Icon | Name | Type | Rating | Remarks |
---|
|
Abby |
|
9.2 |
- 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 Dodge-and-CounterDodge 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 .
|
|
Adam |
|
9.4 |
- Role: Support/Defender
- Indomitability, on a high cooldown, provides a big group shield for 10,000 plus the unique buff Auxiliary.
- Gains the unique buff Achillea at the start of battle and every round when his HP is over 80%.
- Keep Adam's HP high and make sure he doesn't take damage (easy to do with his shield) to keep the benefits of Auxiliary and Achillea going. These buffs help Adam and the whole team, especially with Charge Attacks.
|
|
Agielba |
|
9.7 |
- Role: Defender/Attacker
- Protects the party from single-target attacks with his unique SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks) effect.
- Highly survivable with high DEF, a strong ArmoredChance of lowering DMG taken
Duration: 0.5 turns100% chance to reduce damage taken by 80%.Applied during the attack phase. On the next turn, it'll have 0 turns remaining., and Lethal Attack DodgedCan withstand lethal DMG (Leaves 1 HP) .
- Good damage output for a defensive character.
|
|
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.
|
|
Aglovale |
|
9.8 |
- Role: Attacker/Support
- Deals skill damage after every normal attack, and grants Supplemental Skill DMG (Stackable / Max: 50,000)Skill DMG dealt is supplemented (Stackable)
Strength: 10,000 (Max: 50,000)Duration: Indefinite to all Fire allies at the same time.
- Deals high damage whenever Aura der HeiterkeitDMG dealt is supplemented / ATK is greatly boosted based on how high HP is / Attacks twice each turn (Can't be removed)
Duration: 3 turns is active.
- Grants Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and Dispel Cancel (1 time)Buffs can't be removed or shortened (1 time) Duration: Indefinite to all Fire allies.
- Gains no charge bar upon normal attacks, but his charge attack is able to end the cooldown of his damage skills, providing high damage output and constant source of Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.".
- Removes 1 buff from all foes whenever he has 5 Hellfire CrestFire magic is amplified (Max: 5 / Can't be removed)
.
- Suitable in Full Auto setups.
|
|
Aglovale and Tor |
|
9.2 |
-
|
|
Airi Totoki |
|
7.0 |
- Role: Attacker
- Does surprisingly high amounts of damage between her buff and Body Heat mechanic.
- Brings a little utility in Charm and a team heal.
- Can die easily if attacked with too many Body Heat stacks.
|
|
Alanaan |
|
|
- A buffer who is especially useful in short content
- Grants 100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 4 turns and 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks Strength: 30%Duration: 4 turnsStacking: A to all allies
- Enables critical hits regardless of enemy element
- Backline Passive removes debuffs from allies who are under the effects of turn-based damage
|
|
Albert |
|
9.6 |
- 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 filled charge diamonds by 1
can be very useful in challenging content.
|
|
Albert |
|
9.5 |
- Role: Attacker/Support/Debuffer
- Has easy access to DelayReduce a foe's filled charge diamonds by 1
through Electron Storm400% Dark damage to all foes (Damage cap: ~635,000). Raise foes' ThunderstruckMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed) Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 180 seconds lvl by 1 (Max: 10). Inflict DelayReduce a foe's filled charge diamonds by 1 Base Accuracy: 100%., which can be reset with his Charge Attack.
- Able to inflict his foe with 25% Dark DEF DownDEF is lowered for dark DMG
Strength: 25%Base Accuracy: 100%Duration: 180 seconds.
- Impulse Raid600% Dark damage to a foe (Damage cap: ~800,000).
Gain 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%.. End cooldown for other skills. can end the cooldown for his other skills to provide a short burst of damage.
- Grants up to 50% Skill DMG Up and 10% Skill DMG Cap Up to all Dark allies based on the level of ThunderstruckMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
on a foe.
- Depends on the level of ThunderstruckMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
to reach his maximum potential, but it can take a while to raise its level.
|
|
Albert |
|
7.5 |
- Role: Attacker/Support
- Great damage output that is comparable to his SSR version.
- 100% double attack rate allows him to gain charge bar easily for more frequent Charge Attacks.
- Excellent early-game Light character with potential longevity into later game stages.
|
|
Albert |
|
9.2 |
- 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 filled 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 |
|
9.7 |
- 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
|
|
Alexiel |
|
9.6 |
- Role: Attacker/Defender/Support
- Grants a combination of 100% DEF UpDEF is boosted
Strength: 100%Duration: 3 turns, Water SwitchElemental DMG from foes turns into water DMG Duration: 3 turns, and 70% Water CutWater DMG is cut 70% Duration: 1 turn Water Damage Cut. to all allies, increasing their defensive capabilities.
- Grants UnchallengedNext DMG received will be ineffective
Duration: 1 turn and 200% Debuff Res. UpDebuff resistance is boosted Strength: 200%Duration: 5 turns to all allies as well, further increasing their survivability.
