals bonus fire and water DMG
      further increases the bonus damage.
  • Can fuel up enmity by her own, but doesn't have innate enmity support skill.
  • Rating rises with completed enmity grids.
Rashid

7.0
  • Role: Debuffer
  • Limited availability due to being a collaboration character.
  • Has the unique ability to inflict Earth ATK DownEarth ATK is lowered
    .
  • Also capable of inflicting AoE DelayReduce a foe's charge diamonds by 1
    with 5 EX Gauge stacks.
  • Multiattack rate is quite nice if V-Trigger can be maintained.
  • EX Gauge can be difficult to manage and slows his kit down.
Reinhardtzar

6.5
Reinhardtzar

9.4
  • Role: Defender
  • Grants Counters on Dodge/DMGCounters upon dodging one-ally attacks or taking DMG
    Strength: 100%Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    and DrainDamage dealt is partially absorbed to HP
    Strength: 10% of damage dealt (Healing cap: 1000)Duration: 2 turns
    to self, or to the party upon consuming his charge attack buff.
  • RekkiReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) / Can't attack or use charge attack / Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: 3 turns
    makes him invincible and grants a Substitute effect for 3 turns, but prevents him from attacking.
  • RekkiReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) / Can't attack or use charge attack / Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: 3 turns
    offers incredible defense and high counter damage, but usually leaves Reinhardtzar at 1 HP once its effect ends.
  • Works best in a full Melee-specialty party.
Rika Jougasaki

7.0
Rin Shibuya

7.0
Robomi

9.5
  • Role: Attacker
  • At Lvl 55, Maximum OutputTriple attack rate is boosted (1 time) / Deals bonus light DMG for one-foe one-ally attacks (1 time)
    provides both Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
    as well as 80% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 80%
    .
  •  Iris Arc1000% Light damage to all foes (Damage cap: ~1,160,000).
    (Uses 2 Power CellsThe power source of Robomi. Consumed when skills are used.
    )
    is a powerful nuke on a relatively short cooldown.
  • Has a powerful Charge Attack but requires 3 Power CellsThe power source of Robomi. Consumed when skills are used.
    , which are also consumed by her skills.
  • Works best in short battles, or with lots of buffers to maintain Power CellsThe power source of Robomi. Consumed when skills are used.
    .
Ryan

4.5
Ryan

6.5
  • Role: Attacker
  • Buffs ATK at the cost of DEF.
  • Sister's Letter is often not enough to balance the increased damage he takes.
Ryu

6.5
  • Role: Attacker
  • Three damaging skills are great for clearing.
  • Can inflict StunnedCan't attack
    .
Scathacha

9.0
  • Role: Attacker
  • Kit shines with enmity builds and damage cap raises.
  • After 5★ uncap Power Seeker becomes consistent high-damage option from being reset after Charge Attacks.
  • Synergizes extremely well with any Wind ATK Up option from self, other characters, or Carbuncles.
  • Dragon's Heart can keep low-health allies or self alive in a pinch.
  • Needs assistance to stay alive at low health or to keep casting shields.
  • Either needs to take damage or reduce health over several turns to build momentum.
Sen

7.0
  • Role: Attacker
  • High but limited damage output due to high cooldowns and charging time.
  • Her support skill works well in combination with skills, characters and weapons that provide chance and damage buffs to counter.
Sen

7.5
Sen

8.5
  • Role: Attacker/Defender/Debuffer
  • Unique self-buff My Best ShotATK, DEF, multiattack rate, critical hit rate, dodge rate, and hostility are boosted
    Duration: Indefinite
    significantly increases offense, dodge rate, and hostility.
  • Provides 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single
    , DA DownDouble attack rate is lowered
    Base Accuracy: 90%Duration: 180 seconds
    , and TA DownTriple attack rate is lowered
    Base Accuracy: 90%Duration: 180 seconds
    .
  • Has great synergy with allies who want to avoid being hit and those that can inflict BlindedAttacks have a slight chance to miss
    or provide Sen ShieldNext ATK received will be ineffective for a fixed amount
    to keep her buff on for longer.
  • Due to her kit revolving around dodging, she performs the best in longer fights.
Seofon

Seox

Seox

9.0
Seruel

9.2
  • Role: Attacker/Support
  • One of the few sources of VeilDebuffs will be nullified (1 time)
    "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
    in Light (where Veil is especially important)
  • Support EMP skill provides up to 30% permanent Unique ATK
  • High, consistent damage and party charge boost at 5★ uncap
Sevilbarra

