Draph Character Tier List

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Gamewith Ratings | Gamewith Grades | Kamigame Ratings | Kamigame Grades | Reading Guide


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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.
  • 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 rating Gamebreaking
9.5 rating Vital in many team setups
9.0 rating Fills the gaps between 9.5 characters
8.5 rating Useful for specific fights or challenges
8.0 rating For teams lacking something or rare circumstances
7.5 rating Should have been an SR.
7.0 rating Garbage

SR Characters

SR characters are generally scored between 4.5 to 9.0 points.

9.0 rating An exceptional SR character. Equal power with average SSR characters.
8.5 rating Outperform SSR characters with proper setup.
8.0 rating Can compete with standard SSR characters for party slots.
7.5 rating Higher SR standard. No real faults, and can complement a team well.
7.0 rating Middle SR standard. Competent functionality.
6.5 rating Lower SR standard. May perform a role decently, but will never excel.
6.0 rating Functional, but easily overshadowed.
5.5 rating The minimum SR usefulness.
5.0 rating Ask for a refund.
4.5 rating Garbage to detrimental. More trouble than they're worth.

R Characters

R characters are generally scored from 3 to 6.5 points.

6.5 rating As useful as an SR character
6.0 rating Outstanding for an R character. Exhibit a special feature or exploit that gives them an edge.
5.5 rating Functionally equivalent to and typically able to replace a low-tier SR Character.
5.0 rating Useful kits that can fit well into team compositions.
4.5 rating Usable in standard situations.
4.0 rating Serviceable but lack outstanding contributions to the team.
3.5 rating Detrimental to themselves.
3.0 rating Detrimental to the team.

Filtered lists

All Character Tier List • The Eternals • Arcarum Evokers • SSR Character Tier List • SR Character Tier List • R Character Tier List
Fire Characters • Water Characters • Earth Characters • Wind Characters • Light Characters • Dark Characters
Attack Characters • Defense Characters • Balance Characters • Heal Characters • Special Characters
Human Characters • Draph Characters • Erune Characters • Harvin Characters • Primal Characters • Unknown Characters


RatingFireWaterEarthWindLightDarkAny
10 Payila CaturaNarmaya Catura
9.9 - 9.5Maria TheresaSturm
AgielbaAnilaChichiriIzmirKumbhira
CaturaFediel
AlbaAnilaChichiri
Sturm
Reinhardtzar
Narmaya
Vaseraga
LadivaYaiaZeta and Vaseraga
Aliza
Anila
AzusaCarmelina
Bhadra
MugenPayila
LadivaNarmayaUtsusemi
BaotordaHallessenaKumbhiraSturm
Fediel
AzusaDanua
HallessenaNarmayaVaseraga
9.4 - 9.0Barawa and SaryaMugenReinhardtzarVaseraga
DanuaGhandagoza
Aliza
NarmayaVaseraga
Izmir
HallessenaLamretta
Razia
Vaseraga
Stan and Aliza Danua
8.5 Izmir CaturaLagunaYaia Yaia DanuaForte
7.5 Aliza AlmeidaGaladarRazia Kumbhira DanuaZaja
7.0AlizaBarawaGhandagoza Camieux AlmeidaLadivaLamrettaRedluckVanzzaZaja BaotordaBarawa
6.5AnilaKarvaReinhardtzar Lamretta AugustaCarmelinaLaguna DaettaLadiva
6.0BarawaSarya Sarya Narmaya
5.0Karva CamieuxGaladar Daetta
4.5Camieux GarmaVanzza Bakura
4.0Lamretta Pavidus
IconNameTypeRatingRemarks
Agielba


9.5
  • 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 GutsCan withstand lethal DMG (Leaves 1 HP)
    Also called "Lethal Attack Dodged"
    .
  • Good damage output for a defensive character.
Alba


9.7

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

Aliza


9.0
  • Role: Attacker
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.
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.
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

-

Augusta


6.5

-

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.
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).
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
  • Role: Defender
  • BulwarkReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) / DEF is boosted (Can't be removed)
    Duration: 3 turns
    grants 200% DEF up, SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    effect and 4-hit nukes upon charge attacks.
  • Protects all allies with local 60% DMG CutTaking 60% less DMG
    Duration: 1 turn Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    .
  • Gets stronger each time he's targeted while BulwarkReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) / DEF is boosted (Can't be removed)
    Duration: 3 turns
    is in effect, allowing him to contribute offense-wise during long battles.
  • Upon every enemy special attacks he activates Sacred Surge400%-500% Light damage to all foes (Damage cap: ~635,000).
    Gain Unchallenged (1 time)Next DMG received will be ineffective
    Duration: 3 turns
    .
    and cuts cooldowns for his buff skills by 1.
  • A solid alternative to Vira (Grand)
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
Bhadra