- Provides a boost of 10% to all allies' damage cap when Earth ATK UpEarth ATK is boosted
is applied.
- Activates charge attack twice when Mirror-Blade ResonanceCharge attack reactivates / When a foe uses a special attack: 1000% earth DMG to all foes / 1-turn cut to Uncrossable Realm's cooldown (Can't be removed)
Duration: Indefinite is active, but it can only be used when 10 Mirror-BladeBased on number of Mirror-Blades: ATK, DEF, C.A. specs, and skill specs are boosted / Skill DMG is amplified (Max: 10 / Can't be removed) are deployed.
- Useful in battles that last long enough for her to activate her Mirror-Blade ResonanceCharge attack reactivates / When a foe uses a special attack: 1000% earth DMG to all foes / 1-turn cut to Uncrossable Realm's cooldown (Can't be removed)
Duration: Indefinite.
|
|
Alexiel |
|
9.6 |
- Role: Attacker/Defender
- Mirror-Blade BarrierDEF is boosted (Stackable / Can't be removed)
permanently boosts all allies DEF.
- Greatly increases own DEF, has debuff resist, and caps Water damage taken while substituting one- and all-ally attacks when Uncrossable WatersReceives all attacks in place of allies (Includes all-foe all-ally attacks) / DEF and debuff resistance are boosted / Elemental DMG from foes turns into water DMG / Water DMG taken is capped at 1500 per hit / Ends when no Mirror Blades are deployed (Can't be removed)
is active.
- Her C.A. provides a 1.5-turn buff that activates Hildebrand400% Earth damage to all foes (Damage cap: ~630,000).
All allies gain Mirror-Blade BarrierDEF is boosted (Stackable / Can't be removed) Strength: 9% (Max: 45%)Duration: Indefinite (Stackable / Max: 5). Deploy 1 Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed) Duration: Indefinite., simultaneously granting her additional Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed) stacks.
- Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed)
further increases her offensive and defensive potential by passively boosting both ATK and DEF.
|
|
Alistair |
|
4.5 |
-
|
|
Aliza |
|
9.0 |
|
|
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 |
|
9.7 |
-
|
|
Aliza |
|
7.5 |
- Role: Attacker
- Gains 40% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
Strength: 40%Duration: 2.5 turnsApplied 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.
|
|
Alliah |
|
9.0 |
- Role: Attacker
- An unreliable selfish attacker whose effectiveness varies a lot with random chance.
- Alliah can grant herself numerous buffs which she can then extend. Some of these buffs are very valuable such as Double StrikeAttacks twice each turn
Duration: 2 turns, but which buffs she obtains through her skills are random from a pool of eight. She can also obtain some valuable buffs when targeted by a yellow-border skill from MC but these are, again, random.
- If Alliah is very lucky, she can receive useful buffs, extend them, and then receive a skill cooldown reset to extend them even further.
- Facsimile is a versatile tool that can be used to replicate a wide number of 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 turnsLocal 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.
|
|
Altair |
|
9.3 |
- Role: Support/Debuffer
- Greatly increases Water team damage output with his buffs, debuffs, and charge bar generation.
- His debuff is very inaccurate until Lvl 90.
- His Lvl 95 support skill helps other members of the team in landing their debuffs.
- Fits in almost any Water team composition.
|
|
Altair |
|
9.3 |
- Role: Support/Debuffer
- Provides allies with numerous critical-focused offensive buffs including Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
and Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks , and facilitates Hellfire CrestFire magic is amplified (Max: 5 / Can't be removed) strategies.
- Inflicts several debuffs onto foes including 25% Fire DEF DownDEF is lowered for fire DMG
Strength: 25% and provides a source of dispel.
- Requires 5 Hellfire CrestFire magic is amplified (Max: 5 / Can't be removed)
to maximise effectiveness, but is a fairly powerful support in critical-based strategies.
|
|
Amelia |
|
9.5 |
-
|
|
Ami |
|
9.5 |
- Role: Attacker/Debuffer
- Deals skill damage and inflicts 10% Wind DEF Down (Stackable / Max: 40%)DEF is lowered for wind DMG (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds, 10% DA Down (Stackable / Max: 40%)Double attack rate is lowered (Stackable) Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds, and 10% TA Down (Stackable / Max: 40%)Triple attack rate is lowered (Stackable) Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds based on number of foes' debuffs.
- Deals up to 20 hits of Wind damage and removes 1 buff from all foes at the same time.
- Inflicts a total of 12 debuffs on all foes with just a single skill.
- Has Emissary of Goumang's Wind10% boost to Stormwyrm's weapon skills.