8.5
Sevilbarra

8.0
Shiva

 
9.8
  • Role: Attacker / Buffer / Debuffer
  • Has numerous means of increasing both ATK and Damage Cap for himself and the party as well as to increase his own TA rate.
  • Helps the party survive by reducing the damage taken by 20%
  • Provides a unique and permanent 10% ATK DownATK is lowered
    Strength: 10%
    and 10% DEF DownDEF is lowered
    Strength: 10%
    with high accuracy.
  • Can deal extremely strong charge attacks but has a 35% slower charge bar generation speed.
  • Has Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    and Counters on Dodge/DMGCounters upon dodging one-ally attacks or taking DMG
    Counter attacks grant 5% charge bar per hit.
    for 2 turns which are useful for maximizing his damage output and generating charge bar.
    • Also has 20% Wind DMG LoweredWind DMG is lowered
      Strength: 20%Duration: 2 turnsWind DEF Up. Not a Damage Cut.
      Reduces Wind damage taken on a multiplier
      separate from Damage Cuts.
      which helps him survive against wind foes.
Siegfried

 
9.0
  • Role: Attacker/Debuffer/Defender
  •  Delivrance400%-500% Wind damage to a foe (Damage cap: ~560,000).
    Inflict 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%Base Accuracy: 80%Duration: 180 seconds
    .
    When Black Dragon ClawConsumed upon using Siegfried's skills / Recovers upon using charge attack (Can't be removed)
    is consumed:
    Activates twice. Boost debuff success rate to 100%.
    inflicts useful 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%Base Accuracy: 80%Duration: 180 seconds
    on an enemy.
  • Has a powerful nuke that caps at ~1 mil. dmg, that also grants Siegfried JammedATK is greatly boosted based on how low HP is
    with a stunning duration of 8 turns.
  • Synergizes well with Enmity-based grids and Demonbream.
  • Hostility UpMore likely to be attacked
    , Counters on DMG (3 times)Counters upon taking DMG
    Counter attacks grant 5% charge bar per hit.
    , and DEF UpDEF is boosted
    from  L'Ombre d'HierGain 50% DEF UpDEF is boosted
    Strength: 50%Duration: 3 turnsStacking: Dual
    , Hostility UpMore likely to be attacked
    Duration: 3 turns
    , and Counters on DMG (3 times)Counters upon taking DMG
    Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.
    .
    When Black Dragon ClawConsumed upon using Siegfried's skills / Recovers upon using charge attack (Can't be removed)
    is consumed:
    Also gain 30% DMG Cap UpCan deal big bonus DMG when DMG dealt in one turn reaches a certain amount
    Strength: 30%Duration: 3 turns
    .
    make him useful as a tank.
  • Gains Black Dragon ClawConsumed upon using Siegfried's skills / Recovers upon using charge attack (Can't be removed)
    upon charge attack which can be used to cast  Delivrance400%-500% Wind damage to a foe (Damage cap: ~560,000).
    Inflict 25% Wind DEF DownDEF is lowered for wind DMG
    Strength: 25%Base Accuracy: 80%Duration: 180 seconds
    .
    When Black Dragon ClawConsumed upon using Siegfried's skills / Recovers upon using charge attack (Can't be removed)
    is consumed:
    Activates twice. Boost debuff success rate to 100%.
    twice or gain an additional buff, 30% DMG Cap UpCan deal big bonus DMG when DMG dealt in one turn reaches a certain amount
    Strength: 30%Duration: 3 turns
    , from  L'Ombre d'HierGain 50% DEF UpDEF is boosted
    Strength: 50%Duration: 3 turnsStacking: Dual
    , Hostility UpMore likely to be attacked
    Duration: 3 turns
    , and Counters on DMG (3 times)Counters upon taking DMG
    Strength: 200%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.
    .
    When Black Dragon ClawConsumed upon using Siegfried's skills / Recovers upon using charge attack (Can't be removed)
    is consumed:
    Also gain 30% DMG Cap UpCan deal big bonus DMG when DMG dealt in one turn reaches a certain amount
    Strength: 30%Duration: 3 turns
    .
    .
Sig

 
7.0
  • Role: Attacker/Support
  • Bonus damage against foes in Overdrive.
  • Can provide bonus elemental damage, stacking with  RageAll parties gain ATK UpATK is boosted
    Strength: SmallDuration: 3 turns
    .
    effects.
Sig