9.9
  • Role: Attacker/Support/Debuffer/Healer
  • Inflicts various debuffs on a foe upon normal attacks based on the number of Crimson AbstractionGains 1 when a foe uses a special attack, or for every 3 times damage skills or debuff skills are used by other light allies (Max: 5 / Can't be removed)
    .
    • Also removes 1 buff when Crimson AbstractionGains 1 when a foe uses a special attack, or for every 3 times damage skills or debuff skills are used by other light allies (Max: 5 / Can't be removed)
      is maxed.
  • Grants permanent buffs to all Light allies based on the number of Golden AbstractionGains 1 when a foe uses a special attack, or for every 3 times buff skills or healing skills are used by other light allies (Max: 5 / Can't be removed)
    .
  • Grants Enlightenment EmbracedSkill specs are boosted / Skill DMG dealt is supplemented / Deals 3-hit light DMG to a foe after normal attacks (Can't be removed)
    Duration: Indefinite
    to all other Light allies.
  • Suitable for long battles and setups that rely on skill damage.
Camieux


4.5

-

Camieux


5.0
  • Role: Attacker
  • Mostly used for her plain damage nuke to farm slimes in co-op
  • Can buff Charge Attack damage
Camieux


7.0
  • Role: Attacker
  • Gives C.A. DMG UpCharge attack DMG is boosted
    Duration: 3 turns
    to the whole party.
Carmelina


9.5
  • Role: Attacker/Debuffer
  • Inflicts various debuffs, such as 25% DEF DownDEF is lowered
    Strength: 25%Base Accuracy: 100%Duration: 180 secondsStacking: Single
    , GravitySpecial attack max charge turn is extended
    Base Accuracy: 100%Duration: 180 seconds
    , 5% S.A. DMG Down (Stackable / Max: 15%)Foe's special attack DMG is lowered (Stackable)
    Strength: 5% (Max: 15%)Duration: 180 seconds
    , and KaleidoscopicATK and accuracy are lowered (Can't be removed)
    Duration: 3 turnsLocal status effect
    .
  • Has decent survivability due to Mirror Image (1 time)Next one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    Duration: Indefinite
    and Dodge All (1 time)Takes no DMG or debuffs while in effect for a set period
    Duration: Indefinite
    , which also works well to raise her AcrobaticsATK, DEF, multiattack rate, skill specs, and dodge rate are boosted based on lvl (Can't be removed)
    Multiplier: PerpetuityDuration: Indefinite
    level and make use of her One and Only AcrobatAbsorbs a foe's charge diamond to boost wind allies' charge bars at end of turn when no DMG has been taken (Can't be removed)
    Duration: 5 turns
    .
  • Deals high damage through her skills after her 5★ uncap.
  • Good in Full Auto setups that rely on charge attacks.
Carmelina


6.5

-

Catura


10
  • Role: Attacker/Support
  • Provides high healing and grants Charge Bar +100%Instantly boosts Charge Bar by 100%
    Strength: 100%
    to MC and herself.
    • Also removes all debuffs and grants C.A. ReactivationCharge attack reactivates
      in order on subsequent casts.
    • Grants all effects on 1st cast after level 90.
  • Deals huge damage with a single skill that goes up to 24-hit while inflicting BlamboozledDMG taken is supplemented (Can't be removed)
    at the same time to supplement all allies' damage against her foe(s).
  • Has guaranteed triple attacks, supplemental damage, and 50% Bonus Wind DMG effect by consuming 30% of charge bar every turn.
  • Excellent in Full Auto setups.
Catura


8.5

-

Catura


9.8
  • Role: Attacker/Support
  • Grants 40% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks
    Strength: 40%Duration: 4 turns
    , 100% / 30% ArmoredChance of lowering DMG taken
    Strength: 100% chance of taking 30% less damage.Duration: 4 turns
    , 100% Debuff Res. UpDebuff resistance is boosted
    Strength: 100%Duration: 4 turns
    , Double StrikeAttacks twice each turn
    Duration: 4 turns
    , and MoostletoeWater ATK is boosted / DEF is boosted / Buffs can't be removed or shortened / Double attack rate is boosted (Can't be removed)
    Duration: Indefinite
    to Water MC and herself.
  • Has guaranteed triple attacks when affected by Double StrikeAttacks twice each turn
    .
  • Removes 1 debuff and provides healing for all allies with her charge attack.
  • Useful in burst setups, and also compatible with Full Auto.
Catura


10
  • Role: Attacker/Defender/Support
  • Deals high damage through normal attacks and counters.
  • Protects the party by granting Substitute (All-Ally) effect to Dark MC for 2 turns.
  • Removes 1 buff from her foe when Catura and Dark MC deal a triple attack.
  • Grants 50% Sharp ATK Up (1 time)ATK is sharply boosted
    Strength: 50%Multiplier: AssassinDuration: 1 turn
    and other useful buffs to herself and Dark MC.
  • Excellent for setups that rely on normal attacks.
Chichiri