(Takes effect even when Ami is a sub ally.), which increases the effects of all Wind Omega weapon skills by 10%. This support skill takes effect even when Ami is a sub ally.
|
|
Amira |
|
9.0 |
- Role: Attacker/Support
- Provides very strong multi-attack and charge bar rate buffs.
- Once transformed she's a battery for the party while still doing great damage.
- Strong even without good party synergy.
|
|
Amira |
|
7.0 |
-
|
|
Amira |
|
9.5 |
- Role: Defender/Debuffer
- Her support skill boosts her stats and hostility, also allowing her to counterattack according to her SatietyConsumed by Amira's skills (Max: 5 / Can't be removed)
level.
- Can substitute allies with Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks) Duration: 1 turn , ideal thanks to her 300% defense boost.
- Can inflict 25% Dark DEF DownDEF is lowered for dark DMG
Strength: 25%Base Accuracy: 100%Duration: 180 seconds.
- Great tank even when playing in Full Auto.
|
|
Anastasia |
|
7.0 |
-
|
|
Anderson |
|
9.5 |
- Role: Attacker/Defender
- Has powerful normal attacks, with a damaging skill activating at the end. Anderson can additionally perform a free normal attack with Herz der LoyalitatGain 30% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 30%Multiplier: SeraphicDuration: 1 turn and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn . Instantly perform a normal attack without using up a turn..
- Protects allies with one turn of Substitute (All-Ally)Receives all attacks in place of allies
(Includes all-ally attacks) alongside strong personal defensive buffs. Anderson's incoming Wind damage is also capped, and he wants to be attacked to reduce his skill cooldowns.
- Charge attack applies dispel.
|
|
Andira |
|
9.6 |
- Role: Attacker/Support/Debuffer
- Unique LoopATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted / Debuff success rate is boosted
Level 100: After 2nd cast: Critical hit rate is boosted After 3rd cast: DMG cap is boosted Duration: 6 turnsLevel 100: Can't be removed party buff is extremely strong and versatile
- Provides a 100% party-wide heal on a 12-turn cooldown
- Inflicts permanent local debuffs MizaruHP is lowered on every turn / ATK is lowered (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed)
Strength: 5% (Max: 15%) / 2016 damage per turnDuration: IndefiniteLocal status effect, KikazaruAndira's C.A. DMG and DMG cap are boosted (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed) Strength: 15% C.A. DMG Up (Max: 45%) / 10% C.A. DMG Cap Up (Max: 30%)Duration: IndefiniteLocal status effect, and IwazaruDEF is lowered (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed) Strength: 5%Duration: IndefiniteLocal status effect
- Can nullify multi-hit boss attacks by combining Infinite DiversityBoost to ATK and multiattack rate / Bonus Wind DMG effect / Dodges all attacks from foes (Ends upon dodging / Can't be removed)
Strength: 20% ATK Up / 20% DA Up / 10% TA Up / 20% Bonus Wind DMGMultiplier: UniqueDuration: Indefinite and Full Hostility100% chance to be targeted by one-ally attacks (Can't be removed) Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute
|
|
Andira |
|
7.0 |
- Role: Healer/Support
- Puts herself to SleepCan't attack and takes big DMG (Ends upon taking DMG)
Takes 25% more damage, but still an excellent buffer.
- SleepCan't attack and takes big DMG (Ends upon taking DMG)
Takes 25% more damage is clearable with skills which lessens one of her biggest disadvantages.
- Has a good heal, but be mindful of the DEF DownDEF is lowered
.
|
|
Andira |
|
9.6 |
- Role: Support/Debuffer
- MizuzaruDEF is lowered / DMG taken is supplemented (Can't be removed)
Local status effect is a permanent local defense-down that additionally supplements all damage dealt.
- Land of LotusesAll allies gain Charge Bar +Instantly boosts Charge Bar by
, DA UpDouble attack rate is boosted Duration: 3 turns, TA UpTriple attack rate is boosted Duration: 3 turns, and DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted Duration: 3 turns. (Boost to specs upon each cast [Max: 3 times].) grants allies several strong buffs which get more powerful each time the skill is cast.
- After 10 turns have passed, Golden BandConsumed at end of turn if 10th turn or later / When consumed: Removes all debuffs from water allies / Fully restores HP / Boosts Andira's multiattack rate (Can't be removed)
Duration: Indefinite fully heals allies and clears debuffs one time, an incredibly good recovery ability.
- Andira requires some time to ramp up but is a strong support in medium-to-long battles, and is primarily suited to battles longer than 10 turns.
|
|
Ange |
|
7.0 |
-
|
|
Ange |
|
6.0 |
-
|
|
Anila |
|
9.5 |
- Role: Support/Debuffer
- Grants Hidden Tiger, Crouching DragonCharge bar gain is boosted /
Debuff resistance is boosted / ATK is boosted / Double attack rate is boosted / Attacks made with elemental superiority have a chance to deal boosted DMG (Can't be removed) Multiplier: Normal to all allies, which contains various useful buffs such as 50% Debuff Res. UpDebuff resistance is boosted Strength: 50% and 50% Charge Bar Gain UpCharge bar gain is boosted Strength: 50%.