6.0
  • Role: Attacker/Support/Debuffer
  • Medium DA UpDouble attack rate is boosted
    for all allies.
  • Inflicts 15% ATK DownATK is lowered
    Strength: 15%
Silva

9.4
  • Role: Attacker
  • Pure attacker; is able to hit up to ~2.5 million Charge Attack damage in combination with her C.A. DMG UpCharge attack DMG is boosted
    and Critical Hit Rate UpDMG is slightly boosted for critical hits
    abilities. Character EMP can bump this to nearly 3 million.
  • Easy character to play and manage.
  • Excellent as a sub member after a main party member has been KO'd with her 100% charge bar ability.
  • Overly reliant on charge attacks and no multi-attack self-buffs.
Silva

9.2
  • Role: Attacker/Debuffer
  •  InsightInflict 30% ATK DownATK is lowered
    Strength: 30%Duration: 3 turnsLocal status effect
    , 30% DEF DownDEF is lowered
    Strength: 30%Duration: 3 turnsLocal status effect
    , and Weak PointDMG taken is supplemented based on number of debuffs
    Strength: 3,000 per debuff (Damage cap: 30,000)Duration: 3 turns
    on a foe.
    inflicts various useful debuffs on an enemy
  • When using CA against enemies with Weak PointDMG taken is supplemented based on number of debuffs
    , provides extra buffs to self, easily reaching high amounts of DMG
  • When in the back of the party, her support skill allows her to do an extra 200% of light DMG with chain burst Ascension
  • Be wary of the 50% DEF DownDEF is lowered
    that comes with  Invisible HawkGain ScurryLess likely to be attacked
    Duration: 5 turns
    , 70% / 75% Critical Hit Rate UpDMG is slightly boosted for critical hits
    Strength: 70% chance of dealing 75% more damage.Duration: 5 turns
    , 40% C.A. DMG Cap UpCharge attack DMG cap is boosted
    Strength: 40%Duration: 5 turns
    , and 20% UpliftedCharge bar is boosted on every turn
    Strength: 20%Duration: 5 turns
    .
    Self-inflict 50% DEF DownDEF is lowered
    Strength: 50%Duration: 5 turns
    .
Silva

9.3
  • Role: Attacker/Buffer/Debuffer
  • High charge attack damage and charge attack rate at the cost of her HP and defenses.
  • Inflicts DelayReduce a foe's charge diamonds by 1
    and Dispel on charge attack.
  • Can switch out with a sub ally, granting them C.A. buffs and providing bonus damage upon performing normal attacks.
  • As a sub ally, provides bonus damage whenever an Earth 4+ chain burst activates.
Skull

 
8.5
Skull

6.5
  • Role: Attacker
  • Crazy Blitz boosts damage to foes in overdrive, but will very likely die immediately afterwards.
Sophie

6.5
Soriz

7.5
  • Role: Attacker
  • Stacking Attack buff and potential counters lets him put out large amounts of damage.
  • Two Double Attack buffs
  • Has no real utility since his counter lacks Hostility Up.
Soriz

9.5
  • Role: Attacker/Support/Debuffer
  • Has two damaging multi-hit skills which is useful in some cases.
  • Can reset his own damaging skills cooldown and recast it two more times for huge one-turn burst.
  • Fundoshi FistUpon attacks: Deals bonus earth DMG to a foe / Lowers earth DEF (Stackable) / Charge bar is boosted (Can't be removed)
    from Charge Attack damages foes even more after dealing attacks.
  • Weakens foe's defense using skill and Fundoshi FistUpon attacks: Deals bonus earth DMG to a foe / Lowers earth DEF (Stackable) / Charge bar is boosted (Can't be removed)
    to inflict DEF Down (Stackable)DEF is lowered (Stackable)
    and Earth DEF Down (Stackable)DEF is lowered for earth DMG (Stackable)
    .
  • High hostility and survivability, great for longer battles.
  • Works better with female allies.
Spinnah

8.0
  • Role: Attacker
  • Potentially able to perform two attacks indefinitely.
  • Can reduce max health to greatly increase DA/TA rates.
  • Benefits from having outside TA sources to avoid using second skill.
Spinnah

8.0
Stahn Aileron

6.5
Stan

4.5
  • Role: Attacker
  • Can put out a decent burst of damage during Overdrive every 5 turns
Stan and Aliza