9.5
  • Role: Attacker/Support
  • Deals constant skill damage to her foe(s) and increases the overall damage of her allies by inflicting Supplemental DMG (30,000)DMG taken is supplemented
    Strength: 30,000Base Accuracy: 100%Duration: 3 turnsLocal status effect
    .
  • Hinders her enemy's special attack with DelayReduce a foe's filled charge diamonds by 1
    Base Accuracy: 100%
    , GravitySpecial attack max charge turn is extended
    Base Accuracy: 100%Duration: 180 seconds
    , PetrifiedStops enemy's charge diamonds from filling.
    Base Accuracy: 100%Duration: 2 turnsLocal status effect
    , and DuressCan't normal attack or use special attacks (Excludes special actions)
    Base Accuracy: 100%Duration: 1 turn Local status effect
    .
  • Provides some healing to all Fire allies with her Charge Attack.
  • Has  Emissary of Zhurong's Fire10% boost to Ironflame's weapon skills.
    (Takes effect even when Chichiri is a sub ally.)
    , which increases the effects of all Fire Omega weapon skills by 10%. This support skill takes effect even when Chichiri is a sub ally.
Chichiri


9.7
  • Role: Attacker/Support
  • Grants various buffs, such as 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 3 turns
    , to all Water allies.
  • Has C.A. Reactivation effect as long as Frilly 'n' PluckyCharge bar gain is boosted / Charge attack DMG is boosted / C.A. DMG cap is boosted / Charge attack reactivates (Can't be removed)
    Duration: 5 turns
    is active.
  • Effective in setups that rely fully on charge attacks.
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

-

Danua


7.5

-

Danua


9.3
  • Role: Attacker/Debuffer
  • 3-turn local PetrifiedStops enemy's charge diamonds from filling.
    Local status effect
    .
  • Strong nukes with high damage cap.
  • Charge attack helps with landing her debuffs.
  • Reduces damage taken from foes inflicted with PetrifiedStops enemy's charge diamonds from filling.
    .
Danua


9.0

-

Danua


9.6
  • Role: Attacker
  • Attacks twice every turn as long as Burgeoning ReaperAttacks twice each turn / Consumes 15% of max HP at end of turn (Can't be removed)
    Duration: 5 turns
    is in effect.
  • Gains Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    and 50% Bonus Dark DMGDeals bonus dark DMG for one-foe one-ally attacks
    Strength: 50%Duration: 1 turn
    every turn when FearlessGains effects in order based on lvl: Boost to ATK / Amplify normal attack DMG / Boost to DMG cap / Bonus Dark DMG effect upon triple attacks / Activate Precious Doll at end of turn (Max: 5 / Can't be removed)
    lvl is 5.
  • Effective in setups that rely on normal attacks and Multistrike.
Danua


8.5
  • Role: Attacker/Support/Debuffer
  • Has her own Rain of Arrows III providing 25% ATK DownATK is lowered
    (single) on all enemies.
  • ATK Down is on a short cool down in case of resists.
  • Hard to keep alive if you use her nuke.
Eahta


-

Fediel


9.8
  • Role: Attacker/Support/Debuffer
  • The Malice of DespairAll foes' and allies' DEF is lowered / Take DMG every turn
    Duration: IndefiniteField effect
    Local status effect
    field effect permanently weakens enemy defenses with little downside.
  • Field effect greatly improves the offensive power of the team.
  • Peace in DeathDebuff resistance is sharply boosted / Buffs can't be removed or shortened / Charge bar is boosted on every turn (Can't be removed / Ends upon taking DMG 2 times)
    Duration: Indefinite
    provides Dispel Cancel and Veil, which is valuable in high difficulty raids.
  • Has high firepower thanks to double charge attacks and following up every normal attack with a multi-hit nuke.
Fediel


9.8
  • Role: Attacker/Debuffer/Support
  • Charge Attack activates twice when The Black's ChillCharge bar gain is boosted / Takes DMG every turn / Deals bonus DMG to foe upon charge attack (Can't be removed)
    is in effect.
  • All Water allies deals 400% Bonus Water damage upon Charge Attack when The Black's ChillCharge bar gain is boosted / Takes DMG every turn / Deals bonus DMG to foe upon charge attack (Can't be removed)
    is in effect.
  • Inflicts 10% DA Down (Stackable / Max: 40%)Double attack rate is lowered (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    , 10% TA Down (Stackable / Max: 40%)Triple attack rate is lowered (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    , and 10% Water DEF Down (Stackable / Max: 40%)DEF is lowered for water DMG (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    on her foe(s).
  • Can remove 1 buff from all foes with Dhiaperno Katara4-hit Plain damage to random foes based on 10% of their current HP (Damage cap: 444,444 per hit).
    Inflict 10% Water DEF Down (Stackable / Max: 40%)DEF is lowered for water DMG (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    on all foes.
    Remove 1 buff from all foes.
    (While The Black's ChillCharge bar gain is boosted / Takes DMG every turn / Deals bonus DMG to foe upon charge attack (Can't be removed)
    is in effect:
    Activates twice.)
    .
  • Has long skill cooldowns, and needs support from her allies to work effectively.
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.
Galadar


5.0

-

Galadar


7.5
  • Role: Defender
  • He's a quintessential tank and he does it quite well.
  • Completely outclassed by Sara, but Galadar is a suitable alternative if you don't have her.
Garma