- Inflicts all-elemental ATK Down and DEF Down on all foes, and gains 40% Bonus Superior Elemental DMGDeals bonus superior element DMG for one-foe one-ally attacks
Strength: 40%Duration: 3 turns for herself, in a single skill at level 100.
- Provides healing to all allies while removing 1 debuff at the same time.
- Has DelayReduce a foe's filled charge diamonds by 1
to slow down all of her foes' special attacks.
- Useful in high difficulty contents.
|
|
Anila |
|
6.5 |
-
|
|
Anila |
|
9.6 |
- Role: Attacker/Support
- Grants Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn and StrengthATK is greatly boosted based on how high HP is Strength: 20%-10%Duration: 3 turns to self, or to the party upon consuming her charge attack buff.
- Firepower increases when combining Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn and 30% Bonus Superior Elemental DMGDeals bonus superior element DMG for one-foe one-ally attacks Strength: 30%Duration: 3 turns, making her a good Support unit.
- Grants Dodge All (1 time)Takes no DMG or debuffs while in effect for a set period
Duration: Indefinite to an ally.
- Boosts allies' normal attack firepower with her support skills.
|
|
Anila |
|
9.7 |
-
|
|
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 |
|
9.3 |
- Role: Attacker/Debuffer
- Anna is highly focused on dealing skill damage, with all three of her skills dealing damage, one of which is a multi-hit skill which can land up to 20 times.
- External sources of supplemental damage which affect skill damage will considerably increase her damage output.
- Can inflict useful debuffs such as DelayReduce a foe's filled charge diamonds by 1
Base Accuracy: 100% and CharmedAttacks are slightly limited Strength: 25%Base Accuracy: 90%.
- Anna's sub-ally skill synergises well with her own sources of SingedHP is lowered on every turn based on Singed lvl (Can't be removed)
, but is also valuable in the back row with main allies such as Percival (Grand).
|
|
Anna |
|
4.0 |
-
|
|
Anne |
|
9.8 |
- Role: Defender/Support
- Protects all allies with 100% DEF UpDEF is boosted
Strength: 100%Duration: 3 turns, 70% / 30% ArmoredChance of lowering DMG taken Strength: 70% chance of taking 30% less damage.Duration: 3 turns, and Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time) Duration: Indefinite.
- All allies will also gain 40% Fire CutFire DMG is cut 40%
Duration: 1 turn Fire Damage Cut. when she has reached level 90.
- Able to remove 1 buff from the enemy with her Charge Attack after she has unlocked her 5★ uncap.
- Can deal decent damage due to Protector of the AcademyRaise SpiritATK, DEF, multiattack rate, and hostility are boosted based on lvl (Max: lvl 5 / Can't be removed)
Multiplier: PerpetuityDuration: Indefinite lvl by 1 upon being targeted (Max: 5). (Boost to ATKPerpetuity modifier, DEF, multiattack rate, and hostility based on lvl.) and Paragon PrincessWhen Anne has CounterDodge/Tank-and-CounterCounters upon dodging one-ally attacks or taking DMG Counter attacks grant 5% charge bar per hit. Tank-and-CounterCounters upon taking DMG Counter attacks grant 5% charge bar per hit. Dodge-and-CounterDodge and counter one-ally attacks Counter attacks grant 5% charge bar per hit. effect: Guaranteed triple attacks and 30% Bonus Water DMG effect..
- Unworldly Charge Attack damage with a charge bar limit of 200%.
- Useful in high difficulty contents and long battles with Full Auto.
|
|
Anne |
|
9.6 |
- Role: Defender/Support
- Grants various defensive buffs such as 20% Dark CutDark DMG is cut 20%
Duration: 2.5 turnsDark Damage Cut.Applied during the attack phase. On the next turn, it'll have 2 turns remaining., 100% DEF UpDEF is boosted Strength: 100%Duration: 3 turns, Veil (1 time)Debuffs will be nullified (1 time) Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", and Dispel Cancel (1 time)Effects that remove buffs will be nullified (1 time) Duration: Indefinite to all Light allies.
- Provides plenty of debuff removals through Radiant Burst700% Light damage to a foe (Damage cap: ~730,000).
Remove 1 buff. (When SpiritATK, DEF, multiattack rate, and hostility are boosted based on lvl (Max: lvl 5 / Can't be removed) lvl is at 5: Activates twice.), which ends its cooldown every time she uses her Charge Attack.
- Has a maximum charge bar limit of 200%.
|
|
Anre |
|
|
-
|
|
Anthuria |
|
9.5 |
- Role: Support/Defender
- Can draw enemy attacks while providing party support on successful dodges.