 
9.0
  • Role: Attacker
  •  Firestorm BlossomGain Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    and StrengthATK is greatly boosted based on how high HP is
    Strength: 60%-20%Duration: 2 turns
    .
    provides both Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    and StrengthATK is greatly boosted based on how high HP is
  • Damage output increases greatly with  Roaring Spirit1000% Wind damage to a foe (Damage cap: ~1,550,000).
    Gain Lion's RoarDMG for one-foe attacks and counterattacks is boosted / Attacks twice each turn / Debuffs will be nullified (Can't be removed)
    Strength: 10%Multiplier: SeraphicDuration: 3 turns
    .
    (Can only be used when Steel & DustDMG dealt is supplemented based on Steel & Dust lvl (Can't be removed)
    lvl is at 5)
    , a nuke with a ~1.5mil DMG cap and the Lion's RoarDMG for one-foe attacks and counterattacks is boosted / Attacks twice each turn / Debuffs will be nullified (Can't be removed)
    buff it provides
  • Rating increases in longer battles and sword-based grids
Sturm

9.5
  • Role: Attacker
  • Strong attacker with many self buffs with a high up time, but at the cost of buffing the enemy.
  • Her charge attack applies useful ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable)
    Duration: 180 seconds
    , DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable)
    Duration: 180 seconds
    , and BurnedHP is lowered on every turn
    Duration: 180 seconds
    , which are uncommon in water.
  • Useful in 1 turn setups due to debuffs on charge attack, and extra damage after enemy special attacks from her support skill.
  • Can fill an enemy charge diamond to gain C.A. Reactivation (1 time)Charge attack reactivates (1 time)
    Duration: Indefinite
    .
Sturm

9.3
  • Role: Attacker/Debuffer
  • After Charge Attack her nuke hits twice for a total of up to 1.4m damage.
  • Doesn't need support from other characters.
  • Useful even for player with weaker grids and/or no multiattack buffs.
Sutera

9.4
Suzaku Kururugi

 
8.5
  • Role: Attacker
  • A very straightforward enmity attacker.
  • Gains increased stats after he's reduced to 1 HP for the first time.
  • Can quickly lower his own HP, but JammedATK is greatly boosted based on how low HP is
    on only a 3/8 turn uptime shortens his window of effectiveness.
Tabina

 
9.3
  • Roles: Debuffer
  • Can reach 40% ATK/DEF Down on Turn 1, with additional random debuffs
  • Boosted multiattack rate based on number of debuffs the foe has
  • Boosted Charge Attack DMG and C.A. Cap against foes with Eayan Al-RamalDMG taken is supplemented based on number of debuffs
  • Provides Dispel
Tanya

7.0
Teru Tendo

6.0
Therese

9.3
  • Role: Attacker
  • Turn one 80% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 80%
    and guaranteed triple attack that doesn't drain charge bar.
  • Hostility UpMore likely to be attacked
    combined with Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
    allows her to redirect a lot of damage onto her.
  • With proper skill usage she can have a multiattack buff for a long time.
  • Not suitable for long fights due to 10% Max HP Lowered (Stackable)Max HP is lowered (Stackable)
    Strength: 10%Duration: IndefiniteCan't be removedAt 100%, leaves 1 max HP
    .
Threo

 
Tōru Amuro

7.0
Tsubasa

9.3
  • Role: Support
  • Provides team 30% uptime for DA UpDouble attack rate is boosted
    Duration: 2 turns
    and 20% TA UpTriple attack rate is boosted
    Strength: 20%Duration: 2 turns
  • Can provide consistent 25% Fire ATK UpFire ATK is boosted
    Strength: 25%Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    with Charge Attacks as long as another source of DA/TA is available
  • Can spam Charge Attacks quickly to act as a team battery for Charge Bar
  • Provides Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    , 30% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
    Strength: 30%Duration: Indefinite / Until used
    , and 10% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
    Strength: 10%Duration: Indefinite / Until used
    to the team when Fistfight City is used successfully.
  • Can do well in both short or long battles
  • Although he doesn't particularly excel, he is a well-rounded support with an easy-to-use kit
Vajra

 
9.8
  • Role: Attacker/Support/Debuffer
  • Inflicts PetrifiedStops enemy's charge diamonds from filling.
    and Debuff Res. Down (Stack)Debuff resistance is lowered (Stackable)
    .
  • Provides long duration party buffs upon Charge Attack.
  • Can attack twice each turn with followup nuke via third skill.
  • 200% Charge Bar limit, particularly strong with Bonito.
  • Might require additional Multiattack or Charge Bar buffs to keep the C.A. buff up with no downtime.
Vanzza