4.5
  • Role: Attacker
  • Has Break Assassin, giving him one turn of big damage
Geisenborger


-

Ghandagoza


9.3
  • Role: Attacker/Debuffer
  • Dodge-and-CounterDodge 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

-

Hallessena


9.4
  • 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 UpAttacks made with elemental superiority have a chance to deal boosted DMG
    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


9.5
  • 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 Dodge-and-Counter (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 Dodge-and-Counter (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
Hallessena


9.5
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 UpAttacks made with elemental superiority have a chance to deal boosted DMG
  • 20% Seraphic modifier against Fire enemies
  • Seraphic modifier does not stack with Wand of Gabriel
Izmir


8.5
  • Role: Attacker/Support
  • Up to 15% ATK Up for all allies based on how high her HP is.
  • Can fit in any Charge Attack based team that uses GlaciateMultiattack 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
    , as  Dreams and Midsummer NightsBig boost to all allies' ATKNormal Stamina modifier based on how high Izmir's HP is.
    Boost to Water allies' C.A. specs based on foe's GlaciateMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed)
    lvl.
    (Boost to C.A. specs activates even when Izmir is a sub ally.)
    will activate even when Izmir is a sub ally.
  • Boosts ATK for all allies and other parties with her  BlizzardBlizzardATK is modified by number of turns passed
    Multiplier: UniqueDuration: 180 secondsField effect
    to the field.
    At level 75:
    All allies also gain 15% ATK UpATK is boosted
    Strength: 15%Multiplier: NormalDuration: 3 turns
    .
    , but will boost the ATK of foes too.
  • BlizzardATK is modified by number of turns passed
    Field effect
    is risky in high difficulty contents.
Izmir


9.5
  • Role: Attacker/Support
  • Constant Seraphic modifier to normal attacks, and party-wide Seraphic modifier to Fire allies' damage against Wind foes.
  • Improves C.A. DMG and C.A. DMG Cap for herself, or for all allies when not FlushedCan't deal multiattacks / Lvl lowers upon using charge attack (Can't be removed)
    Duration: Indefinite
    . Also supplements C.A. DMG for Fire allies.
  • Inflicts valuable debuffs to opponents including 15% DEF DownDEF is lowered
    Strength: 15%Base Accuracy: 100%Duration: 180 secondsStacking: Single
    and 20% Fire DEF DownDEF is lowered for fire DMG
    Strength: 20%Base Accuracy: 90%Duration: 180 seconds
    .
  • Especially valuable in Charge Attack OTK setups.
Karva


5.0

-

Karva


6.5

-

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, particularly before 5★.
    • Additional multiattack is helpful to both get the buff up faster and make full use of it.
  • Carries 25% Light DEF DownDEF is lowered for light DMG
    Strength: 25%Base Accuracy: 100%Duration: 180 seconds
    and a large amount of nuke damage.
  • Can off-tank with Hostility UpMore likely to be attacked
    Duration: 3 turns
    , Tank-and-CounterCounters upon taking DMG
    Strength: 100%Duration: 3 turnsCounter attacks grant 4% charge bar per hit (includes Recklessness Incarnate).
    , high HP and self-heal, and tank at level 100 with Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    and Undying (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: Indefinite
    .
Kumbhira


7.5

-

Kumbhira


9.5
  • Role: Attacker
  • Has guaranteed triple attacks and 30% Bonus Fire DMG when 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-CounterDodges and counters normal attacks
    Counter attacks grant 5% charge bar per hit.
    is in effect.
  • Deals high damage when Glaring RadianceNormal attack DMG is amplified / C.A. specs are boosted / Charge bar gain and healing are lowered / HP is lowered on every turn (Can't be removed)
    Duration: Indefinite
    is in effect.
  • Deals burst damage when Sunlit LanceWhen lvl is 12 at end of turn: Consumed to deal 12-hit fire DMG to random foes (Max: 12 / Can't be removed)
    is level 12.
  • Effective in Full Auto setups.
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 normal attacks and counterattacks is amplified
    if Grapple is active).
  • Inflicts large damage and DelayReduce a foe's filled 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.
Ladiva


9.7

-

Laguna


6.5
  • Role: Support
  • Buffs gain strength over time.
  • Gives 20% Charge bar to allies if her DelayReduce a foe's filled charge diamonds by 1
    is successful.
Laguna