- Offensive support through party-wide HypeATK is boosted
, ATK Up (Stackable)ATK is boosted while active (Stackable) , and 10% UpliftedCharge bar is boosted on every turn Strength: 10%.
- Defensive support through ShieldNext ATK received will be ineffective for a fixed amount
, DEF Up (Stackable)DEF is boosted while active (Stackable) , and healing for the party.
- Much of her party support relies on dodging, which she can easily manage thanks to high dodge rate and Dodge AllTakes no DMG or debuffs while in effect for a set period
.
- Debuffs that hinder enemy attacks such as CharmedAttacks are slightly limited
or ParalysisCan't attack will greatly reduce her effectiveness.
|
|
Anthuria |
|
9.8 |
- Role: Support
- Grants Double StrikeAttacks twice each turn
Duration: 4 turns to the Main Character and herself for 4 turns, enabling powerful burst damage.
- Grants 10% Bonus Earth DMGDeals bonus earth DMG for one-foe one-ally attacks
Strength: 10%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and HypeATK is boosted Duration: 1.5 turnsApplied during the attack phase. On the next turn, it'll have 1 turn remaining. to all allies through her charge attack.
- Increases the survivability of all Earth allies with Saintly VeilDebuff resistance is boosted / Water DMG taken is lowered / Buffs can't be removed or shortened / Elemental DMG from foes turns into water DMG (Can't be removed / Ends upon taking DMG 2 times)
Duration: Indefinite, which also has the same function as Water SwitchElemental DMG from foes turns into water DMG .
- Grants permanent Heavenly DanceDodge All effect to self upon using charge attack (1 time) (Can't be removed)
Duration: Indefinite to MC and herself.
- Useful for various burst and Full Auto setups in short battles.
|
|
Anthuria |
|
9.6 |
- Role: Support/Healer
- Grants various buffs to all Dark allies via Ardent DanceChance to dodge DMG and debuffs / More likely to be attacked / Upon dodging: Restores all allies' HP and removes 1 debuff / 50% boost to caster's charge bar (Can't be removed)
, while also providing healing and debuff removal when she dodges.
- Increases the offensive capabilities of all allies with HypeATK is boosted
, StrengthATK is greatly boosted based on how high HP is Strength: 20%-10%Duration: 3 turns, and up to 20% Bonus Dark DMGDeals bonus dark DMG for one-foe one-ally attacks Strength: 20%.
- Provides a certain degree of protection to the team with her Full Hostility100% chance to be targeted by one-ally attacks
Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute and Dodge All (2 times)Takes no DMG or debuffs while in effect for a set period Duration: Indefinite.
- Excellent in Full Auto setups, and some high difficulty contents.
|
|
Anzu Futaba |
|
7.0 |
-
|
|
Aoidos |
|
9.4 |
- Role: Attacker/Support
- Grants Bonus Fire DMG and DEF boost to Fire allies based on their HypeATK is boosted
.
- Increases the overall damage of the party with HypeATK is boosted
, Supplemental C.A. DMGC.A. DMG dealt is supplemented Strength: 300,000Duration: 3 turns, and Special C.A. DMG Cap UpMaximum amount of DMG that can be dealt per C.A. to foes who cap C.A. DMG is boosted Duration: 3 turns.
- Deals extra damage whenever Harp-specialty Fire allies uses their charge attacks.
- Useful as a support in setups that rely on charge attacks.
|
|
Aqours First-Years |
|
9.0 |
- Role: Debuffer/Support
- BlindedAttacks have a slight chance to miss
and GravitySpecial attack max charge turn is extended in one skill.
- Provides Earth ATK UpEarth ATK is boosted
on Charge Attack.
- Healing is boosted when below 50% health.
- 20% DEF UpDEF is boosted
Strength: 20%Duration: 4 turns and a local Clarity.
- EMP is active even on the backline.
|
|
Aqours Second-Years |
|
9.0 |
- Role: Support/Healer
- 35% DA on a 5/8 uptime attached to RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
, but only 5% TA.
- Charge Attack can heal up to 2000 health when affected by Let's ShineCharge attack's healing specs are boosted
.
- Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
Duration: 3 turns that lasts three turns, but only grants Hype once.
- Support Skills work from the backline.
|
|
Aqours Third-Years |
|
9.0 |
- Role: Support/Debuffer
- Offensive support through 15% Fire ATK UpFire ATK is boosted
Strength: 15%Duration: 5.5 turnsApplied during the attack phase. On the next turn, it'll have 5 turns remaining. with high uptime.
- Inflicts 15% ATK DownATK is lowered
Strength: 15%Base Accuracy: 90%Duration: 180 secondsStacking: Dual and 15% DEF DownDEF is lowered Strength: 15%Base Accuracy: 90%Duration: 180 secondsStacking: Dual.