4.5
Vanzza

7.0
  • Role: Attacker/Debuffer
  • Fighter's Reprieve combined with his Charge Attacks make him fairly self-sufficient.
  • Tonfa Kick can reach a DMG cap of ~1.1 million at 10 Chakra ControlTonfa Kick's DMG and DMG cap are boosted (Can't be removed)
    stacks.
  • Can take a while to build up Chakra ControlTonfa Kick's DMG and DMG cap are boosted (Can't be removed)
    stacks.
Vaseraga

9.4
  • Role: Attacker
  • High damage output with his damage skills and strong self-buffs.
  • Increased DEF at low HP allows him to survive in Enmity teams.
  • Heavy reliant on external multiattack sources.
  • Lack of utility makes him hard to fit into advanced teams.
Vaseraga

9.0
  • Role: Attacker/Defender
  • Soul ForgeATK, double attack rate, critical hit rate, debuff resistance, and hostility are boosted /
    DMG taken is lowered (Can't be removed)
    grants him many powerful buffs, but consumes 100% charge bar to activate.
  • Draws attacks towards himself via Hostility Up to defend more vulnerable allies.
  • Powerful Enmity-based nuke is strengthened further through his charge attack buff.
  • Grants party-wide Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
Vaseraga

9.3

Preliminary rating. Please allow a few days for it to settle.

Veight

9.0
  • Role: Attacker/Support
  • Has exceptional attack power and high dodge rate while under AwakeningATK, DEF, multiattack rate, critical hit rate, dodge rate, and hostility are boosted from awakening
    .
  • Can grant 20% C.A. DMG UpCharge attack DMG is boosted
    Strength: 20%Duration: 8 turns
    to all allies for 8 turns, but requires adding a charge diamond to a foe.
  • Losing AwakeningATK, DEF, multiattack rate, critical hit rate, dodge rate, and hostility are boosted from awakening
    is extremely punishing, and maintaining it requires careful team composition and some luck.
Vira

6.0
  • Role: Attacker
  • Heavy single turn burst if she casts all of her skills.
  • Gains bonus stats by having Katalina in the back row.
  • Lacks the utility of her SSR forms, only having a minor Attack DOWN.
Vira

9.2
  • Role: Attacker/Debuffer
  • Good damage output with 2-turn guaranteed TA UpTriple attack rate is boosted
    and Luminiera Merge's offensive buff effects.
  • Almost caps DEF Down on her own after 5★ with 15% Dark DEF DownDEF is lowered for dark DMG
    Strength: 15%
    and 30% DEF Down (Stackable)DEF is lowered (Stackable)
    .
  • Party-wide VeilDebuffs will be nullified (1 time)
    "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
    makes her useful against bosses that apply harsh debuffs.
Vira

 
9.2
  • Role:Attacker/Debuffer
  • Has 1.6 million nuke also grants her Plan BStats and skill DMG specs are boosted / Additional wind damage to all foes after attacks / Will be knocked out when effect ends (Can't be removed)
    Level 55: Boost to debuff resistance
    , significantly increasing her stats and effects of her other skills, but it can be used only after 3 turns and will knock out Vira after 5 turns since activation.
  • Can inflict local DEF DownDEF is lowered
    Local status effect
    and PetrifiedStops enemy's charge diamonds from filling.
    Local status effect
    on all foes. DEF down can reach the 50% cap on its own if Vira has Plan BStats and skill DMG specs are boosted / Additional wind damage to all foes after attacks / Will be knocked out when effect ends (Can't be removed)
    Level 55: Boost to debuff resistance
    .
  • Her 3rd skill, which increases her multiattack rate, will be reactivated on Charge Attack, making it rather easy to CA often. If Plan BStats and skill DMG specs are boosted / Additional wind damage to all foes after attacks / Will be knocked out when effect ends (Can't be removed)
    Level 55: Boost to debuff resistance
    is active, she also gains Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    .
  • She's a selfish attacker that doesn't require outside assistance for reaching maximum performance but she's only great in fights lasting 8 turns or less.
Wulf and Renie

 
9.5
  • Role: Attacker
  • High damage with 30% unique ATK and guaranteed TA from Support Skills, with Renie's TearsATK is boosted / DEF is boosted / Deals bonus dark DMG / DMG is slightly boosted for critical hits / Chance of lowering DMG taken (Can't be removed)
    further increasing damage output for 4 turns.
  • Increased hostility can help draw attacks away from allies, and self-healing together with dodge buffs can help with survivability.
  • The drawback at 5 Lone Wolf ScarMore likely to be attacked / Can't attack and will take hit to DEF when Lone Wolf Scars reaches 5 (Can't be removed)
    stacks can be easily worked around.
  • Self-sufficient and can fit on almost any team, but benefits greatly from Charge Bar gain buffs.
Yodarha