8.5

-

Lamretta


7.0
  • Role: Support
  • Can do some decent damage with self buffs
Lamretta


4.0

-

Lamretta


9.4
  • Role: Attacker/Healer/Debuffer
  • Boosts herself for 1 turn with 30% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
    Strength: 30%Duration: 1 turn
    and guaranteed TA from Counter effect.
  • SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 1 turn
    and Dodge/Tank-and-Counter (5 times)Counters upon dodging one-ally attacks or taking DMG
    Strength: 300%Duration: 1 turn Counter attacks grant 5% charge bar per hit.
    shuts down most foe's deadly one-ally attacks.
  • Has potent 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    with only 0-turn cooldown.
  • Healing and clarity is only a click away with no cooldown.
  • Requires micromanagement of Bon VivantConsumes 1 at end of turn and upon skill activation / Becomes Wasted at 0 (Can't be removed)
    as her skills requires that to cast.
  • Becomes vulnerable once she self-inflicts WastedCan't attack / Strikes a foe with her bottle, dealing earth DMG, at end of turn (Can't be removed)
    due to running out Bon VivantConsumes 1 at end of turn and upon skill activation / Becomes Wasted at 0 (Can't be removed)
    .
Lamretta


6.5
  • Role: Support
  • Can grant ATK Up (Stackable)ATK is boosted while active (Stackable)
    Duration: 1 turn
    , but it can backfire.
  • Cheers! can be particularly strong in certain fights, provided you can re-buff behind it.
Maria Theresa


-

Maria Theresa


9.6
  • Roles: Support/Healer
  • Grants permanent 20% ATK Up, 50% DEF Up, and 20% Reduced DMG Taken to all Fire allies while also fully restoring their HP and removing all of their debuffs.
  • Inflicts 10% Fire DEF Down (Stackable / Max: 40%)DEF is lowered for fire DMG (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    and UnrighteousnessATK and DEF are lowered
    Strength: 10% ATK Down / 10% DEF DownDuration: 3 turnsLocal status effect
    on her foe(s).
  • Provides HP balancing, RefreshHP is restored on every turn
    Strength: 10% of max HP (Healing cap: 1000)Duration: 3 turns
    , DMG Mitigation (2000)DMG taken is lowered by a fixed amount
    Strength: 2000Duration: 1 turn
    , and debuff removal for all Fire allies when difference in main allies' remaining HP percentages is more than 50% at end of turn.
Mugen


9.4
  • 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.
Mugen


9.8
  • Role: Support
  • Gives Light allies bonus damage if their maximum health is reduced. Mugen has sources of 30% Max HP Lowered (Stackable / Max: 90%)Max HP is lowered (Stackable / Can't be removed)
    Strength: 30% (Max: 90%)Duration: IndefiniteAt 100%, leaves 1 max HP
    himself, and this additionally pairs very well with Nehan.
  • Song of SweetmeatsAll Light allies gain 30% Light ATK UpLight ATK is boosted
    Strength: 30%Duration: 5 turns
    , 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 100% chance of dealing 20% more damage.Duration: 5 turns
    , 15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
    Strength: 15%Duration: 5 turns
    , and 20% DMG AmplifiedDMG for normal attacks and counterattacks is amplified
    Strength: 20%Duration: 5 turns
    .
    (Inflict 30% Max HP Lowered (Stackable / Max: 90%)Max HP is lowered (Stackable / Can't be removed)
    Strength: 30% (Max: 90%)Duration: IndefiniteAt 100%, leaves 1 max HP
    on target allies.)
    grants allies several strong buffs for 5 turns, which synergises well with burst setups.
  • Can permanently receive attacks for a selected ally with Substitute (Select)Receives foe attack in place of an ally (Can't be removed)
    Duration: Indefinite
    , but can only activate the skill once. Mugen wants to be attacked to activate his multi-hit nuke, and also gains defensive buffs to help his longevity.
Narmaya


9.5
  • Role: Attacker/Debuffer
  • High damage capability on normal attacks thanks to Butterfly EffectDeals bonus superior element DMG for one-foe one-ally attacks
    's bonus damage, 280% Assassin's Aim (Kaleidoscope)ATK is boosted for 1 hit against foes with Kaleidoscope effect
    Strength: 280%Multiplier: AssassinDuration: 1 turn 2/3 effectiveness when used with charge attack
    , and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    .
  • Similarly, high damage capability on Charge Attack thanks to 60% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
    Strength: 60%Duration: Indefinite
    , and 30% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
    Strength: 30%Duration: Indefinite
    .
  • Utility as a debuffer being able to inflict 25% DEF DownDEF is lowered
    Strength: 25%Duration: 180 seconds
    , remove 1 buff from the enemy and inflict DelayReduce a foe's filled charge diamonds by 1
    .
  • Although a decent attacker overall, she fits better in short content and OTK setups, but falls short compared to other units, specially in an element with many stronger attackers.
Narmaya


10
  • Role: Attacker
  • Deals unworldly damage with the combination of permanent guaranteed triple attacks, bonus superior elemental damage, and Falling MistATK is boosted by Falling Mist (Can't be removed)
    Strength: 50%Multiplier: AssassinDuration: 1 turn
    .
  • Always deals elemental damage that is superior to the target's element as long as Piercing SightElemental DMG dealt will be treated as superior to the target's element
    Duration: 4 turns
    is active.
  • Grants 3% boost to damage cap and 10% Bonus Wind DMG effect to all Wind allies' critical hits.
  • Gains Double StrikeAttacks twice each turn
    Duration: 1.5 turnsApplied during the attack phase.
    On the next turn, it'll have 1 turn remaining.
    and deals unworldly damage with her charge attack, but gains no charge bar from her normal attacks.
  • Provides Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    as a defensive option for the party.
  • Excellent in any battle that requires high damage burst.
Narmaya