- Additional party support through healing, 20% DMG CutTaking 20% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements. Warning! Does not work for Plain Damage!, 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." and Charge Bar +20%Instantly boosts Charge Bar by 20% Strength: 20%.
|
|
Arisa |
|
7.0 |
- Role: Attacker/Support
- High Charge Attack damage depending on FairyCharge attack DMG and charge attack DMG cap are boosted
stacks.
- Useful early-game healer.
- Excellent in long battles, but less effective in short battles.
|
|
Arriet |
|
9.0 |
- Role: Support/Debuffer
- Can lower one ally's skills cooldown by 1 turn and grant them Double StrikeAttacks twice each turn
. The downtime makes it unreliable in longer fights though.
- Party wide ATK UpATK is boosted
and 30% Charge Bar Gain UpCharge bar gain is boosted Strength: 30% are on rather short cooldown.
- Provides 25% ATK DownATK is lowered
Strength: 25% and 25% DEF DownDEF is lowered Strength: 25% of dual stacking (like Miserable Mist). It allows your class to take a damaging skill in place of the Mist.
- Mode Bar Cut BoostedCut to overdrive gauge is boosted
Duration: 3 turns that comes with debuffs is rather situational but lasts 3 turns which might greatly help when fighting powerful foes.
- Inflicts local SleepCan't attack and takes big DMG (Ends upon taking DMG)
Takes 25% more damage Local status effect with her charge attack.
|
|
Arthur |
|
9.4 |
-
|
|
Arthur |
|
7.0 |
- Role: Attacker/Support
- Support Skills boost Charge Attack damage for the whole party.
- 10% Earth ATK DownEarth ATK is lowered
Strength: 10% on Charge Attack.
|
|
Arthur and Mordred |
|
7.0 |
- Role: Attacker/Support
- Herzhaft combines three powerful abilities into one skill.
- 10% Earth ATK DownEarth ATK is lowered
Strength: 10%Duration: 180 seconds and 10% Wind DEF DownDEF is lowered for wind DMG Strength: 10%Duration: 180 seconds.
- Party positioning matters based on which Support Skill effect you want.
- 30% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
Strength: 30%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. on Charge Attack.
|
|
Arulumaya |
|
9.8 |
- Role: Support/Debuffer
- Provides a huge defensive buff of 70% Water DMG LoweredWater DMG is lowered
Strength: 70%Duration: 2 turnsWater DEF Up. Not a Damage Cut. Reduces Water damage taken on a multiplier separate from Damage Cuts. to all her allies when a foe's charge diamonds are filled at end of turn.
- Can reduce the debuff durations of all allies by 2 turns when a foe uses a special attack.
- Inflicts 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds on all of her foes when she uses her own Charge Attack.
- Grants up to 4 different useful buffs to all Earth allies through her Gaze into Crystal BallGaze into crystal ball.
All Earth allies gain 1 random buff. (Number of buffs increases upon each cast [Max: 3 times].).
- Grants ShieldNext ATK received will be ineffective for a fixed amount
and Veil (1 time)Debuffs will be nullified (1 time) Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." to all her allies.
- Provides valuable DelayReduce a foe's filled charge diamonds by 1
effect for Earth element.
|
|
Arulumaya |
|
9.0 |
- Role: Support/Debuffer
- Strongest Water DEF DownDEF is lowered for water DMG
given by a party member at 25%.
- Can provide great party buffs such as DA UpDouble attack rate is boosted
, TA UpTriple attack rate is boosted , and 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.".
|
|
Arulumaya |
|
9.3 |
- Role: Defensive support
- Very high defenses, with access to team-wide 40% Dark CutDark DMG is cut 40%
Duration: 1 turn Dark Damage Cut., Dark SwitchElemental DMG from foes turns into dark DMG Duration: 3 turns, Veil (1 time)Debuffs will be nullified (1 time) Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.", 100% / 20% ArmoredChance of lowering DMG taken Strength: 100% chance of taking 20% less damage.Duration: 3 turns, and Mirror Image (1 time)Next one-to-one attack received will be ineffective (Effect removed on next all-foe all-ally attack) Duration: Indefinite.
- Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." can be reapplied after every Selene Kanonas450%Massive Light damage to a foe. End cooldown for Flash of Revelation..
- Wheel of FateGrant an ally Shield (4000)Next ATK received will be ineffective for a fixed amount
Strength: 4000Duration: Indefinite and Dodge All (1 time)Takes no DMG or debuffs while in effect for a set period Duration: Indefinite. can grant a single ally Dodge All (1 time)Takes no DMG or debuffs while in effect for a set period Duration: Indefinite, useful for single-target Omens or when combined with SubstituteReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) .