 
9.4
  • Role: Attacker
  • Can deal 999,999 damage at Lvl 1 at the cost of being a glass cannon.
  • The King of early game; trivializes early game grinding and story quests.
  • Low shroud count and defense penalty with no shrouds makes him difficult to keep alive in prolonged battles.
  • A solid character choice for new players buying a Beginner's Draw Set.
Yodarha

 
9.5
  • Role: Attacker
  • Powerful burst character best suited for shorter fights.
  • Short lifespan due to 30% Max HP Lowered (Stackable)Max HP is lowered (Stackable / Can't be removed)
    Strength: 30%Duration: IndefiniteAt 100%, leaves 1 max HP
    .
You

8.0
Yuisis

 
9.5
  • Role: Attacker
  • Strong Enmity/burst attacker who can instantly drop 80% of her HP.
  • Passively boosts party damage based on how low her HP is.
  • Has several tools to stay alive at low HP including Shield (3000)Next ATK received will be ineffective for a fixed amount
    Strength: 3000Duration: Indefinite
    , Lethal Attack DodgedCan withstand lethal DMG (Leaves 1 HP)
    Duration: Indefinite
    , and UnchallengedNext DMG received will be ineffective
    Duration: 2 turns
    .
  • Relies heavily on being at low HP, if she is healed to over 25% HP her power drops significantly.
Yuri Lowell

6.5
Zehek

4.5
Zeta

9.5
  • Role: Attacker/Debuffer
  • Extremely high damage every 6 turns thanks to Salted Wound (Arvess Fermare)ATK is boosted when foe is hitmarked
    Strength: 230%Duration: 1 turn 2/3 effectiveness when used with Charge Attack
    and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    .
  • Brings valuable utility with the ability to dispel and DelayReduce a foe's charge diamonds by 1
    Base Accuracy: 100%
    twice.
Zeta

8.5
  • Role: Debuffer/Attacker
  • Can inflict variety of debuffs; Debuff Res. Down (Stack)Debuff resistance is lowered (Stackable)
    Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds
    , Accuracy LoweredAttacks and special attacks have a chance to miss
    Base Accuracy: 100%Duration: 2 turnsLocal status effect
    , 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    and 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 80%Duration: 180 secondsStacking: Dual
    . DEF and ATK Down debuffs are dual-sided, freeing a slot you'd normally use for Miserable Mist.
  • Increased damage against foes with BurnedHP is lowered on every turn
    which she can also inflict.
  • Guaranteed triple attacks for 3 turns.
  • Party-wide 30% / 30% Critical Hit Rate UpDMG is slightly boosted for critical hits
    Strength: 30% chance of dealing 30% more damage.Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    .
  • Performs greatly as a debuffer but is outmatched by other dark attackers when it comes to dealing damage.
Zeta

8.0
Zeta

9.1
  • Role: Attacker/Debuffer
  • Both  RhymesGain ATK UpATK is boosted
    Duration: 5 turns
    .
    Inflict 10% Debuff Res. DownDebuff resistance is lowered
    Strength: 10%Duration: 180 seconds
    and Arvess FermareTargeted by a skill
    Duration: 4 turns
    on a foe.
    At level 55:
    Buff increased to 40% ATK UpATK is boosted
    Strength: 40%Duration: 5 turns
    .
    and  RhapsodyGain 20% ATK UpATK is boosted
    Strength: 20%Duration: 1 turn
    , Salted WoundATK is boosted when foe is in break mode
    Strength: 7%Duration: 1 hit
    and Salted Wound (Arvess Fermare)ATK is boosted when foe is hitmarked
    Strength: 230%Duration: 1 hit2/3 effectiveness when used with Charge Attack
    .
    provide ATK UpATK is boosted
    buffs on low cooldown
  • Using  Arvess Swing400%-500% Light damage to a foe (Damage cap: ~630,000).
    Gain Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    .
    buffs her with Guaranteed TAGuaranteed Triple Attack regardless of Triple Attack Lowered debuffs
  • Skills are mostly self-buffing and tend to have high uptime with a low cooldown
  • Her DMG output can be high with some effort but her selfish buffing may not be beneficial for all team compositions
Zeta

9.8

Preliminary rating. Please allow a few days for it to settle.

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