9.7
  • 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% RepelReflects DMG
    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 filled charge diamonds by 1
    Base Accuracy: 100%
    on dodge.
Narmaya


6.0

-

Narmaya


9.7
  • Role: Attacker/Support
  • Automatically activates Tranquil Crescent8-hit, 100% Light damage to a foe (Damage cap: ~67,500 per hit).
    Remove 1 buff.
    (Auto-activates when a foe uses a special attack.)
    upon a foe's special attack, inflicting dispel.
  • Deals 555,555 Plain damage upon MC's charge attack even as a sub-ally.
    • Also deals an additional 555,555 Plain damage when she uses her own charge attack.
  • Inflicts DelayReduce a foe's filled charge diamonds by 1
    Base Accuracy: 100%
    on her foe at the end of every turn when ReverieBased on lvl: C.A. specs and charge bar gain are boosted / DMG is partially reflected (Max: 8 / Can't be removed)
    is level 8.
  • Suitable for setups that rely on charge attacks.
Pavidus


4.0

-

Payila


10
  • Role: Attacker/Support
  • Deals high damage with permanent Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    and the ability to gain 100% Sharp ATK UpATK is sharply boosted
    Strength: 100%Multiplier: AssassinDuration: 0.5 turnsApplied during the attack phase.
    On the next turn, it'll have 0 turns remaining.
    from MultistrikeDouble StrikeAttacks twice each turn

    Triple StrikeAttacks 3 times each turn

    Quadruple StrikeAttacks 4 times each turn
    , but doesn't gain any charge bar from normal attacks.
  • Deals burst damage by consuming Trove's LusterConsumed by Payila's skills (Max: 5 / Can't be removed)
    to gain a MultistrikeDouble StrikeAttacks twice each turn

    Triple StrikeAttacks 3 times each turn

    Quadruple StrikeAttacks 4 times each turn
    effect up to Quadruple StrikeAttacks 4 times each turn
    .
  • Grants Double StrikeAttacks twice each turn
    Duration: 1 turn
    to all other Water allies, which enables the party to deal burst damage.
  • Increases the offensive and defensive capabilities of all Water allies with CloudwalkNormal attack DMG is amplified / Normal attack and C.A. DMG dealt is partially absorbed to HP / DMG taken is lowered by a fixed amount / Buffs can't be removed or shortened (Can't be removed)
    Duration: 4 turns
    , which can't be removed by her foe(s).
  • Excellent for bursting in short-term battles and even in Full Auto.
Payila


-

Payila


9.8
  • Role: Attacker/Debuffer/Support
  • Grants 50% TA UpTriple attack rate is boosted
    Strength: 50%Duration: 3 turns
    , 10% DMG AmplifiedDMG for normal attacks and counterattacks is amplified
    Strength: 10%Duration: 3 turns
    , and 20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 20%Duration: 3 turns
    to all Light allies.
  • Grants 100% Debuff Res. UpDebuff resistance is boosted
    Strength: 100%Duration: 3 turns
    and Dispel Cancel (1 time)Buffs can't be removed or shortened (1 time)
    Duration: Indefinite
    to all Light allies while also extending their buff durations by 1 turn.
  • Inflicts 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
    , 50% ATK DownATK is lowered (Can't be removed / Can't be extended)
    Strength: 50%Base Accuracy: 200%Duration: 5 turnsLocal status effect
    , 50% DEF DownDEF is lowered (Can't be removed / Can't be extended)
    Strength: 50%Base Accuracy: 200%Duration: 5 turnsLocal status effect
    , and Supplemental DMG (30,000)DMG taken is supplemented (Can't be removed / Can't be extended))
    Strength: 30,000Base Accuracy: 200%Duration: 5 turnsLocal status effect
    on all foes.
  • Excellent in burst setups for short battles.
Razia


9.3
  • Role: Attacker/Defender
  • Protects allies with SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    and innate boost to Hostility.
  • Deals high damage with  Durchbrechen1200% Earth damage to a foe (Damage cap: ~1,305,000).
    At level 95:
    Also inflict 30% DMG Taken Amplified (6 times)DMG taken is amplified (Can't be removed / Can't be extended)
    Strength: 30%Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 2 turnsLocal status effect
    .
    , which can be boosted even further based on the level of Flash PointDEF, debuff resistance, DMG cap, and Durchbrechen's specs are boosted based on Flash Point lvl (Max: 10 / Can't be removed)
    .
  • High offensive capabilities when Limiter OverloadDeals triple attacks / Deals earth DMG to a foe after normal attacks / Activate Durchbrechen at end of turn (Can't be removed / Can't be extended)
    Duration: 2 turns
    is active, but it requires max level of Flash PointDEF, debuff resistance, DMG cap, and Durchbrechen's specs are boosted based on Flash Point lvl (Max: 10 / Can't be removed)
    to activate.
  • Has 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%.
    and C.A. Reactivation (1 time)Charge attack reactivates (1 time)
    Duration: Indefinite
    that can be used immediately on the first turn.
  • Provides some defense for her allies while dealing decent damage to foes at the same time.
Razia