- Decent healing from RefreshHP is restored on every turn
Strength: 10% of max HP (Healing cap: 400)Duration: 3 turns and Time of ProphecyWhen a foes uses a special attack: Restore 10% of all allies HP (Healing cap: 1000). All allies gain Charge Bar +10%Instantly boosts Charge Bar by 10% Strength: 10%., which also provides a team-wide Charge Bar +10%Instantly boosts Charge Bar by 10% Strength: 10% when an enemy Special Attacks.
- Better used in longer fights as Flash of RevelationAll Light allies gain Veil (1 time)Debuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and 1 random buffPossible buffs: 20% DA UpDouble attack rate is boosted Strength: 20%Duration: 3 turns and 10% TA UpTriple attack rate is boosted Strength: 10%Duration: 3 turns 30% Light ATK UpLight ATK is boosted Strength: 30%Duration: 3 turns 20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks Strength: 20%Duration: 3 turns 100% / 20% ArmoredChance of lowering DMG taken Strength: 100% chance of taking 20% less damage.Duration: 3 turns Mirror Image (1 time)Next one-to-one attack received will be ineffective (Effect removed on next all-foe all-ally attack) Duration: Indefinite. (Number of buffs gained increases upon each cast [Max: 5 times].) needs multiple uses to ramp up its buffs.
- Can provide offensive support with 20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
Strength: 20%Duration: 3 turns and Moonlight Prism10% boost to double attack and 5% boost to triple attack for all allies when Arulumaya is not debuffed., augmented by her Extended Mastery Support SkillBoost to all allies' ATK when not debuffed.,
- Useful for high difficulty content and for tanky full auto setups.
|
|
Arulumaya |
|
8.0 |
- Role: Support/Debuffer
- Can inflict the rare 15% Light ATK DownLight ATK is lowered
Strength: 15%Base Accuracy: 90%Duration: 180 seconds debuff.
- Buffs allies attack depending on how high her HP are.
- Doesn't synergize well with the usually Enmity centered Dark teams.
- Rating may rise to 8.5 if Stamina oriented builds become available to Dark.
|
|
Arusha |
|
7.5 |
-
|
|
Aster |
|
7.5 |
-
|
|
Aster |
|
6.0 |
-
|
|
Athena |
|
9.6 |
- Role: Defender/Debuffer/Support
- Great damage mitigation with 40% Wind CutWind DMG is cut 40%
Duration: 1 turn Wind Damage Cut., ArmoredChance of lowering DMG taken Duration: 3.5 turns70% chance to reduce damage taken by 30%.Applied during the attack phase. On the next turn, it'll have 3 turns remaining., DA DownDouble attack rate is lowered Base Accuracy: 85%Duration: 180 seconds, and BlindedAttacks have a slight chance to miss Base Accuracy: 90%Duration: 180 seconds.
- Additional support with up to 40% DEF Down (Stackable)DEF is lowered (Stackable)
Strength: 10% (Max: 40%)Base Accuracy: 90%Duration: 180 seconds, 15% Fire ATK UpFire ATK is boosted Strength: 15%Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining., RefreshHP is restored on every turn Strength: 10% HP (Healing cap: 400)Duration: 3 turns, and DelayReduce a foe's filled charge diamonds by 1 Base Accuracy: 100%.
- Wind SwitchElemental DMG from foes turns into wind DMG
Duration: 3 turns is invaluable for enemies that deal mixed-element damage.
- Deals significant skill damage with her Support Skill if targeted frequently.
|
|
Augusta |
|
6.5 |
-
|
|
Ayer |
|
9.3 |
- Role: Attacker
- Synergizes well with enmity.
- It can be difficult to keep him alive at low health, but he can unleash staggering damage.
|
|
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 |
|
9.2 |
- 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/Support
- Increases the offensive capabilities of all allies with 100% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
Strength: 100% chance of dealing 30% more damage.Duration: 3 turns, Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn , and KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns.
- Inflicts DelayReduce a foe's filled charge diamonds by 1
Base Accuracy: 100% and PetrifiedStops enemy's charge diamonds from filling. Base Accuracy: 100%Duration: 3 turnsLocal status effect to prevent his foe from using special attacks.
- Gains 80% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
Strength: 80% and Supplemental Damage against foes with PetrifiedPetrifiedStops enemy's charge diamonds from filling.
PetrifiedStops enemy's charge diamonds from filling. Local status effect.
- Skills have extra effects if a foe is affected by PetrifiedPetrifiedStops enemy's charge diamonds from filling.
PetrifiedStops enemy's charge diamonds from filling. Local status effect.
- Strong against any foe that is susceptible to PetrifiedStops enemy's charge diamonds from filling.
.
|
|
Azusa |
|
9.5 |
-
|
|
Azusa |
|
9.6 |
- Role: Attacker/Defender/Healer
- Toward Unclouded Eyes100% boost to ATKMultiplier: Perpetuity and 100% boost to damage cap.
50% hit to normal attack, skill damage, and charge attack accuracy. gives a 50% hit to accuracy in exchange for a 100% boost to Attack and Damage Cap.