7.5

-

Redluck


7.0
  • Role: Debuffer
  • Gains additional health from Aegis weapon skills.
  • Takes damage every time he uses a skill.
  • Unique Debuffs.
Reinhardtzar


6.5

-

Reinhardtzar


9.4
  • Role: Defender
  • Grants Dodge/Tank-and-CounterCounters upon dodging one-ally attacks or taking DMG
    Strength: 100%Duration: 2 turnsCounter attacks grant 5% charge bar per hit.
    and DrainNormal attack and C.A. DMG 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.
Reinhardtzar


9.8
  • Role: Attacker/Debuffer/Defender
  • Has permanent guaranteed triple attacks.
  • Removes 1 buff from his foe upon normal attacks.
  • Inflicts 15% Water ATK DownWater ATK is lowered
    Strength: 15%Duration: 180 seconds
    and 25% Earth DEF DownDEF is lowered for earth DMG
    Strength: 25%Duration: 180 seconds
    on all foes upon charge attacks.
  • Protects his allies from all-ally attacks with Holy Palm's IntimidationDebuff resistance is boosted / Receives all attacks in place of allies (Includes all-ally attacks) / DMG taken is reduced by a fixed amount / Normal attack and C.A. DMG dealt is partially absorbed to HP / Charge bar gained upon taking DMG is boosted (Can't be removed / Can't be extended)
    Duration: 3 turns
    .
Sarya


6.0

-

Sarya


6.0
  • Role: Support
  • Clarity type utility.
  • BountyItem drop rate is boosted
    and DEF DownDEF is lowered
    on one skill.
  • No offensive skills.
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


9.6
  • Role: Attacker
  • Deals high damage through normal attacks and skills.
  • Deals burst damage when Blade of YoreNumber of attacks is increased by 1 / Consumes 50% charge bar before each attack to deal 2-hit DMG to random foes and 2-hit bonus fire DMG to a foe for the next normal attack (Can't be removed)
    Duration: 5 turns
    is active.
  • Inflicts Burned (2000)HP is lowered on every turn
    Strength: 2000Base Accuracy: 100%Duration: 180 seconds
    and DelayReduce a foe's filled charge diamonds by 1
    Base Accuracy: 100%
    on her foe upon dodging.
  • Gains permanent effects based on the levels of her Impetuous BladeBased on lvl: ATK, DEF, and multiattack rate are boosted (Max: 5 / Can't be removed)
    Multiplier: PerpetuityDuration: Indefinite
    and Deft BladeBased on lvl: Skill DMG and skill DMG cap are boosted / Skill DMG dealt is supplemented (Max: 5 / Can't be removed)
    Duration: Indefinite
    .
Sturm


9.5

-

Threo


-

Utsusemi


9.7
  • Role: Attacker/Support
  • Deals high damage against foes in Break with 300% Assassin's Aim (Break) (1 time)ATK is boosted against a foe in break mode
    Strength: 300%Multiplier: AssassinDuration: 1 turn
    and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    .
  • Can remove 1 buff from all foes after every normal attack and charge attack if a foe is in Break.
  • Grants all Light allies Nightlong MelodyATK is boosted / Double attack rate is boosted / Triple attack rate is boosted (Can't be removed)
    Multiplier: NormalDuration: 3-5 turnsStacking: Special Buff
    , 30% Dodge Rate UpChance to dodge DMG and debuffs
    Strength: 30%Duration: 3-5 turns
    , and 20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks
    Strength: 20%Duration: 3-5 turns
    .
  • Deals more damage in long battles that allow her to use Consort's ProcessionGain 300% Assassin's Aim (Break) (1 time)ATK is boosted against a foe in break mode
    Strength: 300%Multiplier: AssassinDuration: 1 turn
    .
    Inflict OnslaughtTakes effects that activate against foes in break
    Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 3 turnsLocal status effect
    on a foe.
    (From 2nd cast: Also gain Double StrikeAttacks twice each turn
    Duration: 1 turn

    From 3rd cast: Also gain Flurry (3-hit)Normal attacks deal 3-hit DMG to random foes
    Duration: 1 turn
    .)
    repeatedly.
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


9.5
  • 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


9.4
  • Role: Attacker/Defender
  • Protects allies with Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    , and survives damage with Guts (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: 1 turn Also called "Lethal Attack Dodged"
    and 100% DEF UpDEF is boosted
    Strength: 100%Duration: 3 turns
    alongside an innate 100% boosted DEF.
  • Consumes Charge Bar to gain Melas UnleashedATK, multiattack rate, critical hit rate, and DMG cap are boosted / Normal attack DMG is amplified (Can't be removed)
    Duration: 8 turns
    for 8 turns which provides many powerful offensive buffs and inflicts 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 10% (Max: 40%)Base Accuracy: 100%Duration: 180 seconds
    on enemies via normal attacks.
  • Incredibly tenacious, and can keep himself healthy through two strong sources of healing. Synergises well with enmity setups.
Vaseraga


9.6

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

  • Role: Attacker/Defender
  • Deals high damage when AutomafusionGains effects in order based on lvl: Sharp boost to DEF / Boost to critical hit rate / Amplify DMG (Max: 3 / Can't be removed)
    Duration: Indefinite
    is level 3 and Soul RavenousIgnores a percentage of foes' DEF (Can't be removed) / Maximum amount of DMG that can be dealt per hit is boosted (Can't be removed) / ATK is boosted (Can't be removed)
    Duration: 3.5 turnsApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    is in effect.
  • Protects all allies with Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    .
  • Suitable for Full Auto setups and long battles.
Vaseraga


9.4
  • Role: Attacker/Defender
  • Protects the party with Only the OceanGain Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    , Tank-and-Counter (3 times)Counters upon taking DMG
    Strength: 200%Duration: 1 turn Counter attacks grant 5% charge bar per hit.
    , and Guts (1 time)Can withstand lethal DMG (Leaves 1 HP / Can't be removed)
    Duration: IndefiniteAlso called "Lethal Attack Dodged"
    .
    , which grants Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    Duration: 1 turn
    ,GutsCan withstand lethal DMG (Leaves 1 HP)
    Duration: IndefiniteAlso called "Lethal Attack Dodged"
    and Tank-and-CounterCounters upon taking DMG
    Duration: 1 turn Counter attacks grant 5% charge bar per hit.
    and can be recasted every time Vaseraga charge attacks.
  • Has innate enmity and a 100% boost to DEF, which helps reducing damage taken from protecting other allies.
  • Pulls his weight on normal attack teams thanks to guaranteed triple attacks.
  • After casting The BurdenGain The BurdenATK is boosted / DEF is boosted / DMG taken is lowered / More likely to be attacked / Wait and Bleed activates at end of turn (Can't be removed)
    Multiplier: PerpetuityDuration: Indefinite
    .
    (Consumes 100% of charge bar. Can't recast.)
    , Wait and Bleed400% Water damage to all foes (Damage cap: ~620,000).
    Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
    Restore caster's HP based on 20% of damage dealt (Healing cap: 2000).
    is activated at the end of each turn for additional damage and self-healing.
Yaia


8.5
  • Role: Support
  • Party-wide ATK/DEF boost as a passive.
  • Can negate single-target enemy charge attacks at full HP with Dodge AllTakes no DMG or debuffs while in effect
    Duration: 1 turn
    and SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 1 turn
    .
  • 50% ATK/DEF Up granted from her charge attack.
  • Excels in Kengo setups thanks to the Chain Burst DMG buffs from her 5* charge attack.
Yaia


8.5
  • Role: Healer/Support
  • 20%/20% critical hit boost for other allies when a main ally, or a chance for allies to gain HypeATK is boosted
    when a sub-ally.
  • RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
    and StrengthATK is greatly boosted based on how high HP is
    to an ally.
Yaia


9.5

-

Zaja


7.5
  • Role: Defender
  • One of the only Dark units with Substitute, and also possesses a 40% DMG CutTaking 40% less DMG
    Damage Cut reducing damage taken for all elements.
    Warning! Does not work for Plain Damage!
    .
  • Favors Axes, giving him decent attack damage in a grid heavy on Celeste Zaghnal Omega.
  • If nothing else, he can draw Luminiera Omega's entire 50% trigger to himself.
Zaja


7.0

-

Zeta and Vaseraga


9.5
  • Role: Attacker/Defender
  • Choose between 2 linked skills to decide their role in a party, each providing undispellable buffs with no downtime.
  • Magic HorizonsGain Magic HorizonsATK is boosted /
    Triple attack rate is boosted /
    Deals bonus earth DMG /
    DEF is sharply lowered
    (Can't be removed)
    Strength: 50% ATK Up / 80% Bonus Earth DMG / Guaranteed triple attacks / 70% DEF DownMultiplier: PerpetuityDuration: 8 turns
    Lvl 55:
    9 turns
    .
    not only increases their ATK but also guarantees triple attacks with 80% Bonus DMG effect, however, it all comes with 70% penalty to DEF.
  • Black ChamberGain Black ChamberDEF is boosted /
    More likely to be attacked /
    Counters with a skill when targeted by a foe /
    Triple attack rate is lowered
    (Can't be removed)
    Strength: 150% DEF Up / 30% TA DownDuration: 8 turns
    Lvl 75:
    9 turns
    .
    (800% Earth damage to all foes when targeted by a foe while in effect [Damage cap: ~800,000].)
    greatly increases their DEF, boosts hostility, and grants them counter at the cost of 30% TA rate.
  • Can reuse all skills immediately, though only once, if their HP hits 50% or less.
  • Specializes in changing up play style to match the enemies' weaknesses.