- MukyoNormal attack, skill DMG, and C.A. accuracy are boosted based on number of Mukyo (Can't be removed)
Duration: Indefinite provides a 10% boost to Accuracy per stack, up to 5 stacks.
- To Endure is to SucceedWhen a normal attack, skill damage, or charge attack successfully hits:
Consume 1 MukyoNormal attack, skill DMG, and C.A. accuracy are boosted based on number of Mukyo (Can't be removed) to restore all allies' HP (Healing cap: 1000). consumes MukyoNormal attack, skill DMG, and C.A. accuracy are boosted based on number of Mukyo (Can't be removed) Duration: Indefinite to heal the entire party.
- Though Takijin10-hit, 500% Dark damage to a foe (Damage cap: ~465,000 per hit / 90% base accuracyThis is before Toward Unclouded Eyes100% boost to ATKMultiplier: Perpetuity and 100% boost to damage cap.
50% hit to normal attack, skill damage, and charge attack accuracy.'s hit to accuracy is taken into account per hit). only has 90% accuracy with 5 MukyoNormal attack, skill DMG, and C.A. accuracy are boosted based on number of Mukyo (Can't be removed) Duration: Indefinite, it is incredibly powerful even with hits potentially missing.
- TeimeiGain TeimeiCan't normal attack / 80% DMG reduction / Sharp boost to hostility / At end of turn: 1-turn cut to Mukyo and Takijin's cooldown / Gain 1 Mukyou (Can't be removed)
Duration: 5 turns. prevents Azusa (Summer) from attacking but greatly increases her defensive capabilities, regenerates 1 MukyoNormal attack, skill DMG, and C.A. accuracy are boosted based on number of Mukyo (Can't be removed) Duration: Indefinite at the end of turn, and cuts the cooldown of her other skills by 1 at end of turn.
- Can be clunky to use in longer battles.
|
|
Baal |
|
9.4 |
- Roles: Support/Debuffer
- Shines in mid-to-long battles, with allies who can consistently output chain bursts.
- Inflicts Dispel, stackable ATK/DEF Down, and TuningHP is lowered on every turn based on Tuning lvl (Max: 10 / Can't be removed)
(9999 damage every turn).
- Provides powerful multiattack boosts and a Bonus Earth DMG effect for himself and one ally through SessionMultiattack rate, DEF, and hostility are boosted / Deals bonus earth DMG for one-foe attacks (Can't be removed)
.
- Party-wide damage mitigation through 70% / 30% ArmoredChance of lowering DMG taken
Strength: 70% chance of taking 30% less damage.Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining. and passive Water damage reduction.
|
|
Baal |
|
9.2 |
- Role: Attacker/Support
- Activates Alternate Picking8-hit, 100% Fire damage to random foes (Damage cap: ~80,000 per hit).
Inflict 10% Debuff Res. Down (Stackable / Max: 30%)Debuff resistance is lowered (Stackable) Strength: 10% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds on all foes. and Wall of Death400% Fire damage to all foes (Damage cap: ~630,000). Remove 1 buff from all foes. automatically when Baal has level 4 HypeATK is boosted .
- Grants Instant ChargeInstantly sets Charge Bar to 100%
Unaffected by Charge Bar Gain status effects. No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%. to two allies, including himself, with a single skill.
- Grants HypeATK is boosted
to all Fire allies upon chain burst activation.
- Requires continual chain burst activation to maintain the level of his HypeATK is boosted
.
|
|
Bakura |
|
4.5 |
- Role: Healer
- Short cooldowns allow consistent team functionality.
- Damage and Heal skills start fairly weak.
- Spends Charge Bar quickly on skills; likely will not participate in Chain Bursts.
- Benefits greatly from help with Charge Bar gain (DA/TA/Charge Bar Gain buffs).
|
|
Balurga |
|
5.5 |
- Role: Attacker
- Overdrive Assassin and a good attack stat to go with it
|
|
Baotorda |
|
7.0 |
- Role: Defender
- SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks) and Dodge-and-CounterDodge and counter one-ally attacks Counter attacks grant 5% charge bar per hit. can completely negate a normal enemy turn.
- Only has a randomly-activating 30% Damage Cut against enemy special attacks.
- Has Attack Up and Strength, allowing him to inflict heavy damage on his counter turn.
|
|
Baotorda |
|
9.5 |
|
|
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 |
-
|
|
Barawa and Sarya |
|
9.4 |
- Role: Attacker/Debuffer/Support
- Deal massive damage with the ability to reset both Detective Barawa, On the Case!1000% Fire damage to a foe (Damage cap: ~1,160,000).
Gain Charge Bar +20%Instantly boosts Charge Bar by 20% Strength: 20%. (50% chance to immediately end cooldown upon use [Max: 10 times per turn].) and
|